So I decided this game is beyond saving and any change made would anger a large group of people no matter to what extent or in what direction. That being said, I will stop trying to balance things for once and will just suggest ideas I'd like to see for fun, not that I'd like them to make Mabi even more unabalanced. I will balance these to an extent but not spend too much time on it.
You can now buy Lead from Alchemist NPCs and Trade Posts. Lead is a 2x2 item that stacks to 400 and sells in stacks of 50 for 5k, pricey. You can use some Lead, Arat Crystals, and Homestead stones to make a Lead Ore Veins in your Homestead. Lead Ore Veins regenerate Lead at the rate of Carpentry Wood Piles, not like Herbs and shit that really make you wait until midnight. Gathering them uses Mining, they train the same skill method as Cuilin Stone. Each time you successfully mine lead, 5 drops at once. Normal ore piles take three swinging animations, Homestead Stone piles take 1 swinging animation (so you gather Homestead Stones three times faster than Ores currently), wheras Lead would take two. Really, Lead is easy to get. You have to be pretty lazy or desperate to buy Lead instead of making your own pile and mining.
I like the idea of them adding new base stats (like Str/Int/Dex/Will/Luck) and going back and adding some of those stats to existing skills, rather than going hybrid stats due to the lack of any new logical ideas, or just adding a new stat that can almost solely come from a new skillset (Fighter at the time, although the stat did exist to an extent before). So I will start with that.
[SPOILER="Skillset: Aurumancy"]
Skillset: Aurumancy
This skillset utilizes the Focus (Foc) stat. Focus stat primarily comes from Archery skills, and to a lesser extent comes from Magic skills. And of course Merchant skills (except Commerce Mastery) give Focus I'd go into detail of how it effects existing stats but I really don't feel like balancing shit so I'll skip over that for now.
Damage of some skills are to a lesser extent based on your Stamina (SP).
This skillset uses a Chemistry Kit as its primary weapon. Potion Making Kit can count as the weakest Chemistry kit if you think that makes sense/matters.
Almost every skill in this skillset is influenced by Alchemy Mastery, Transmutation Mastery, and Metallurgy one way or another, regardless if it is a damaging or productive skill, but this skillset is not considered alchemy.
Every skill in this skillset is in the Merchant talent, Aurumancy is NOT a new talent.
Metallurgy is added to the Merchant talent but not Alchemy Mastery and Transmutation.
Aurumancers can turn Lead into Gold for a temporary amount of time, leading to some unique forms of combat and trickery to be used on the battlefield. Unfortunately, due to the instability of the Faux-Gold, NPCs will not fall for taking this as currency. Faux-Gold turns back into Lead at a faster rate when it is in contact with living organisms.
[SPOILER="New Skill: Aurum Chemistry"]
New Skill: Aurum Chemistry
This skill is obtained by equipping a Chemistry Kit while having r9 Metallurgy, this skillset is not something you can do from the start.
Using this skill or attempting to normal attack with a Chemistry Kit loads Gold Strike. Clicking on an enemy again with this will attack it with one charge of Gold Strike obviously. If you have rF Aurum Chemistry and are equipped with a Chemistry Kit, the first five charges of Gold Strike will use Lead instead of Gold. The rest of the charges would use Lead as well, and still use Gold, but use half as much gold than before. So instead of the 6th charge requiring 1,600 gold total, it will cost 300 total. Instead of the final charge requiring 10k total gold, it will require 4,500 gold. This skill influences Gold Strike's damage to some extent. Gold Strike's damage is also now influenced by Stamina (but not Focus).
If you run out of Lead, Gold Strike will go back to regular ammunition costs and this skill will no longer boost it.[/SPOILER]
[SPOILER="New Skill: Gold Wall"]
New Skill: Gold Wall
- This skill uses MP to load, and drains stamina while being used.
- This skill's damage is based on your Focus stat.
- If you are at max Stamina, skill damage will be at 100%. If you are at like 445/632 stamina, you will have about a 30% damage penalty. The damage penalty caps at 60%, so having less than 60% of your total stamina will count as just 60%.
