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
[NEW MILLETIANS] Please note that all new forum users have to be approved before posting. This process can take up to 24 hours, and we appreciate your patience.
If this is your first visit, be sure to check out the Nexon Forums Code of Conduct. You have to register before you can post, so you can log in or create a forum name above to proceed. Thank you for your visit!

Timx

About

Username
Timx
Joined
Visits
4
Last Active
Roles
Member
Points
610
Badges
6
Posts
2
  • Dan Test Revamp

    Why are the Dan test not a test of skill like they should be?!?! I agree with that it should be hard to accomplish Dan 3, but it should not be hard in the sense that you can't get it because of your luck or the RNG was bad. The test right now are pretty much all just how well you can spam the skill over and over, and hope the AI don't interrupt you. It's nice that most of the test will reset your skill cooldown so it might be possible to even possibly complete the test, but that isn't how the test should be in the first place. I feel that the test should be testing you on how well you know how to use the skill in actual gameplay not how well you can spam the skill if you could spam it.

    Make more specialized conditions like using the skill in a combo like how the Chain Test does it where you Chain Sweep after using Death Mark or for the Charge Test has you block ranged attacks for points and make those worth more points instead of copy and pasting "Use the skill on and Enemy" and "Defeat an enemy using the skill". Make conditions that have players play on using the strength of the skills, not have them hope that they crit, which is something they cant control.

    Some simple suggestions are stuff like: (Feel free to take ideas and implement them)
    "Hit 2 or more enemies" with Lightning bolt or Thunder
    "Use the skill quickly" with Icebolt (Plays on the idea that you can charge it up and spam it quickly)
    "Use Smash or Counterattack before using skill" with Charge or Assault Slash (puts them in the position to use the skill)
    "Have your freeze spread to an additional enemy" for Ice Spear
    "Attack an enemy under Rain Casting" with Water Cannon (Rain Casting literally give extra damage to water cannon and is a common strat to use Water Cannon with Rain Casting, like come on)
    "Closed x meters of distance with skill" with Charge, Lance Charge, or Combo: Charging Strike
    "Use Shadow Bind before using Skill" with Kunai Storm or Shuriken Charge

    I also suggest replacing some of the chosen AIs for certain test, like the Light gargoyles and Gremlins in test like Charge where their attacks being able to intercept the skill even if they shouldn't, I've had Smash interrupt Charge from well before I should be in their attack range, or things like them loading Defense and suddenly its a fully loaded Counterattack in a tenth of a second(not exaggerating here) and it interrupts Charge and puts it on CD. I've even had times where I get Counterattacked by a gargoyle that doesn't even have Counterattack charged and he's not aggroed on me, like . The amount of times I've witnessed or heard of the AI randomly walking 1 step and suddenly Charge is canceled and placed on CD because "The enemy is too close to be used charge on" which honestly should not put Charge on CD in the first place.

    Please Nexon fix this thing, for the love of god.

    Libiri