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Please Update Alchemy

ChoCho
Mabinogi Rep: 1,900
Posts: 204
Member
in Feedback and Suggestions
Summon Golem
Please remove load times on skills and allow golems to have r1 windmill again. Also please fix the Guard Cylinder golem controls. If I select a skill (i.e Smash) the golem sometimes loads the skill, runs to the enemy, and doesn't attack. In AI mode the golem cancels skills I select and if I move character after selecting a skill, the golem cancels and runs to me.

Wind Blast
Please lower or remove the cooldown. The quest in G9 where you fight Glas Ghaibhleann is harder because you can't reasonably wind blast the crag cows 3 times. The skill could even be put on a charge system like Evasion; like how it used to be.

Sand Burst
Please let Sand Burst have multiple charges again.

Barrier Spikes
Please let barrier spikes be cast in a square shape around you if used with elemental wave.

Synthesis
Please allow Ice Mines to be stored in the alchemy bag.

Mana Crystallization
Please let Mana Crystals have critical hits. Also please let the Thunder crystal's first hit Stun like regular thunder and Ice Spear crystal's freezing effect spread like normal.

Cylinders
It would be nice if alchemy bonuses could be shown on cylinders similar to how it's shown on spirit cylinders.
Spareoh

Comments

  • TsunohDATsunohDA
    Mabinogi Rep: 935
    Posts: 19
    Member
    Cho wrote: »
    Wind Blast
    Please lower or remove the cooldown. The quest in G9 where you fight Glas Ghaibhleann is harder because you can't reasonably wind blast the crag cows 3 times. The skill could even be put on a charge system like Evasion; like how it used to be.

    Sand Burst
    Please let Sand Burst have multiple charges again.

    ... Sand burst had multiple charges before? Wow. Ditto Wind Blast.

    Alchemy has never been OP, and although the removal of the 'extra' craftable catalysts like Life Drain crystals was a wonderful update, Alch would see much more play if its utility skills were more... usable.
  • ChoCho
    Mabinogi Rep: 1,900
    Posts: 204
    Member
    Yeah, Sand Burst was like Alchemy's Icebolt and Wind Blast an Burst went on cooldown for a long time if used too many times in a row. I don't think Wind Blast needs to be on cooldown for 40 secs after 3 uses in a row the way the game is now. It could still be 7 seconds but with 3 charges if they wanted to do that and I feel like it'd still be balanced. (For PvE at least) As for Sand Burst, there's a limit to how soon an enemy can be blinded again and spamming Sand Burst would be probably be no different than people setting up Lullabys or Crisis Escaping. It wouldn't need a cooldown penalty either in my opinion.
  • NemurikoAlexinaNemurikoAlexina
    Mabinogi Rep: 1,310
    Posts: 75
    Member
    I was incredibly disappointed to find that Shock is completely disabled in the new Tech Duinn dungeon. More and more monsters and dungeons are adding monsters completely immune to sand burst, rain casting, shock, frozen blast, and other useful alchemy skills. It's being reduced to just flame burst and water cannon, and water cannon's just a worse firebolt in any situation.

    Alchemy wasn't designed to have high DoT. It's a toolbox, full of powerful crowd-control utilities and monster positioning skills. Even it's trademark damage skill, Flame Burst, has incredible potential in its area-of-effect stun-lock. It doesn't need to out-damage final hit, magnum, full-swing, etc to be good.

    What alchemy really needs is to return to its roots, and provide useful crowd-control and utility skills to support parties, or add versatility to solo-play with Guard Cylinders + 1-hand weapon. And, most importantly, the skills need to be relevant, or even usable, in recent end-game content.
    LadameChoTHICCthighssavelivesRaishiiSpareohHisahimeYangKoeteSherri
  • HelsaHelsa
    Mabinogi Rep: 21,980
    Posts: 5,115
    Member
    I was incredibly disappointed to find that Shock is completely disabled in the new Tech Duinn dungeon. More and more monsters and dungeons are adding monsters completely immune to sand burst, rain casting, shock, frozen blast, and other useful alchemy skills. It's being reduced to just flame burst and water cannon, and water cannon's just a worse firebolt in any situation.

