-
Cucurbita wrote on 2010-04-15 20:03
Submit your ideas (that will never be implemented) about what you believe could be a fun race to play!
Rules: Should probably stay balanced, so lets not suggest any bs like chaincasting ice spears or dual wielding ego/spirit dragon shields. Race must not require a change of the current engine and should stick to the rules set by Mabinogi overall.
Undead:
Through the added soul phenomenon, drifting souls have been attached to the bodies of the dead. Bringing them back to life. This comes with advantages and disadvantages, but a second chance at life is something no one should refuse~!
Stat: Overall has higher Will and Stamina. Falters on strength, dexterity, hp, and mana.
Disadvantage:
Cannot equip 2 hand weapons.
Cannot equip shields.
Cannot equip heavy armor.
Cannot equip bows.
Cannot dual wield.
Walks a little slower than humans.
Far more susceptible to potion poisoning.
Healing has only half effect on you.
Advantage:
N attack is +2 for all hits, and slower causing extended stun.
This applies to weapons. +1 for 2 hit weapons and +2 for 3 hit weapons.
Reduced aggro rate from monsters
Natural bonus to wound damage. High Will also aids this.
Comes with 10% PD
Skills:
Regeneration mastery. Self explanatory. At max rank regen is very fast.
Rest works like meditation in which you're slowed to a walk. HP and Stamina boost is increased.
Plague Touch: Passive Active, all melee attacks will drain MP and have a chance of dealing poison, shock, petrification, blind, or weakness. Chance of affliction (different for each status) increase with rank, MP drain per hit reduces with rank.
Final Rebirth: Cooldown skill. Gains additional PD. Gains Poison Immunity, Stone Immunity, Stomp Resistance, Explosion Resistance, and increases your movement speed to "Fast". Damage dealt will be drained (like Life Drain). Length of skill increases with rank. PD % increases with rank. Movement speed increases with rank. Life drained will increase with rank.
Transformation:
PD for each. Can reach 90% if max rank. (with additional 10% from base).
Stats are increased. Focus on Will, HP, and Protection.
Will have the same "disarm" from Dark Knight's transformation, but this transformation has less hp. Works with Final Rebirth to drain hp with attack.
Undead Uprising: Has large cool down (once every minute). Clicks on an area, in which zombies begin to spawn. Zombies will aggro all opponents nearby, and can be aggroed by opponents. Zombies will act as the standard Tir Na Nog zombies. Number spawned and damage dealt by zombies will increase with rank. All zombies will disappear if transformation is canceled.
Other minor information:
Has Fake Death action on character creation. Does not consume stamina.
Will have comically zombie like emotes.
-
eiklnv wrote on 2010-04-15 20:12
Maybe they can have a skill which resurrects fallen enemies as your allies as opposed to just random zombies from TNN (as they are kinda weak...). And this only works if the mob's dead body is still on the ground.
-
Cucurbita wrote on 2010-04-15 20:17
Are you kidding?
Say you maxed the rank of this skill. It'd actually be far more broken than any other transformation skill (especially compared to Paladins, they don't have one, and Dark Knight, which just controls an opponent).
Say you're in a Alby Adv room and like 7 monsters just spawned. You spawn 10 zombies (rank 1).
The idea behind spawning zombies isn't to have them attack. Its to have them become aggro'd. This helps further because you already have natural aggro reduction.
Zombies have lv2 melee PD and lv3 magic/arrow PD.
If they are attacked, chances are they will block it and start attacking back. Their damage will increase with rank, so even if its not in the upper hundreds it will still be very useful.
Additionally, zombies love spamming counter attack. It returns enemy damage.
You're basically summoning 10 meatshields that can all hold their ground.
Still sound weak to you?
-
eiklnv wrote on 2010-04-15 20:24
I assumed that the skill described above to be a little different from what your follow up description described. The more detailed one is indeed too overpowered to be balanced at all. Also I would like to point out that resurrecting dead mobs to your side actually makes more sense than having random zombies popping out of no where and is a bit more fair. If you are running a harder dungeon, the mobs you reincarnate will be stronger as well. Ranks of this skill can determine how much % stats they reincarnate with and stuff like that. I think my version is a bit more balanced?
-
Shirayuki wrote on 2010-04-15 20:25
Moogles!
Small creatures from a land far away. A mix of a mole and a bat, this race is quite different from others. Wielding amazing craft capabilities, this race is very unique. Afraid of humans but do not create wars.
Disadvantages:
Can only wear clothes or tailored armors.
Lose durability of lifeskill items quicker.
Have decreased Combat bonuses(from skills).
Cannot wield Blunt weapons.
Dual wield only adds extra hits, not extra power for certain skills.
Smash and Windmill have lower damage %.
Advantages:
Have speed slightly greater than Elves.
Gain 30% more stats from some lifeskills, and also gain intelligence from most lifeskills.
Attacking speed is increased.
All lifeskills are quickened and minigames are simplified.
Have elf-styled range attack, but still have use of AR.
Skills:
More bonuses from Production Mastery, Blacksmith, and Tailor.
Growth: Can grow in size for a certain amount of time. Increases stats and sprite size. Stats, time, and size increase with rank, mastery grants 150% skill time effects.
Transformation:
Gains elemental advantage over all elements.
Increases speed along with HP, MP, Dex, and Intelligence.
Special skill: Synthesize: Uses items on nearby floor to create a blast attack. Has stun time similar to assault, 10 second cooldown.
This race has little resemblance to FF Moogles xD...
