Check out all of the details of this month's Patch Notes, featuring the Mini-games + Quality of Life Update! https://mabinogi.nexon.net/news/91106/mini-games-quality-of-life-update-patch-notes-april-11th
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Cho

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Cho
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I’ll have two number 9s, a number 9 large, a number 6 with extra dip, a number 7, two number 45s, one with cheese, and a large soda.
  • Healing Skills Need a Revamp

    What about something like Base Heal amount + 8% of missing HP? It could scale per rank like 3% at rF and 8% at r1 but basically it gets people who are badly hurt to a middle amount of HP faster while not completely breaking the skill. This + maybe upgrades on the healing wand that increase the % or the base heal amount. They've reworked something as old as crossbow upgrades so it isn't impossible.
    BlissfulkillEdetha
  • Permadeath Server

    It'd be cool if there was a server where if you died, you lose all your items on hand and had to start over from cumulative level 1 with all learned skills removed.

    The way it would work would be:
    - If you die, you go back to the Soul Stream and are forced to rebirth back to cumulative level 1 with all if your skills removed and no AP
    -All items in your inventory when you die are destroyed
    -You can pick a different race when you're restarting after dying
    -1 Permadeath Server character per account
    -You keep items and gold stored in your bank.

    I want to say no pets but if there has to be pets then:
    -Maximum of 3 pets on the Permadeath Server per account (This way players can have a flight mount, a land mount, and a cat or something if they want)
    -Pet levels reset back to level 1 when your character dies
    -Pet keeps skills acquired through pet rebirths
    -Items in pets' inventory are destroyed

    The danger of losing your items or your character could be exciting and I don't think there's many "unfair" deaths in Mabi so something like this could be fun. With the 1 character limit, you won't see people hoarding tons of valuable items in their alts' bank tabs. Having things like Crusader skills would be so much more valuable if you had to get it without dying at all.

    Also, this doesn't devalue the normal servers. Players will want a break from the stress and will want to take it easy after a while. Especially after leveling all you can manage while you're waiting for the next rebirth. Please consider this, I'm sure this is a good idea.

    Optional Idea:
    -Permadeath character acts as a Hero talent character where it grants gained AP to another character up to a Maximum of 50 per current life until rebirth.

    Edit: Putting this here because there seems to be a lot of the same points coming up

    Permadeath
    -A permadeath server would be different from a normal server and should be approached differently
    -We don't know how many people would use the server because it's not implemented
    Consequence of Dying
    -You would know what you're getting into so laggy internet would not be an excuse for death
    -Hard to train skills should be trained by people who actually want to train them
    Nexon/Money
    -We don't know whether Nexon would be able to afford or profit from this but it is ultimately up to them to decide
    -This doesn't split the playerbase because this is a 1 character per server idea that would still be running on the 1 rebirth per week model which naturally limits how much you can do on the server with your single character

    Edit 2:
    Offered Ideas
    -Server-wide increased Rates of EXP, AP, and Skill Training
    -Your talent locks until next death
    -Bio/Character descriptions that show when you right click a player.

    IGN: Choten
    Server: Mari
    THICCthighssavelives
  • Buff for Lance Counter

    I'm skilling up lance moves on an alt and I'm noticing that Lance Counter seems worse compared to counter since the dynamic combat update where all the melee combat skills received instant load times. One of the main differences with Lance Counter compared to the original was that "Lance Counter activates faster than a normal Counterattack, but the position is not maintained as long; one must know exactly when the attack is coming to utilize the attack." (from the skill description)

    Since regular counterattack loads immediately, and they both have 7 second cooldowns, why not either buff the damage to around 300% self/300% enemy from it's current 230% self/200% enemy at Rank 1 or make it a permanently loaded skill rather than a temporarily loaded skill? Sure Lance Counter does a little more damage but Counterattack Dan 3 now increases damage which brings it even closer to Lance Counter. (Lance 230%/200% Human-Regular 175%/230%)

    Besides enchants the things lances seemed to have over two-handed swords or other non-lance weapons were a piercing level reducing defense and protection, Lance Charge, Lance Counter, and Lance Mastery adding critical chance and damage. When Bash didn't exist, using Smash with lances could be considered good damage. Now with Bash and Smash's secondary effects, why wouldn't you just use a two-handed sword with a piercing level or a one-handed axe that has a mastery also gives critical chance and armor pierce, a smash that can reduce defense and protection, and the ability to Bash?