- This skill is used by selecting a target, it will create a wall that will gradually push an enemy back, making it unable to move closer to you.
- This skill may be cancelled mid use.
- This skill has a cooldown. This skill's cooldown is based on how long it has been active, so the quicker you cancel the skill, the shorter the cooldown will be. Screw trying to balance a cooldown, you can come up with numbers yourself if you like.
- Damage of the skill is increased the longer it is on (although the stamina drain kind of weakens it as well, so use Enduring Performance!).
- If the target tries to move left/right while this skill is active, the wall will move with it.
- The wall made by this skill has physical collision, like Barrier Spikes. So although it has a 100% chance of working on the enemy you manually targetted/selected, it can only effect nearby enemies if they are within the wall's range.
- The wall ONLY moves along the original target, other enemies can run away from it.
- Damage from the wall is given by touching it, so if the enemy has a high enough speed to run away from the wall in the opposite direction from you, it can potentially avoid it (if there is room).
- The wall will stop moving if it squishes the hitbox of the enemy to a barrier and continue if the enemy moves left/right away from the barrier, but the skill will not prematurely cancel.
- It is impossible for the selected target to move closer to the caster during this skill's use unless the enemy is completely immune to this skill (enemies such as Dragons). In which case, the wall will still damage the enemy and everything but not move them and they can come closer to you/move the wall with them.
- The wall's width increases with rank. The wall's width decreases the longer the skill stays in use (at minimum it will still effect the initial target but it would be harder for it to effect other enemies near it).
- During the skills' use, the caster is vulnerable, so. . .
[/SPOILER]
[SPOILER="New Skill: Fool's Gold"]
New Skill: Fool's Gold
- This skill creates a ground-object similar to an Ice Mine/Ground Snare.
- It deals no damage.
- This skill uses stamina as the animation plays through, and uses no mana.
- If the enemies are not in aggro of any player, they will begin to aggro the Fool's Gold on the ground.
- The rate at which enemies aggro it, and the longer it lasts, are influenced by your Focus stat and your skill rank.
- In addition, this skill can be cancelled while in use, which would not cancel what is already there, but will make you stop working on it. The longer you work on it, the longer it will last and the greater the aggro RANGE (not aggro rate) will be. Full animation length is 10 seconds for maximum.
- This skill uses 20 Lead when initially placed, regardless of how long you let its animation last.
- If an enemy is aggroed on a Fool's Gold, the aggro range of an enemy for player characters is reduced. (This doesn't apply if a Fool's Gold is just near it and it hasn't noticed it.)
- If an enemy is within melee attack range of the Fool's Gold, the Fool's Gold will gradually revert to Lead, leading to premature ending. (This means you want to place a Fool's Gold as far away from an enemy as possible, and work on it for as long as you can so it is just barely within aggro range, so it takes long to reach it and start "collecting/breaking" it.)
- A monster will never drop aggro on a player in favor of Fool's Gold, it must not already have an aggro to target it.
- Fool's Gold are susceptible to splash damage, meaning if you or another player get hit near it with a skill/attack that can splash damage, it will lower the duration of the Fool's Gold.
- Fool's Gold has no cooldown, but only one may be placed down per player. (More than one is possible if each player in a party decides to place one.)
- You can right click-destroy it like Barrier Spikes.
- You can right click-Resume Construction to lengthen its time (still can't go past max, but lets say if max is 10 seconds and you already had it at max and there's only 2 seconds left, you can put it back at 10 seconds meaning it was out for 18 seconds, refilling the time). You will run to the Fool's Gold to resume if you are not right next to it, you can't resume at a range.
- For most effective usage, make party members wait well out of range of the enemy, and place a Fool's Gold. At maximum, a Fool's Gold's aggro range is greater than enemy's player aggro range. If the enemy catches the aggro of the Fool's Gold while you are still setting up, beware of it coming close enough so that you are also in its Aggro Range. If you are an elf, it is recommended you use Hide to run away when it is safe than plan a strategic strike. You can place Ice Mines or Ground Snares in-between the enemy and the Fool's Gold if you like, or barricade the Fool's Gold in Barrier Spikes that the enemy needs to waste time on to reach the Gold. Yay strategic gameplay, not that it'll work in Mabi's current state!