-
Cucurbita wrote on 2010-04-15 20:28
Quote from eiklnv;4245:
I assumed that the skill described above to be a little different from what your follow up description described. The more detailed one is indeed too overpowered to be balanced at all. Also I would like to point out that resurrecting dead mobs to your side actually makes more sense than having random zombies popping out of no where and is a bit more fair. If you are running a harder dungeon, the mobs you reincarnate will be stronger as well. Ranks of this skill can determine how much % stats they reincarnate with and stuff like that. I think my version is a bit more balanced?
Naw, because thats almost like Dark Knight's control.
Besides, its not OP if we consider how much power elf and giant's transform skill has. They literally deal thousands and thousands of damage per swing at a 10 second cool down.
If anything, Paladin needs an attack, and DK need their attack to have more success rate.
edit: Moogle breaks economy by pumping S quality Dustins left and right.
-
Cucurbita wrote on 2010-04-15 20:30
Moogle breaks economy by pumping S quality Dustins left and right.
-
eiklnv wrote on 2010-04-15 20:33
DK's control of darkness is complete garbage x.x....
-
Cucurbita wrote on 2010-04-15 20:36
We need a race that can summon two pets at once.
It'd be for those extreme macro micro users who go all out with their keyboard as they dominate the field with their control.
-
Shirayuki wrote on 2010-04-15 20:41
Quote from kitaek27;4252:
edit: Moogle breaks economy by pumping S quality Dustins left and right.
True ;~; They'd still be fun to play though. Ghetto archers.
-
Trigger wrote on 2010-04-15 21:10
Personally, I think Undead would actually work as a class if a few things were changed.
- Undead should not be healable. At all. Their only method of recovery should be potions. Rest shouldn't even work. This, along with their susceptibility to potion poisoning, would make Undead players much more careful. After all, your Undead race already has 10% inherent PD of all three types. (And how can you slow an Undead to a walk when they're...well...basically Zombies and already walking? The Rest function doesn't make sense as-is. And they already have the uber-broken Regen Mastery.)
- Undead should not get a walking speed bonus with Final Rebirth. Their speed is their handicap.
- Undead should not be able to wield anything but Knuckles. Zombies and other undead monsters traditionally use no weapons, so a weapon that assists in mauling an enemy with one's hands works better and makes more sense. It also gives them that extreme combo bonus you mentioned, making it unnecessary as an inherent trait. (Better yet, give Undead an array of exclusive hand-mounted weapons, such as spikes mounted to the palm of a glove for ripping and tearing at enemies.)
-
Ninjam wrote on 2010-04-15 21:11
Hmm i got one.
Terrorist
Has 300% run speed, and all skills are 1/10th the effect.
Human looks.
Gains the skill "suicide bombing" which doubles its move speed for 5 seconds, after which you expload instantly for 200% damage at rank f.
Optionaly says "this is a suicide bombing" while using this skill.
Transformation
Gives you a 6 hit standard combo that ends with knockdown and attaching an exploading holy gernade to the enemy which exploads while its on the ground.
Your hp actualy drops by 50%, and your bow attacks gain bombs too.
Your wm is made to execute instantly, but at the cost of a 10 second cooldown.
Active skill- Giant bombing
Takes out sticks of dynamate and begins throwing them around randomly, is suicidal as its compleatly random and can go behind you too, if the dynamate is thrown into an enemy it does a small amount of damage and sticks to the enemy, after 10 sticks(rf) are thrown you have 5 seconds to leave as each stick of dynamate has 1/4 of a fireball explosion range, and does 400% damage each bomb. Can only be used once a transformation(even if it could be used more than once, you would die using it anyway and detransform.
Its bombs are overpowered, but the insainly weak combat skills make up for it , and the the price that it can not solo, and is liable to get your party memebers killed if you try to party. Also you will be dieing, a lot.
-
Trigger wrote on 2010-04-15 21:14
Quote from Ninjam;4305:
Hmm i got one.
Terrorist
Has 300% run speed, and all skills are 1/10th the effect.
Human looks.
Gains the skill "suicide bombing" which doubles its move speed for 5 seconds, after which you expload instantly for 200% damage at rank f.
Optionaly says "this is a suicide bombing" while using this skill.
Transformation
Gives you a 6 hit standard combo that ends with knockdown and attaching an exploading holy gernade to the enemy which exploads while its on the ground.
Your hp actualy drops by 50%, and your bow attacks gain bombs too.
Your wm is made to execute instantly, but at the cost of a 10 second cooldown.
Active skill- Giant bombing
Takes out sticks of dynamate and begins throwing them around randomly, is suicidal as its compleatly random and can go behind you too, if the dynamate is thrown into an enemy it does a small amount of damage and sticks to the enemy, after 10 sticks(rf) are thrown you have 5 seconds to leave as each stick of dynamate has 1/4 of a fireball explosion range, and does 400% damage each bomb. Can only be used once a transformation(even if it could be used more than once, you would die using it anyway and detransform.
Its bombs are overpowered, but the insainly weak combat skills make up for it , and the the price that it can not solo, and is liable to get your party memebers killed if you try to party. Also you will be dieing, a lot.
Give Terrorist the inherent ability to lose blessing on his items at a GREATLY reduced rate upon death, and he'll be practical. Otherwise, no thanks, I like my low-dura-loss gear and my nice stash of Holy Water. =P
-
Ninjam wrote on 2010-04-15 21:16
I never realy use holy water, i just started buying hp pots and talking to my ego every time i can get a blessing from it!
That, and i dont run shadow wizard advanced+ solo, so im good.
-
eiklnv wrote on 2010-04-15 21:17
I don't think there's a point to wear anything as a terrorist xD!