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Overn

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Overn
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  • Bigger bottles & Milk jugs 4 u

    I think the biggest problem for chefs or anyone gathering is when you need to gather an obnoxious amount of water or milk, but each bottle can only hold a single use of the liquid, so you basically end up needing a full inventory of the stuff to get literally anywhere!

    Why doesn't mabinogi general stores sell buckets, larger bottles, Jugs and XL heavy duty containers that can hold multiple uses of the stuff? and what about the option of dumping the contents instead of having to drink it should the player not want to look like Pig God from One Punch man.
    KnightdogJazmynTHICCthighssavelivesWolfandWolfNegumikoYangKoeteFaybal
  • I don't have time for the Avalon Raids

    With them being almost impossible to track outside knowing about the 2 hour waiting period, I've honestly given up on trying to meet the goal of doing 5 of them over 5 different days.

    The fact that I don't know the hour from the traveler's guide only makes it worse since I don't know when to head to avalon and channel jump to look for it, and I usually have other things I want to do making it fairly stupid to just sit there. What's more is that I can't do off game things on my computer while the game runs in the background since it overheats and I won't see any notification even if I was in the right channel. The first day I logged in, I was lucky enough to run into two raids on the same channel back to back.. I was DC'd on the second one right as it died however and got no reward. I thought it wouldn't be a problem. It really is.

    I don't care if it's how things work to avoid channel hopping, Make the notification Global across all channels explaining which ch the raid is happening on, Or put some mark on the traveler's guide such as the clock in the top right corner of it, just make the text gold or something on the hour it spawns.. or.. Something, just so that it's easier to track and I don't waste 6 hours sitting around every day because it's spawning on other Channels.

    I know I'm not the only one this is effecting either :/ Just I'm a guildless solo player so I don't have people that can track these things for me so it's fairly bothersome to lock an event reward behind something you can't easily track or be notified for regardless of ch.
    MyutoShauniDomz
  • Heidi's note won't go away.

    I was playing before the maint and ended up getting 4 heidi's notes from the spring event, and unlike the useless phoenix egg which required you to be on for 10 hours or something and be online when it hatches to actually get an item of worth (and it's random chance*).. You can not destroy these, since they were intended to disappear the next day.

    I can not get rid of them, I can't burn them.. drop them.. deposit them.. and it's been over 24 hours since I got them so they don't just disappear anymore. I might have to ask for someone to come on and delete it from my inventory.
    nibbles7192
  • Skill concepts and why I'd like to draw them.

    In terms of adding new skills to the game on a whim, I doubt it's all that possible due to the amount of work creating animations.. testing and balancing required- okay.. maybe balancing doesn't tend to happen all too often. But upon returning one glaring fact has kinda been staring me in the face and that's magic being fairly bad to play the moment you can't deal with something in at least 3 hits, since then it just becomes you.. standing there.. spamming a spell until you slowly drain that HP bar either due to high number or over the top defense that brings your damage down to like.. 10%.

    Okay.. maybe I'm not looking to add something entirely new to the game, but more so expand upon something that already exists.. hopefully without resulting in something so over-powered that people just ending up abusing it without going into other skills.. which honestly only end game players would be able to do with their high stats unlike other things which are more friendly to all players.

    = = =

    Onto the actual skills!
    As it stands, Magic is more or less Artillery. Use a powerful attack from a distance and bombard them until your foes die. The main con of this is that you're too close to being someone using a mortar or a cannon, in that mobility and self defense are minimal. (and yes.. I know Spellwalk exists and yes I don't have it at rank 1.)

    Screw it. SPELLSWORD STUFF! yes, I want to draw concepts for and would like magic melee things in the game. Why? Those two things are.. literally the only things my character is good at. And it'd be cool.

    Skill concept 1: Rune/Mana infusion
    The seed for all or most of these skills, this "spell" infuses your weapon with magic to add a portion of your magic attack into your weapon damage and.. turns your weapon into a WAND. Or well.. makes it function like a wand. This increases your base magic attack slightly (so additional magic attack is added to base attack) and allows you to cast- well.. at lower ranks such as between F-A, this would only allow you to use fusion bolts. Practically speaking, fusion bolts are fairly useless due to how long they take to cast.. and the fact that you can't chain cast them hurts. Ranks F-A also only work on wide bladed weapons which can more easily be drawn on. Starting Rank 9 however.. Having a bolt spell loaded will "imbue" the weapon with that element, increasing the damage from basic strikes and skills with an increased benefit from loading more charges into the weapon. (i.e: 5 charges of Ice bolt would be better than just 1). This also allows you to cast magic of that element quicker the higher rank you go. Starting rank 9 you can also draw runes onto blunt weapons such as maces and hammers. Moving onto rank 5, you can now infuse magic into Axes.. and are also able to use the skill with fusion bolt loaded by first drawing blank runes onto the weapon.. loading the desired fusion bolt combination and then infusing them into the runes. At this point Ice spear, Fireball and Thunder can be cast with their respective element charged in the rune.. but every 5 charges of the spell will remove one charge off the weapon, and they can't be cast with fusion bolt active. Finally at rank 1, the user will be able to cast Int spells while fusion cast and the damage increase gained by infusing magic into weapons reaches it's peak. Infusion can also now finally go into two-handed swords which at the sacrifice of a shield.. and hold 10 charges by using the skill twice after fully charging the respective bolt/s. (maybe even make it that int spells no longer drain power from the runes?)

