[NEW MILLETIANS] Please note that all new forum users have to be approved before posting. This process can take up to 24 hours, and we appreciate your patience.
If this is your first visit, be sure to check out the
Nexon Forums Code of Conduct. You have to register before you can post, so you can log in or create a forum name above to proceed. Thank you for your visit!
What would you like to see in a Elf Overhaul?
Comments
I'll bring up my two main suggestions for helping balance out elves.
1: Two new bows made out of Shylien, a lower tier bow that doubles as a "Trinity" Grade Staff, damage wise, about par with a LLB with a Magic Attack Stat as a crafted bonus. A Higher tier bow that doubles as a "Hermit" Grade Staff, with around HLB or something similar for damage, with Lv 1 Pierce by default. Making both of them Elf Only would work out well as a buff for elves.
2: Add Rapiers to the Lance Weapons Pool, allowing them to be used with Lance Skills. Rapiers, throughout history, have been thrusting weapons. They don't need to be so broken that they get Bash and Rage as well, but giving them a natural pierce level and allowing them to use reduced range and damage Lance skills, will give Elves more melee options.
2b: Make a Shylien Mana Rapier. Literally a Rapier with the same magic casting properties as a Shylien Mana Knuckle. If Merlin can do this to a set of knuckles, why can't elves do the same to a hilt guard on a rapier?
3: Expand on Elf-Friendly Heavy Armor. There are maybe 2-3 sets of actual Heavy Armor that elves can wear. I say this gets expanded on for non-archer elves. Also swapping the dex penalty in heavy armor with elves and giants. It makes no sense that Giants start with -30% and end at -10% while elves are shafted with a flat -50%
As far as the hide ability, darker skin or changes to magic missile or mirage missile, I don't know enough about those skills to make any kind of claim
Just quoting what I've already said in this thread.
The thing with combining archery and magic is this. It's a cool idea, but it needs to have functionality added to be actually combinable. I'm not going to go out of my way to cast magic while I take 3 hours to aim already. That's absolutely worthless. It sounds good in theory, but that's just a lazy way of adding something unique to elves while not making it any useful at all. They are two completely seperate things that don't benefit from being used in conjunction. I always hated that about the shyllien knuckles already, which is why I've never used those knuckes much. You snapcast to get a weaker spell than you would on a staff and then you go back to using fighter anyway. It'll be even worse with archery, whose skills are not instant. Far from instant.
The heavy armor idea sounds..odd too. Heavy armor hampers mobility a lot, so light armor is the logical choice, especially because it has no dex penalty in the first place. Although it's true elves could use some more variety in terms of heavy armor. So even if the penalty is not swapped (poor giants have little dex to begin with), some more variety would be neat, at least. I can really only use the RKA.
Rapiers sound nice as a seperate skillset though. I've always wanted it since they showed that elves are capable of it i nthe saga, although the saga itself has been basically completely disregarded since g19. So perhaps it's not even to be considered canon at this point.
Also love the idea of a Rapier talent that is elf only. Would give melee a purpose for elves instead of just padding the already-sub-par strength of elves.
Magic Missile NEEDS a rework. Bad. The long cooldown coupled with the loading time, charge time, and the mediocre damage... It's just sad and not worth the time to use. By the time you get one Magic Missile launched, some human with FH has already cleared the room, some magic user has flattened everything, or a giant has murdered all of the enemies. Don't even get me started on the damage with wands.
I wish for more flying targets.
...I wish there was a way or a passive skill that allows the rate of misses to decrease so as long as that skill is active for certain period of time; activate at the beginning of a mission or battle, for a certain amount of time the hit-rate remains at 70% to 99% as long as the user does not switch weapons or use another skill.
The skill's penalties behave like those affecting Chain Mastery - as long as the player keeps using weapons and skills for Combat Mastery the penalty is not triggered.
Once the user has aimed at the target they will miss yet not as frequent and will not have to draw their bow to 70% as often. Whatever...
If you think that humans and giants doing 20k firebolts, but elves doing 40k is balanced, I don't know where you're getting the numbers from, nor that logic. Step down.
If anything, just increase the formula so instead of every 5 intelligence its 3.5 for elves. Literaly, you just made them 1.5x as strong without having to give them dual wield 10x CC.
You happy now? :^)
Also I didn't say elves were bad mages, nor that they deserve to be bad mages, in any light. Remember the discussion you abandoned because I lectured you and another person about min-maxing?
Replies in bold, I apologize for being so strongly against Lances.
Lances are not for everyone, so no need to apologize for that. The only reason I'm so adamant about that suggestion is because when I talk to Non-Archer Elves, they complain about the lack of strength and pierce that lances offer. I also specified Non-Archer Elves in my bit about Heavy Armor changes. But yeah, I feel that the level and number of hybrid talents and hybrid weapons are on the rise. All we really have so far, are Mana Knuckles, which, while great, are not the best at either Fighter or Magic, but instead, work as a good stop-gap to fill in the space between close combat and magic. The only hybrid weapon are Sun Colts, dual guns that double as L-Rods. compared to Mana Knuckles, they are lack-luster in damage, but they have a much greater sense of usability in that they remove the need to have a non-combat weapon equipped when exploring.
There are several combination/hybrid weapons I can think of that would work well in Mabi's current engine, Staff-Bows. Wand-Rapiers, Alchemy-Lances just to name three off the top of my head, many of which can benefit elves or even all races greatly, but the main problem at the end of the day, its up to Nexon KOREA and DevCAT to decide what gets added to Mabi, all we can do is hope and pray to our assorted gods that they even acknowledge our ideas or that we can even think of good ones, instead of listening solely to their KR playerbase.
Other than that I'd just add a rapier mastery skill that switched all damage with rapiers to dex based, add a small amount of piercing to preexisting rapiers and introduce more rapiers and enchants with higher piercing. Probably try to get the max at about 6 since you don't need space games with them and possibly add in some move with value approximate to lance charge for rapiers. Been thinking they should have done that for years.
I like the idea of magic missile being tied to final shot and improved too. And most importantly YES GIVE US DARK ELVES.
I love all of your ideas. Magic Missile is a rather awkward skill for me whenever I fight so I rarely use it. Perhaps make it a non-trans skill where you use Elemental Arrows (Fire Arrows, Ice Arrows, Lightning Arrows) that you craft via Magic Craft (it would make sense). If they keep it a transformation skill, maybe make it akin to using Fireball/Ice Spear/Thunder Crystals with Alchemy. Or for the third option...
In Falcon mode: Magic Arrows are Advance Magic like Fireball. In Normal Elf mode, Magic Arrows add Bolt damage of the Element of the arrow in addition to Ranged Attack Damage.
In addition, I think either they need to give Elves a sort of small lance they can use, or remove the Talent from the possible listing, so no one accidentally clicks it. Maybe add a Fencer Talent for Rapiers. =3
at the same time this sounds absolutely terrible because it means you can just spam mag shot endlessly for 25-80k per shot without missing.
Also it defeats the purpose of final shot and various other skills.
Just writing this for reasons idk anymore