    Lance Charge is a good defining skill but Lance Counter should also be a good skill too as one of the exclusive Lance skills and not just another weaker counter. If that was the case, Lance Counter could be removed and given different effects similar to counter with Knuckles.
    Bronzebreak
  • LOWER THE REQUIREMENTS FOR KILLING PENNAR IN G19

    You're a mage but you wanted those Divine Knight skills and you don't even melee? Ha. Meteor Strike works.
    SylviaWolfe
  • Adding Fomor Races

    I suggest three new races be added to Mabinogi.
    Goblin
    Imp
    and Ogre

    Since the release of G3 and Belvast we know that not all Goblins, Imps, and Ogres are bad. These new races can mimic the skill and stat relationship of Humans, Elves, and Giants.

    Goblins can be the counterpart to humans. Goblins are seen wielding shields, bows, dual-wielding, casting magic etc. Goblins will have balanced stats like a Human's. Similar to elves, Goblins can have customizable faces which allow the ears to be higher like Goblin Hunters or lower like regular Goblins and Goblin Keepers. They can have the same running speed as humans. To differ them slightly from Humans, some ideas for race specific skills and abilities include:

    - Dual Wielding Axes which replaces dual wielding Swords
    - Passive Poison Attack on melee and ranged (Could drain Mana when activated like Mana Shield)
    the Poison Attack could be a different type of poison in the same way that Giant's Stomp isn't the same as ogre/golem Stomp.
    - Final Hit

    Their race specific transformations can be
    1. Hobgoblin Ancient - In this form the Goblin can be taller and have designs related to Cor and Hobgoblins.
    2. Dark Knight - Similar to Humans but slightly different designs to account for Goblin ears.

    Imps can be the counterpart to Elves. Imps will have higher Intelligence and Dex like Elves. Imps seem to use lightning bolt in dungeons often so Imps can have lower Mana costs on Thunder in the same way Elves have lower Ice Spear costs. Imp's running speed can be the same as an Elf's. Race specific Imp skills can be:

    -Hide: like an Elf's
    -Scythe Mastery - Increases Max attack and Drains Mana on hit
    -Summon Sarracenia - Summons a Green Sarracenia that stats get a percentage (maybe 70%) of your own stats. (Since Imps used to live in Fiodh, maybe they're more attuned with nature.)
    -Can't used Two-Handed Swords or Dual-wield - due to lack of physical strength like Elves.

    Their transformation can be
    1. Sprite - A Fairy with designs similar to the Fairy pets but more regal. While transformed, their character floats like the fairy pet yet any skills that need to be on the ground (i.e. Fighter Skills) can have their animations on the ground.

    Ogres can be the counterpart to Giants. They will have higher strength and will than Goblins and Imps and won't be able to use Archery like Giants. They have the same running speed as a Giant. They can look similar to the old Giant's character model or similar to Marcan from G19 (More humanoid and muscular, less round and fat) or have an option to look like Belvasts fat Ogres (Maybe as a result of overeating in-game). Ogres will have the Combat-skill bonuses Giants receive such as stronger Smash, Counter, Charge, Lances, all Giant Weapons, etc.
    Ogre specific skills can be:

    -Stomp - Giant Stomp
    -Thick Skin - Similar to a passive Shield Mastery. Passive Bonus halved when using a 2 handed weapon.
    - Inability to wield Shields - (no Ogres in-game ever use shields)
    - Strong Arm - Damage multiplied by 1.5 at rank 1. (Ogres can be the offensive counterpart to Giants since Giants are more "tanky" with skills like Wind Guard, Taunt, Charge without Shield (Stun), Stomp (AoE Stun), and Vales Shield (reduces damage to 1 when using Defense)

    The Ogre transformation can be:
    1. Warlord - A Blood Red (Similar to the Berserk Skill) ogre wearing fancy armor. (The first transformation can look more savage to relate to Ogres being cannibals and as the transformation progresses, it stays fierce but looks more civilized.)

    Adding these Fomor/Monster races will add more variety to the game as well as allow players to play as something other than a "standard" race. Each race can start in Belvast and be directed to Tir Chonaill through the Continent Warp.

    IGN: Choten
    Server: Mari
    Darkpixie99SherriMilkypockyRaynic