    Alchemy wasn't designed to have high DoT. It's a toolbox, full of powerful crowd-control utilities and monster positioning skills. Even it's trademark damage skill, Flame Burst, has incredible potential in its area-of-effect stun-lock. It doesn't need to out-damage final hit, magnum, full-swing, etc to be good.

    What alchemy really needs is to return to its roots, and provide useful crowd-control and utility skills to support parties, or add versatility to solo-play with Guard Cylinders + 1-hand weapon. And, most importantly, the skills need to be relevant, or even usable, in recent end-game content.

    Is the problem with alchemy here or with the dungeon design? It seems that all agro countering skills are artificially being made ineffective in this situation. This makes a situation where all that matters is pure power over cleverness, which not only is sad but kinda boring.
    ChoLadameRaishiiHisahimeYangKoeteSherri
  • RaishiiRaishii
    Mabinogi Rep: 3,245
    Posts: 319
    Member
    edited May 30, 2019
    I was incredibly disappointed to find that Shock is completely disabled in the new Tech Duinn dungeon. More and more monsters and dungeons are adding monsters completely immune to sand burst, rain casting, shock, frozen blast, and other useful alchemy skills. It's being reduced to just flame burst and water cannon, and water cannon's just a worse firebolt in any situation.

    Alchemy wasn't designed to have high DoT. It's a toolbox, full of powerful crowd-control utilities and monster positioning skills. Even it's trademark damage skill, Flame Burst, has incredible potential in its area-of-effect stun-lock. It doesn't need to out-damage final hit, magnum, full-swing, etc to be good.

    What alchemy really needs is to return to its roots, and provide useful crowd-control and utility skills to support parties, or add versatility to solo-play with Guard Cylinders + 1-hand weapon. And, most importantly, the skills need to be relevant, or even usable, in recent end-game content.

    Not sure about the other Tech dungeons, but sand works on the robed guys in Balor. You're just having so many enemies coming at you that it's not even worth it. (And the occasional glitch where they still attack despite the game telling you they're blind). But yeah, the shock immunity is ass.
    Helsa wrote: »
    Is the problem with alchemy here or with the dungeon design? It seems that all agro countering skills are artificially being made ineffective in this situation. This makes a situation where all that matters is pure power over cleverness, which not only is sad but kinda boring.

    I'd say both. Besides rain, shock, and sand in certain situations, all the other support-based skills are super outdated. All it takes is for an enemy to just breathe on a barrier spike or EW enhanced golem to destroy them.
  • ZanathKariashiZanathKariashi
    Mabinogi Rep: 660
    Posts: 22
    Member
    edited September 2, 2019
    Change 1.

    Alchemy can be loaded while moving, you just move at the same pace as having defense loaded while doing so. You're effectively loading a magic musket and you can do that while moving on foot, just at a reduced pace.

    Change 2.

    Change Flame Burst to simply cast in a cone front of the user and allow them to move slowly while it's in effect. This lets it be a lot more effective as an aoe as you don't waste time/charges on a bunch of trivial enemies and lets alchemy be a little faster and help combat positioning lag, so you don't get screwed if you activate the skill right as the server decides to hiccup.

    Change 3.

    A. Change Mana crystals to work exactly like the spell of the same level (they're still ridiculously slow to load, base 5 charge time + a little extra) including scaling from your int..

    B. Leave them as is, but reduce the loading time to the same as a single water canon charge of the same rank. They stay weak but increase your aoe options and can help clear trivial content faster.

    Change 4.

    Un-nerf Shock or SUBSTANTIALLY increase it's damage by like 5-10x. It either needs to be useful for it's stun-locking potential OR it's damage, but it does need SOMETHING. And maybe just remove the cooldown entirely.

