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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Lutetium

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Lutetium
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  • Nexon please, allow us to change race

    Just be like me OP; I dropped my 25k elf with maxed skills and tons of gear, unlocked my fleet feet with an event handout trade unlock (we get one about 5 weeks from this post), and now about 2 years in I have a 34.8k giant that completes content much more effectively and is actually capable of funding new gear. As a bonus, I can still do 3 lords a day on the elf in addition to the 3 on the giant.

    TBH though I cant believe anyone would trust race change to be done right after seeing how the merge went, it wont be your hotkeys deleted it'll be all your skills and ranks.
    AlshianRadiant DawnSherri
  • So, Lets talk Veteran dungeons...

    I'm gunna be more brief than usual here since I'm tired but 30 min duo using my staff ego in fiodh the other night with a human using 2h+chain and FH twice in the run, 18 min when I used my 2h axe and chain and the human did zero FH. Hailstorm splash and fast chaincast Fireballs are fun, and actually quite effective in lower tier content like shadow missions but even in veteran dungeon I theres a huge dropoff in the effectiveness of magic because of the previously discussed but not given the deserved attention mprot and damage buff imbalances. That dropoff in effectiveness turns into a freefall once you go into phantasm and tech duinn, as 2k19 pointed out even a fully paid up matk set gives that korean youtuber nearly an hour long phantasm run, and they do actually have a feth run up, of normal difficulty just barely under the autokick timer, and it's not due to poor gameplay but simply the horrible balance of damage reduction on enemies for magic type damage and buffs not working as they should.
    Comparatively an I'd say equally paid up korean giant using melee and chain blows through phantasm in 12 mins and clears feth elite alone. The powergap between magic and melee/range damage types is disgustingly huge the higher tier content you do or on any sort of boss monster/raid.

    All that being said I still have a staff ego, it's even what I transferred my classic to for that initial high level, I even used the erg event stone on it to uncap it to 25 from 5 with the intent even before we got the patch on na to get it to 50. I wouldnt pull it out in a phantasm or kraken run but shadow missions continue to be the best EFFORT to gold ratio in my opinion, and the staff ego makes them even less effort (and nowhere to run, but my ice spear radius rosemaries already trivialized that anyway) so I dont particularly feel its a bad trade off of an ego slot to blindly control click fireballs till I hear the walls go down in wizard while my doll bags sniff up all the mob drop gold and I watch youtube on one of my other monitors. I also have the vague hope that perhaps maybe one day devcat will actually care enough to do something about skillset balance being so far apart but I dont expect it any time soon.

    TL;DR: Magic is bad right now, ego staff is fun but ineffective past midgame content due to that, the youtuber shows it in it's best light and theres no real meaningful improvements past that point for Magic right now.
    HabimaruSherri
  • For people with Healing Egos...

    Sadly healing is a meme in Mabinogi due to clouds and potions, the new egos just expose this fact further by not providing healing bonuses for the healing wands and guardian staff.
    Modern Mabi has two real party rolls in it's content, Buff and DPS, and Buff is expected to DPS as well. Well except in Apostle raids, then theres 3 rolls but that's the exception not the rule. Quite a sad state of affairs really, but at least theres a lot of options for skills to use to fulfill your DPS rolls.
    Sherri
  • Please merge Alexina and Nao MkII

    Nexon should merge all merge threads.
    SherriHelsaPolicroma
  • Dungeon End Rewards Should be Changed

    Permanent 10x droprate for NA to make up for lack of players in a game with droprates designed for KR playerbase size, multiple/divide spawns and boss(es)/boss HP based on player count ala Sidhe, re-uncap to 8 players with scaling. Optionally remove hallways and put all spawns into 3 rooms as multiple waves ala Peaca/Coill abyss to remove all tedium of hallways doors deadends etc.

    Simple solutions to simple problems.
    GretaSherriRadiant DawnKitini