Check out all of the details of this month's Patch Notes, featuring the 16th Anniversary and VIP Renewal Update! https://mabinogi.nexon.net/news/90098/16th-anniversary-and-vip-renewal-patch-notes-march-14th
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IAAW

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IAAW
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About Me
I'm weird and constantly second guessing myself.
  • Homestead Life Skill Update tips?

    Yuoichi wrote: »
    I don't use that lol
    They didn't think about -18 years old players who can't get salary or smthing like that.

    Wouldn't be as big of a deal if it wasn't 500k for a 30 day lease, assuming you don't extend for a 200k fee. Granted, a few Shadow Missions/Rabbie Basic scroll runs could take care of that fee, but it's not enough for me to want to willingly maintain a 200k/500k fee every 30 days, even with the workshops.

    At the very least there's now more incentive to maintain service for the free leasing now that the workshops are in.
    pawcalypse
  • [WARNING KR SPOILERS]Giant Update (if we get it?)

    Hellkaizer wrote: »
    It's giant FH... Kind of.

    To me it looks like Wind Guard and Bash got together and had a kid.

    (I'm going to also wager a guess and say that the skill is called "Final Smash".)
    Veylainepawcalypseoffwithyourheads
  • Final Hit for Elves

    If you really think about it, all of the races have access to their own "Final" skill, based on their innate abilities. Elves have Final Shot, not to mention that they're the go to race for Magnum Shot-related shenanigans, and after all the revamps to it Giants' Wind Guard might as well should be called "Final Stand"; Advanced Heavy Stander and nigh invulnerability at higher ranks combined with Giant Full Swing and Charge spam, the only downside being massive Stamina consumption that can be countered with Enduring Melody and Fantastic Chorus.

    All things considered, the only reason why people want Final Hit for all races is because Final Hit is disgustingly broken for all the wrong reasons.
    SherriBronzebreakTheNyanCat
  • Enchanting needs a renewal.

    I'd rather just have the durability/item loss on enchant failure be removed and be done it with it, myself. That alone would make enchanting far less stressful.

    Nexon could always convert the enchant protection potions into potions that guarantee an enchant to succeed.
    SyrusMarufujiBronzebreakTHICCthighssavelivesIcedrake
  • Idea of Change [Stats/Ability]

    In my mind, this is a system built for a different kind of game. Mabinogi's built around AP and building up skills in order to gain the stats necessary to benefit a set of skills. As a pure example, in regards to Magic you primarily need INT; while all Magic skills will offer INT in some form, you'll also want Musical Knowledge and Composing to Rank 1, as despite being primarily Music-focused skills they provide a healthy source of INT, which helps with Magic skills. A recent example is the Chain Slash skills Chain Impale, Raging Spike, and Spinning Slasher; all skills that, while not directly associated with Magic, provides INT. As another example, Fireball, despite being a Magic skill, provides STR for ranking it, so if you want to maximize your STR for your Melee damage, you would want to rank up Fireball to Rank 1 for the STR it provides.

    Another thing to remember that in regards to "uniqueness" and "individuality", when it comes to RPGs and even other games there will always be a meta. There will always be a specific set of skills or a specific path that results in accumulating the most power. As another example, this is why in MapleStory there's a community-managed tier list, rating each class based on their overall viability in terms of raiding and DPS. This happens because, again, there's a meta; a desire to find the most efficient way to generate the most DPS, and Mabinogi's no exception. The only difference is that in Mabinogi the free-form nature of gaining stats and building up skills allows any player to eventually branch out and utilize other forms of damage. And this is important as there are enemies in Mabinogi with Passive Defenses; enemies that may either resist or be outright immune to certain forms of damage. As an example, under your system if you focused solely on INT for Magic damage you would never be able to have the stats necessary to take on Zombies, which are immune to Magic. Sure, presumably you could still rank up Combat-related skills for the damage multipliers but those damage multipliers would be applied to an almost non-existent base Melee damage. You would have no Melee damage which means the mere existence of a Zombie would shut you down, period. Sure, partying is an option but you aren't always going to have a Combat-focused player to combat Magic-resistant enemies with. And sure, you could make the argument that under your proposed system it would still be possible for players to branch out and utilize other forms of combat depending on the situation, but even then the larger investment in other stats would mean that you'd not be improving your main form of attack.

    And that's not to mention that even in Mabinogi there are combat styles which fail in end-game scenarios due to simply lacking damage or even simple viability. Transformation Mastery and Alchemy are the first things that come to mind for me, personally. And going by your proposed system, assuming you'd need to invest in multiple stats for one reason or another (attack accuracy, damage, etc.), these two combat styles alone could potentially be punished even further. At least with Alchemy you can put the HP, MP, and SP that you gained from working on other skills towards Alchemical damage, which scales off of these three attributes alone, and at least with Transformation Mastery you can use transformations with larger hitboxes and access to Windmill in order to wipe out larger groups of enemies with Windmill spam.

    As for the lack of diversity? There's nothing stopping me from running around as a Master Lich and smashing things to death, shifting into a Chandelier Spider when I need to clear out multiple enemies with Windmill (which the Chandelier Spider's larger hitbox benefits from). There's nothing stopping me from having an Erg upgraded Great Mallet even though that might not be the "best" weapon to Erg. I can work on any set of skills I want, whether it's to gain stats or simply have another skillset to fight with. I can ignore any questline I want, for however long I want. I can fight in whatever equipment I want, too. There's no restriction on what I can do in Mabinogi; the only limiting factors are time, skill, and strength.

    There's nothing stopping anyone from starting out as an Alchemist and using solely Alchemy skills to fight with even though all newbies should technically be starting out as a Warrior and ranking Windmill to Rank 1 as soon as possible. There's nothing stopping anyone from devoting their time to only Life skills and ignoring Generations. There's nothing stopping anyone from simply spending all their time AFK in Dunbarton, much to the dismay of others. You can pursue anything in Mabinogi at your own pace, and in any way you want. It may not always be viable depending on the scenario (Passive Defenses being the main offender of this), but generally speaking you can tackle Mabinogi in your own way, and at your own pace.

    If that's somehow not diverse, then I don't know what in Mabinogi is.
    THICCthighssavelivesAlshianVeylaineJJ