[/SPOILER]
[SPOILER="New Skill: Gold Rush"]
New Skill: Gold Rush
- This skill consumes 50 Lead initially and 1 Lead per second while active.
- While this skill is in use, your MP and SP will be drained. Your MP will be drained a LOT more though.
- The skill will cancel if you run out of MP, SP, or Lead, but the skill itself has no timelimit.
- While this skill is in use, you cannot move.
- While this skill is in use, your entire character model's textures will be replaced with gold with a gloss map.
- This skill can be manually cancelled, skills that cannot be manually cancelled suck.
- You will have a slightly debuffed protection and magic protection while this skill is active, but not defense/magic defense.
- You cannot normal attack and the only skill you can use is Gold Wall, Hide, Fake Death, Emergency Escape, Counterattack, and Greed (discussed later).
- If you use Fake Death/Emergency Escape BEFORE turning the skill off, this skill will still be activated and may still be attacked. You need to get up to normal to turn the skill off (regular standby animations/delay still apply). If the Gold Rush skill runs out while you are in Fake Death/Emergency Escape, you will automatically end both Gold Rush and that skill (if it was Emergency, it will still go into cooldown). Tldr, think before clicking the panic button. Turn off this skill first.
- The penalties associated with Emergency Escape/Fake Death do not apply to Hide (meaning the aggro drops), but the SP/MP/etc drain associated is still on, and you cannot turn the skill off or move while in Hide. So you need to Unhide to turn it off. If Gold Rush's duration ends while you're using Hide, Hide will automatically end but not go into cooldown.
- When Counterattack is used while this skill is activated, it will drain Stamina at an unbelievable rate, so time it and use it at the last second. Counterattack's damage is buffed during this skill's duration.
- If an enemy does not have an aggro, it will aggro you. If an enemy is aggroing a Fool's Gold, it will switch to aggro you.
- An enemy that aggros you will have its defensive stats debuffed, and its speed buffed, so long as you leave this skill on. If it a speed debuffed by another skill, it will overide this skill's speed buff instead of subtracting from it.
- Players who are not the player using this skill will have a damage buff when they attack enemies aggroed to you while this skill is up.
- Enemies have a higher chance of switching aggro away from you to another player if it is attacked by that player during the Gold Rush.
- During a Gold Rush, enemies will want to come and normal attack you, rather than use a skill (such as magic/archery). Unless you cancel the skill or they switch aggro away.
- I guess this skill kind of makes Taunt and maybe Windguard useless depending on the way you look at it, I don't really care. This skill doesn't really make you that much stronger (it only applies to Counterattack, instead of things like windmill and crap), and it makes you actually be less tanky because your skin will revert to brittle Lead when touched. Kind of the same purpose as those two skills but different.
[/SPOILER]
[SPOILER="New Skill: Midas Touch"]
New Skill: Midas Touch
- This is a close ranged attack skill.
- It consumes 10 Lead on use, in addition to stamina.
- This skill has a cooldown.
- Its damage is slightly higher than Smash.
- It knocks back both the player and target, like Flash Launcher.
- Damage is influenced by Focus and Stamina.
- It has a chance of applying a debuff. The more Focus and Stamina you have, the higher the success rate. The CP of the target will reduce the success rate, or probably some better indicator of difficulty if you guys can come up with one.
- Their texture will turn into gold and their defensive stats and mobility will be reduced. The defensive debuffs from this are greater than Gold Rush's aggro debuff, and this does stack with other defensive debuffs.
- This skill does splash damage, if you can manage it.
- The higher skill rank, the more damage/better debuff/more success rate/longer the debuff lasts.
- You can charge up this skill, each additional charge consumes 5 extra Lead, with a maximum of 5 charges totaling to 30 Lead used. Additional charges increase the success rate and knock back distance, not the damage.
