Quote from Darkboy132;1260395:
Defense:
- Party Defense bonus range increased from 1m -> 10m. Literally requiring players to STAND ON TOP of someone to get that bonus is ridiculously small compared to Party Healing or Enduring Melody.
- Animation lock after blocking an attack removed, allowing immediate movement and/or attacking after Defense occurs.
Seriously, these changes have been needed for a long time. I get the idea of huddling together for increased defense, but it just doesn't work like that. Milletians don't all group up and tank blows as one before retaliating. It would be cool but it's not how the combat in Mabi works out. Giving it some proper range would allow for a sort of looser phalanx idea. The animation lock also makes defense kinda useless-- combos are short anyway, so why bother defending when you could counter instead and take no damage?
Final Hit:
- Renovation durability no consumption feature applied to all weapons instead of only swords, blunts, and axes.
- Non-Dual Wielding hit changed from force knockdown to stun with no knockdown buildup, akin to Dual Wielding. The force knockdown feature is silly and stupid and constantly gets in the way, also very inconvenient due to Normal Attack knockdown causing invulnerability frames and if even that were to be removed attacking a downed enemy cancels its "get-up" animation and immediately retaliates.
Yeah, if nothing else it should at least factor in knuckles on the no-dura-use. The fact that they act like dual wielding means at least SOME thought went into using them for FH, but very fast weapons degrade pretty quickly when wailing on an enemy that much. As for non-dual-wield style weapons, I think I'd prefer forced knock-back. That way there's still a distinction between two styles of Final Hitting, but it's much less inconvenient.
Taunt:
- Learnable by all races. There aren't many tanks in this game, even though all races have access to "the Tank". I want to be able to protect my friends when they're in danger, as a Human. Even Human Shakespeare can use Taunt.
- Range increased from 4m -> 10m at Rank 1. It's really small which makes it unviable.
Wind Guard:
- Any skill can be used during Wind Guard (EXCEPT Charge and Lance Charge) other than only Normal Attack, Taunt, Windmill, or Meditation, increasing its versatility.
- Allow walking. Defense allowed running with a shield in Renovation.
- Allow items and potions to be used. Final Hit allowed this in Renovation.
Sword/Axe/Blunt/Shield/Light Armor/Heavy Armor Mastery:
- Scythes are lumped into Sword category.
- Rank of equipment mastery determines what weapons can be wielded, e.g. Claymore requires Rank 9 Sword Mastery and Beam Sword requires Rank 1. The purpose here is prevent newbies from having immediate access to Beam Swords and destroy everything at novice level. It makes sense too; the newbie gets stronger as they get more experienced and that concept should apply with the equipment masteries. A similar limitation also applies in Vindictus.
Berserk:
- Animation lock on start-up removed.
- Intelligence, Defense, Protection, Magic Defense, and Magic Protection decrease lowered from 100% -> 75% at Rank 9 and again to 50% at Rank 1.
Agreed on all of the above, except that personally I still wish Beam Swords were removed entirely. BDK weapons, Black Star, etc... that's one thing. Beam swords are just ridiculous and don't belong in any capacity.
Humans and elves need to have more party-friendly behaviours available, and the capacity to tank would be a nice one. It would be especially nice if you could load multiple "charges" of defense kinda like icebolt, then use taunt when you have several stacks.
Berserk is kinda cool but the massive defensive crippling makes the adv heavy stander basically useless. It either needs to eventually lift some of that reduction or have a new mechanic, like locking you into not falling under Deadly for the duration or something.
Graduating weapons would be kinda nice, but only if masteries took longer. Otherwise it would only be worthwhile to just get the rF weapon and use it for the entire grind to r1. Scythes being under swords would be nice, since otherwise they're left as a total outlier that act as decoration weapons.