I can't even blame the players that are doing this
it is nearing a requirement to be competitive in leveling or getting items from events
* Firebolt, Icebolt, Lightning Bolt, Fireball, Ice Spear, Thunder, Blaze, Shockwave, Flame Burst, Water Cannon, Wind Blast, Life Drain, Heat Buster, Sand Burst, Shock, Frozen Blast, Elven Magic Missile (all types), Fire Breath, and all Cerberus bolts trigger Absorption.
Think about this, if you were playing Pre-Genesis, did you ever fight enemies like a Bear for fun after the first time you killed one? What about Dungeon rooms, did you defeat every single enemy that spawned with the orbs? Or did you want to run past them? Same with Mimic pits or the Mimic corner rooms. Yeah, it was fun for the first few times, but combat was and still is extremely tedious.
The way how the combat system in Mabinogi is doesn't work anymore. If you remember the 2020 Community Survey, 57% of all players that answered it started the game over 9 years ago. Yes, this is a survey and not a hard statistic, but even for just the players that want to answer surveys, that is definitely not okay. A large majority of the playerbase started when the game was in its infancy, while only a few players joined and stuck with the game for the past 8 years. And one of the many big reasons why the game doesn't appeal to prospective/new players is that the combat isn't fun, and it never was fun for them. People play old games with fun gameplay all the time (Runescape, Super Smash Bros. Melee, Super Mario 64, etc.), and the gamers nowadays don't enjoy playing Mabinogi.
And one of the many big reasons why the game doesn't appeal to prospective/new players is that the combat isn't fun, and it never was fun for them. People play old games with fun gameplay all the time (Runescape, Super Smash Bros. Melee, Super Mario 64, etc.), and the gamers nowadays don't enjoy playing Mabinogi.
Just because there's a dash button doesn't mean that they will put in one-shot mechanics or unbalanced AOE attacks. Games like FFXIV and Genshin Impact still don't have one-shot mechanics, but are fun to play because the dash/dodge options allow them to kite or maneuver around the attacks. No, these games aren't necessarily hard in the grand scheme of things, but the player feels challenged enough to have fun without the games being frustrating. That's the balance that a dash button will try to achieve.
The playing field has changed. This is why I suggested that the developers implement a modern ability found in many popular games with great success - the dash button. The Pre-Genesis style of RPS/AI Prediction, along with the Post-Genesis style of mobility and instant skill-loading, have been proven multiple times to no longer work. The real spirit of Mabinogi is the ability to use any weapon and any skillset whenever you want. It's the freedom of combat that gives Mabinogi its edge over other games within the genre. It's not about AI predictions or RPS combat anymore, as gamers nowadays don't care for it or don't want to put in the time to learn it.
Most players who play an MMORPG for the first time will give the game 2 hours to see if the game is right for them. If you need to tell them that the good fights and good bosses take over 10 hours of gameplay to get to, they will quit the game. You need to ease in the player to get to these telegraphed mechanics by sprinkling them in early on, which is why I brought up Gray Wolves. They're an early game mob that would teach the player about the dash button, and as the player continues with their adventure through Generations or content, they'll find more attack patterns that they can avoid to try and deal damage.
If the main way we all get past intended mechanics is by not doing them, then it makes you wonder why did they waste their time in putting effort into making these mechanics in the first place. The game doesn't feel cohesive or well-thought out if players are just going to find ways to not play the game. This is the pinnacle of bad game design, you don't want the playerbase to not play the game because the normal way isn't fun.
Mabinogi's combat system has no depth. It never has. Not even with the Pre-Genesis combat system, where the game was pushing to the point where people will one-shot or cheese everything already (and ignore RPS/AI predictions), and not with the Post-Genesis system where we still have one-shots and cheese on everything already (and ignore RPS/AI predictions), and not with the Post-Genesis system where we still have one-shots and cheese on everything. A universal mobility skill gives the game real depth and breathes new life into the combat system, for new players and old time veterans alike.