    I considered things like "Tribolt" or turning a two handed sword into a staff, allowing the player to cast Adv spells.. but really.. a staff is just going to be way better. Much like how a chain cast wand will be better than a single "sword" infused with magic. This is just a Seed skill, opening up to more than the sum of it's parts. It also can't be used two handed, so FH can't be used effectively.. but depending on how things went in game the CRK might still end up being the sole end game weapon, even one-handed. :/

    Skill Concept 2: Mana Diffusion/Spell blade
    A fairly simple concept, If you have magic stored.. there must be a way to "un-store" it. Without changing weapon sets of course. This is a powerful attack which releases the magic stored in the "blade" in a manner similar to the crusader skill "Judgement Blade", in that it lets out a large.. hard hitting blow to one or multiple enemies. The attack is different for each element charged and can even work with plain runes. Lighting being a downward strike.. very similarly to Judgement blade except that it spreads out in a bit of a cone.. spreading lighting after the initial strike and stunning enemies. Fire (and also Neutral) is a wide, sideways swing that knocks enemies back while doing fairly explosive damage, the higher rank.. the more coverage around the player until eventually it reaches a crescent moon shape or goes for a full 360. Finally, Ice is a dashing thrust attack in which the user is launched forward.. charging through enemies and slowing them down which makes it fairly hard to immediately give chase. In the case Fusion bolt was used to create the runes, players will launch two separate attacks based on which elements were used.. I'm fairly unsure which order they should go in but I figure Lightning would go first due to the stun, followed up by either fire or ice.. but in the case of those two being the only choices I am unsure which would go first due to knockback. It'd also probably be a bit bothersome to program in "the order of attacks is dependent on which bolt you cast first". Finally, in terms of how the skill develops.. starting at rank F.. using this skill will dump ALL of your charges upon use and deal relatively okay damage based on bolt rank. Going up, this skill will use up less charges when performed and deal more damage.. making each version of the skill just a bit better until finally at rank 1 where each use of the skill only uses up a single stored charge and each version is performed at it's best based on it's element.

    Although I put "spell blade" as a placeholder name, there wouldn't actually be a physical blade shape like judgement blade.. more of a slashing line with the appearance of the edge of a blade.. or in the case of ice.. the tip of said blade, from which particles are emitted. The reason I felt the attacks should be separate for fusion bolt is just that it'd be easier to pull off rather than having to create additional animations for each combination.

    Skill concept 3: Spell Weaver
    If Spell walk makes you move at 100% speed only at rank 1 with a penalty of 2x magic cost, this skill practically makes you fly. This is the MAIN skill that popped into my mind, and one of it's ideas is one I wish was in the game.
    Firstly, when activating this skill.. your character's body will be lifted off the ground and begins to float. Just activating the skill will drain MP, but without even attacking the skill increases movement speed dependent on rank. While active, (assuming you use w-a-s-d) the Q and E keys are temporarily over-ridden as movement keys. Press/hold the key and your character will backaway/approach a target and will rotate around them while maintaining casting distance, of course w-a-s-d can still be used to move freely if desired. The name "Spell Weaver" comes from the idea that this skill allows the user to attack and charge magic at the same time through left and right clicks (left clicks melee, right clicks charge magic.. but only if the weapon is charged with that particular element. Otherwise hotkeys would have to be used such as F1 to F12), once a spell is charged the user casts it with left click instead of performing a melee attack.. unless a melee skill is charged. Fusion bolt will cause both elements to load at the same time allowing for fusion bolt to be cast in the middle of combat. Further more at higher ranks, chaincasting would take effect.. allowing the user to use more powerful attacks in combat.. fully charging at rank 1 after a single right click. This won't work on int spells which would still require Snapcast, and you can't right click charge Int or even adv spells, meaning this only works with bolts and fusion bolts. Movement is still possible with Int spells, and you can still attack/defend yourself when charging fireball until it's reached it's final charge.

