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Page 42.
About Me
  • More magic variants?

    It's a no for me. I know people want more variety in magic, but I think it'd be difficult to do such a thing without A.making magic skills seem cheap or B.making magic so OP and versatile that there's little point in using archery anything else (it's already kind of like that though). In a game like Mabinogi, wherein you aren't locked into any class (although you have to pay to unlock archery's full potential), it's very important that no two skills (or at least not much more than two =T) do the same thing the same way, even if one outclasses the other (especially if one outclasses the other). Even if you don't care that multiple 'classes' can do the same thing, there are only so many ways you can reskin a skill and have it be interesting.

    However, I do think it'd be neat if there were more types of magic, light and dark themed in particular. I'm just not sure they should be generic magic skills. I'd like to see them either as separate skillsets, or as accessory skills. I know some people have proposed necromancer type talents multiple times in the past, so I'm sure people would be eager to see something like that. I've been thinking it be neat (and potentially simpler) to make summoner skills, based on the magic used in fomor scrolls (maybe give us more details about the fomors in the process). I also thought battle mage skills would be kind of cool: more stuff like blaze, and that could be light themed. It could be inspired by the shamans, maybe we could learn it from them. I was actually going to make a UGC thread for this back when that was a thing, but I gave up because too much work for no reason.

    Going back to what I said in the first paragraph, I personally believe that any new skills should be made with a unique purpose in mind, and any talent should be made with a 'flow' in mind (the skills need to work together somehow). This is kind of difficult, especially in the case of Necromancer type stuff, which people always want to feature some type of minions. It's kind of a pain to make a minion type thing that's sufficiently different from golems, puppets and pets. And then there's the problem of deciding how they should be controlled, if they can be controlled. And if they don't have to be controlled, what's limiting the player? (Most likely, it's just be the fact that the summons get in the way more than they actually help, thanks to bad AI). The battle mage thing is a little simpler since there are no minions involved, but there's still the question of how to make it good without having it replace close combat entirely (this was before bash was a thing, so close combat was pretty lackluster aside from lances).

    Now I think adding battle mage skills as an exclusive supplement to fighter would be a good way to make it worthwhile again. Maybe they could release more magical knuckles too. The summoner thing I mentioned is pretty much a simplification of some of the necromancer suggestions I've seen. Instead of any actual minions, I'm thinking it would be better to summon an intangible helper (kind of like support dolls or mercenary scrolls) which only performs a single function for the duration of its summons (maybe knocking enemies back, buffing the summoner, stuff like that). I originally thought of this as a way to make up for nerfing bolt magic (which I still think should be done by the way).

    lol... to me your comment about not being locked in... For me, magic is the talent i really love and use. But the thing is, I have my gears set up for magic attack, not MAX damage, sure magic is great and all... but if you compare gears, it's Magic attack or Max damage. With Magic attack I can only do magic, and nothing else, while max damage you can use it on ALL the other combat talents. (basically) Same story with Alchemy... and alchemy is like of magic too...
  • Elves Being Better at Magic

    Okay first time posting so dramatic...

    ABOUT elf magic "gimpness". I have thought up an idea. It'll sound crazy at first, but it'll make sense if I explain the balance to you. You know that 400% aim boost that you can use once in game day, and duration based off of total level? (Accumulated level) How about same thing for mage, (What? 4x faster magic?) no I mean cc+4. (Chain Casting) WOAH OP NERF NERF... Listen... cc+4, what would that affect? Most skills in fact, and I'm saying this for adv magic included. That would include Hailstorm, fireball, thunder, icespear, ice bolt, ect. Woah too overpowered? Let me explain some skills.

    Hailstorm, the heavy damage dealer, uses magic attack as a multiplier( I think I read that in wiki). This would be the elf mage's WEAKER equivalent to magnum spam with Final shot. How? Hailstorm with full charges CAN hit as strong as magnum. Yes. But weaker. Also another thing, the knockback on hailstorm, if you get knocked back you have to load up hailstorm again, like what 2-5 seconds? Hailstorm would be the magnum spam verison of elf mage. (with cc+4 duration based off total level, and only once per day in game)

    What about Firebolt?
    You have cc wands.
    It's small damage, and you have that tribolt sitting in ur inventory so it'd do nothing if you use tribolt.
    Lightning bolt?
    Same story as above

    Ice spear????
    It's very slow, and why would you spam ice spear?

    Fireball? This sounds op.
    Did you not hear about giants getting almost AOE equivalent to bash? I'm talking about Windguard -> Giant full swing. Why shouldn't elves get some skill that allow some good aoe clear, Also do know that giants can use windguard based of reforges and cooldown is relatively low. Elves would only get cc+4 from ONCE in DAY (game) or snap cast.

    Loading time, attack delay, and it's same story with fireball.

    Other skills? Doesn't affect them too much.

    Balance wise, I think it balances well... tell me if I'm wrong. I'm not a game developer or anything.

    Lore wise:
    Mores cc, gods and goddesses cc... I'm confused as to why plants can cc out of their butt anytime they want, but if Elves study these plants, and ALOT, couldn't they, Idk learn from them?

  • Adventure Seal Collecting Guide

    Here I am doing every single seal quest everyday

    There is legit a LINE of relics, near the human mark, after you get into the moon gate, you'll see a pillar, look on the map, and heard towards the "left toe" of the human mark. You'll get 8 relics in that line.
    The other 2 is in the left toe more towards the south.

    Credit to person who showed this method:

    Landmarks start at 1:27ish