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Zekkii wrote on 2015-01-12 05:54
If the enemies aren't close to the puppet when using climactic crash, you won't hit twice. If one aims to nerf crisis while keeping climactic crash however, one could simply double the damage and remove multi-hit capability.
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Juno wrote on 2015-01-12 06:42
Without them being grouped by Crisis, some will start too far away to be hit twice.
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Darkboy132 wrote on 2015-01-12 07:09
If you root enemies in place, Climactic Crash won't hit twice either.
Quote from Darkboy132;1260675:
10 stamina per second. That much is just ridiculously excessive. Combat skills don't use that much stamina.
Also, Enthralling Performance uses 10 stamina per second too, also forces walking and doesn't allow running. So it's even worse than Spellwalk.
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Snowie Stormflower wrote on 2015-01-12 10:51
Not sure if this was said before but:
Monster Experience in Shadow Missions should count as Dungeon Monster Experience.
I'm at the point where my CP is so high that monsters in almost half the Shadow Missions on Hardmode no longer give experience because they're considered "WEAK".
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Shoopow wrote on 2015-01-12 17:18
Quote from Kapra;1260866:
Crisis rooting enemies instead of repositioning them would make Crisis useless for magic and nonpuppetry skills that rely on Crisis (like Hailstorm) but not really hinder skills with a lot of range like Climactic Crash.
We want to nerf Crisis>Crash, not Crisis>Hailstorm/etc. Making crisis act like a shadow bind clone will barely annoy puppeteers but will really piss off everyone else.
Edit: I hope I didn't misunderstand what you meant by rooting and repositioning.
But wouldn't removing the very skill that makes most content 10x easier be what everyone wants? From what I've seen, people complain because Mabi is too easy. But changing the skill from making all the enemies pile into one place an instead root them where they stand, it would still make crisis viable while not allowing you to crisis > blaze and EZMode to win in seconds.
Just my 2 cents anyways, but I could be biased because I hate the puppet > blaze combo for destroying difficulty.
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Kapra wrote on 2015-01-12 23:03
Quote from Shoopow;1260895:
But wouldn't removing the very skill that makes most content 10x easier be what everyone wants? From what I've seen, people complain because Mabi is too easy. But changing the skill from making all the enemies pile into one place an instead root them where they stand, it would still make crisis viable while not allowing you to crisis > blaze and EZMode to win in seconds.
Just my 2 cents anyways, but I could be biased because I hate the puppet > blaze combo for destroying difficulty.
We want the game to be harder, but we want to encourage party play and solo strategy. And I personally want to encourage mixing skills from different skillsets into one combo. People may complain that the game is to easy, but a just as easy complaint is that there is no strategy or teamwork. Nerfing crisis in that way will hurt puppetry, but not as much as it would hurt other combos.
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Juno wrote on 2015-01-13 00:25
I think a better way to solve the 'no strategy' complaint is to create content where the objective isn't just 'kill all the monsters.' A few Shadow Missions have the beginnings of this, but it's generally at a high level (such as splitting into two groups) instead of in actual combat.
Off the cuff, what about a mission with hostages? It's not a full mission idea, but that segment would at least discourage the use of AoE abilities. Couple it with another segment where AoE is an above-average tactic and there's the skeleton of a mission that rewards two specialties. It'd have to have workarounds, though, in case no one in the party was good at single target dps.
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Fracture wrote on 2015-01-13 00:28
To be fair though, the change you're proposing to Crisis would just defeat the purpose of the skill. All Crisis really is is a utility skill; if combos with it are op, that's because the other part of the combo needs to be tweaked. Personally changing it to a root would make it useless for me, since I use it to drag shit into Crash Shot fragment range.
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Juno wrote on 2015-01-13 02:02
Currently, the utility it provides is too strong. It moves every monster in a huge radius into a single spot where skills with small, powerful AoEs can then be used. Those skills are balanced around not being able to hit everything due to the small AoE (or not balanced at all), so I don't think that part can really be preserved.
What if it moved monsters closer together, like halfway from their original point to the center or some fixed amount, and rooted them there for a bit? It should make for a more effective Blaze/Hailstorm/Crash Shot without being an easymode Aim Nukes Here business.
Sorry for the repeated questions. Kind of trying to feel this one out.
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Darkboy132 wrote on 2015-01-13 02:32
Quote from Snowie Stormflower;1260877:
Not sure if this was said before but:
Monster Experience in Shadow Missions should count as Dungeon Monster Experience.
I'm at the point where my CP is so high that monsters in almost half the Shadow Missions on Hardmode no longer give experience because they're considered "WEAK".
I'd rather that apply to everything, or get rid of the CP system entirely. Veteran Bandits give exp equivalent or greater than a Hard or Elite SM/TM mob but right now they're weak to me.
Also get rid of the Camping Penalty and keep the expedition bonus at 400%. I see no reason to limit field experience when dungeons, shadow missions, and theatre missions don't suffer from experience penalties.
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Juno wrote on 2015-01-13 03:25
To prevent botting (camping penalty) and reward exploration, though the latter is outdated.
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Darkboy132 wrote on 2015-01-13 03:52
Quote from Juno;1260937:
To prevent botting (camping penalty) and reward exploration, though the latter is outdated.
Except there's no fighting bots anymore, so camping penalty is pointless.
-Auto Charge no longer stops when performing any action (such as Meditation) or the delayed effects of int magic.
-Luck evasion removed. This just needlessly cripples archery's miss rate even more.
-Meteor Strike now has a visual indication of where it lands. I wouldn't want to accidentally knock my enemy out of the impact radius.
-Self-Healing stamina cost removed. That is just dumb and an unnecessary punishment.
-Healing MP cost halved. Healing heals 225 max on a single target for 40 MP, compared to Life Drain which restores 450 HP for 30 SP.
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EndlessDreams wrote on 2015-01-13 05:00
Quote from Darkboy132;1260940:
Except there's no fighting bots anymore, so camping penalty is pointless.
-Auto Charge no longer stops when performing any action (such as Meditation) or the delayed effects of int magic.
-Luck evasion removed. This just needlessly cripples archery's miss rate even more.
Camping Penalty is also there to encourage you to buy Service.
All the anti-botting stuff they put out is the reason why we don't see bots anymore in the fields. So it is working.
Even without the Camping Penalty, hunting monsters out in the field isn't good experience at all.
Monsters have Luck evasion? Or you talking about PvP?
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Juno wrote on 2015-01-13 05:20
It wasn't to prevent farming bots; those weren't looking for exp in the first place. It's for if a player wants to afk at Ixions with a simple smash bot set up. Admittedly, I think that's far less likely and profitable than it was when the game first started. I don't think there'd be an issue if they removed it.
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Darkboy132 wrote on 2015-01-13 05:25
Quote from EndlessDreams;1260944:
Even without the Camping Penalty, hunting monsters out in the field isn't good experience at all.
Monsters have Luck evasion? Or you talking about PvP?
Hunting field monsters is practically the only way to level up pets. Veteran and Master Bandits also have high experience.
And monsters might have luck evasion? The GOP Possessed mobs have Luck.