    This skill can still be used with wands or a staff if desired, The type of wand will effect what kind of spell will load when right clicking.. except in the case of Tribolts and Staffs which don't tend to have an element.. so the last spell used might work there. When using and Adv spell whilst using a staff, the player would still be anchored.. particularly due to how the spells would get royally messed up with even slight movement. Sometimes Lightning rod doesn't even fire where I aim, despite how my character is facing in the direction I am aiming. And even if that issue was resolved, it would then become a bit ridiculous for people floating around with giant magic circles beneath them as they bombard enemies with very little fear. Also, since this skill will probably be so MP and maybe even Stamina draining.. I'd say the minimum requirements to use them effectively would be to master both mage and warrior.. or to have at least 500 MP and probably 300 Stamina. I mean.. that wouldn't get you through a shadow mission or a dungeon, but it'd probably do fine in a boss fight. I mean.. it wouldn't be "AS" bad as I'm making it out to be, just using bolts and melee with the movement buff without turning off the skill at rank 1 (since chain casting drains a lot more MP) would probably get you through 5 encounters/waves of monsters as long as they aren't too strong. End game players with WAY more stats however could probably go through something like Shadow cast or Their method on elite, using the speed buff to reach encounters sooner and kill everything with bolt or melee without much issue... like just about anything else at end game. I mean.. a current end game mage would just blow everything up, summon a mount, repeat. :/

    Other skills I honestly don't want to type up since this is getting fairly long include a magic thrust attack which can hit flying and land enemies (Or you know, just make it so that magic can hit flying enemies like arrows, duel guns and whatever else can). A charge & impale attack which launches the user at the target with magic.. thrusting the weapon into them and dumping magic into them through the wound before tossing the target off to the side to remove the weapon (doesn't send the target very far, can get instantly countered if Auto-defense activates). Summon a familiar with it's own inventory space, able to revive or cast magic on it's own and it's Skill ranks are based off your own.. using your MP, Creating the familiar will temporarily take a chunk out of your Maximum MP while it's out and you have to recover the spent MP used to summon it when you banish it. I would say something along the lines of "magic armor", but Mana shield does technically exist in the game so there's no point, just implement rank 1 mana shield.

    Gear Concept:
    Skills aside, from which I'm sure there should be more than that.. but the main idea is just to expand upon what already exists.. instead of creating a full on "spellsword" class considering it's meant to just be a "hidden" talent for namesake alone. In terms of gear, I wouldn't mind drawing some basic outfits and weapons as well.

    The weapons for the spellsword would mostly be wide blades, much like how beginners to the skillset can only infuse magic into said weapons. Of course weapons that already exist in the game work for this concept, but a runic wide blade would be specially tailored for the skills and give benefits.. that while outclassed by later gear.. will allow for people to ease into how it works without getting penalized too much. The most basic gear, i.e: The Runic Wide Blade and Apprentice Spellsword wear* (I can't come up with names to save my life), would offer a slight boost in magic attack and reduce mana consumption respectively. The blade would be a slow hitting weapon, performing more like a mace due to the wide blade making it far heavier than normal. It would already have some basic runes already etched into it so beginners can learn how to draw them. While the armor on the other hand would be crafted mostly out of leather and cloth, pieces of enchanted metal hidden under the surface which assist in beginners performance when controlling mana flow.. this metal very well may be Mythril. Gear of course would have better quality versions as you go up the list of cost, A peak spellsword would have far grander items, a more properly forged weapon with damage and casting speed benefits.. thinner and lighter so it could be swung more easily with just as much force, Full metal armor with cloth and chain.. built so that the user's magic can even be shown/stored in the form of wings growing from their back. (not very exciting ones mind you, magic doesn't naturally form feathers after all.. these ones would more or less just look like magic just exploded out their back, being contained by the armor so it doesn't escape). A detail for the big end game armor I wanted to have was during spell weaver, the wings would actually shift in size depending on the direction the user was going, having a set bonus that increased speed further.

    Polearms/Halberds and more blunt/axe types are other things I would probably want to draw concept for, and it might be nice to have more variety in weapons.. considering it feels like 70% of weapons in the game are swords and the Ego-able weapons for other types are INCREDIBLY slim.. so it might be nice to add to it?
    THICCthighssavelivesSaianna
  • Please turn allow to turn off Chainblade skills

    I just want to deactivate it when I don't need it or place it out of view. I don't like having more things on screen than I need to, especially bars (or minimized blips) I can't currently use.

    Again, it's an extra point bar, something else on the screen that serves more as a distraction. And if I've gotten it open in order to constantly keep track of the Bachram boost, I'm not paying as much attention to other things. And it's not about getting "RID" of a useful boost, it's about turning it off.. changing it so it's more clear about the duration/time spent with the boost.. since it DOES last for 20 seconds.. or.. whatever.. technically. But it's mainly about taking the DP bar off screen completely.. instead of just minimizing it for as long as you don't have a chainblade equipped in either slot.

    Do not misunderstand me, a buff that activates through around 10 minutes with combat upping it by 30 second intervals is nice when it happens, and sometimes can even save you. It's just a part of a skill set I'm not actively using atm, after all.. as far as I'm aware.. Alchemy, Puppetry, Brawler or Ninja don't actually add permanent, additional changes.. outside maybe items that fill your inventory. I'm just saying that maybe the Dorcha bar shouldn't really be present when you don't have the means of accessing it. i.e: "A chain blade". Isn't there a runestone on the chainblade that helps channel or sense this stuff? In lore.. I mean.
    Hisame621