    Change 5.

    Let all alchemy scale from Int. Doesn't need to be a huge amount, maybe 20-30% less per point than magic does. But it needs something. If you're gonna keep killing it's utility, you need to replace that with more damage.

    Change 6.

    improve Auto-Golem's ai. Hell just give it the normal golem ai, except it'll prioritize your target. At least it'd use it's abilities semi-intelligently in that case. And give it benefits from Earth cylinder efficiency and upgrades.

    Change 7.

    Remove penalties for elemental cylinders and look into buffing the upgrades a little bit.

    Change 8.

    Buff Barrier Spikes A LOT. Gains 80% of your defense/protection and 300% of your current HP as bonuses. Efficiency bonuses/upgrades apply as percentage bonuses instead of flat bonuses. Can be charged multiple times (up to the maximum number of walls your rank allows) to lay down a larger line of walls.

    Change 9.

    Frozen Blast ALWAYS reduces the defense/protection of the enemy, regardless of being successfully frozen, and enemies that aren't frozen have their movement/attackspeed/cast speed reduced by similar amounts to Fantastic Chorus for the duration of the freezing effect duration. Enemies that ARE frozen by frozen blast take 100% increased damage for the duration.

    Change 10.

    Change elemental wave Life Drain to give advanced heavy stander while in effect and drains ALL enemies in a radius around the user, similar to the Monster Life drain.

    Change 11.

    Heat Buster always hits 3 times at R1 (gaining +1 hit from rA+ and +2 Hits at r1), and the elemental wave version gets a substantially increased splash radius and doesn't knock the user back/stun them.

    Change 12.

    Rain Casting R1 lightening strikes hit as hard as R1 single charge Thunder bolts. Does not cause aggro. Causes Enemies within the aoe to take 1% increased Lightning Damage per rank.

    Change 13.

    Guard Cylinder's increase alchemy effects by 25% base when used in conjunction with a cylinder, and gains an extra 5% per rank of Guard cylinder mastery. (since the animation shows you using both cylinders to attack, IMO, you should be getting double damage once you've mastered using the guard cylinder). Utility Alchemy instead have their duration increased by 20% +2% per rank (total of 50%). Does not apply to Hydra Transmutation, as it requires 2 cylinders to use.

    Change 14

    All guard cylinders get a special Guard cylinder elemental upgrade (0-0), that increases all elements by +6.

    Change 15

    Tower cylinders can be used without setting up, they simply don't increase range by 80%. When set up, all charged alchemy automatically chain-casts and heat buster doesn't move or stun the user. When setting up the tower cylinder, if the user has the barrier spikes skill, has sufficient space around them, and is in an area that allows barrier spikes, barrier spikes will automatically be created starting in front of the user and applying clockwise until their maximum is reached. re-packing the tower cylinder will automatically destroy all of the users barrier spikes. Casting barrier spike while in a tower cylinder will replace any destroyed barriers, with the same priority as when it spawns them.

    Change 16

    Life-Drain's draining portion gains 50% of your lost HP as bonus scaling, and DOES generate health equal to the amount draining damage dealt. (HP scaling has gotten so high life drain is worthless as a recovery ability....of course recovery potions in general are largely worthless for the same reasons, but that's a different overhaul discussion).

    Change 17

    Metal Conversion:

    A. Remove the mini-game and let it work like fragmentation, i.e. a proper queue.
    or
    B. Change it so that each Green panel you hit increases the output of the skill by +1.

    i.e. at F you'd spend 5 material to get 5 material if you did it perfectly. Which is pretty easy. But as you get higher skill, you start generating extra material. Potentially 2 -> 5 at R1, assuming a perfect mini-game, but the panels get smaller so it becomes harder to hit all 4 every time. That would at least give some incentive to pay attention to the mini-game and reward you for it every time, instead of a random chance to do something that basically never happens and is worthless even when it does due to Hillwen engineering generating rare materials more consistently.
    Sherri