[/SPOILER]
[SPOILER="New Skill: Greed"]
New Skill: Greed
- This skill consumes JUST Mana, no Stamina or Lead.
- This skill only works on monsters who are turned to Gold.
- This skill is REALLLLLLLLLLLLLLY strong.
- This skill is instantaneous and does not require a target, and goes into cooldown immediately when used. Meaning all Gold enemies in range will be effected.
- All Gold enemies will be pulled towards you and be stunned for a few seconds, in addition to the damage.
- This skill resets the Hide cooldown (so using this skill means you must wait another 30 seconds to Hide).
- If an enemy is behind a Gold Wall, it will still take damage/be stunned, but will not be able to move past the wall, and will still take damage for touching the wall.
- The closer you are to the enemies when the skill was used, the more damage will be dealt.
- If you are in a Gold Rush state, you will also be pulled towards any Fool's Gold should there be any out at the moment. The enemies will move towards the spot you used Greed at, not at the Fool's Gold you move to. (Yes things will be moving all over the place. To clarify, you move to the Fool's Gold during Greed while under Gold Rush, the Fool's Gold doesn't move towards you.) In addition, Gold Rush-aggroed enemies will take more damage from Greed, not just because of Gold Rush's defensive debuffs.
[/SPOILER]
All of these skills and Gold Strike are more effective when used in Commerce, Bounty Hunting, or Outlaw Homestead.
So I don't think this skillset will work under this stage of Mabi, but I think it would be an interesting/fun skillset if it does work.[/SPOILER]
[SPOILER="New Skill: Infuriated"]
New Skill: Infuriated
- This skill is in the Combat tab. Its training is influenced by every combat-talent (so Close Combat, Magic, Combat Alchemy, Fighter, Puppetry, etc).
- (This is based on the OLD Berserker skill. Not Berserk.)
- This skill isn't manually activated. The trigger is similar to how Berserker was. Being Knocked Down more than once in a short amount of time has a chance of activating, more Knock Downs increase chances, dieing increases chances (it would turn on after reviving if you died).
- While this skill is activated, you cannot be knocked down or knocked back. Enemy combos will end at normal times and they will endure standby time (they won't be able to like, normal attack you forever).
- Skills/attacks you do that don't knock down or knock back the enemy normally will always knock back (not knock down) the enemy during its duration IF they are not immune to being knocked down/back. If you are out of range of an attack, you will teleport to be at minimum range (similar to Final Hit).
- This skill doesn't provide much base stats, it doesn't give any stat buffs while the buff is activated, it doesn't require much AP to rank, and it is trained by being knocked down a lot in a short amount of time, this skill activating, and teleporting into attack range with this skill (that last one only activates if the skill goes through, it doesn't work if you like, run away, teleport, and don't attack).
[/SPOILER]
I didn't proofread any of this. 8) More skillsets that won't work because of what a shitty state mabi is in to come!
Quote from Darkboy132;1251183:
-Cursed Labyrinth rebalancing:
--Characters
---Millia is now an Alchemist rather than a Fighter/Mage hybrid.
---Imp is now a Fighter rather than a Warrior.
---Male Jiangshi is now an Alchemist rather than a Fighter.
---Female Jiangshi is now a Puppeteer rather than a Fighter.
None of changes I left in the quote tag make any sense. And I don't think we should change characters just to be representative of every single class. In addition, I don't think Puppeteer should be represented due to the nature of this mission. Jiang Shis using magic strings and a hand cannon? That's like saying Zombies can now have telekinesis and wild animal metamorphosis.
Quote from Jake;1247237:
Old discussion, but yeah. I coincidentally caught it while recording for a video yesterday.
[video=youtubeold;leI5MwWWF2o]http://www.youtube.com/watch?v=leI5MwWWF2o[/video]
Happens at 18 seconds
Thank you!
Edit: I was thinking of adding Ragnarok-Merchant-like Handcart attacks and crap Aurumancy/Merchant Talent, but I didn't really think that would have worked out so I opted against it.