-
Chiis wrote on 2015-03-15 15:57
You know those new summon gem things? I'd love a bunny one ;C!
-
Kapra wrote on 2015-03-16 00:00
Quote from Kaeporo;1267918:
Skill ideas:
Pound
- Chargeable melee attack that deals bonus damage against downed targets.
- Requires a blunt weapon.
Torque Shot
- Archery skill that starts at 100% accuracy and works its way down.
- Damage increases drastically at low accuracy.
Alchemy Blade
- Materialized tech blade that forms around cylinder.
- Enemies defeated with the skill drop more gold.
Guardian Stone
- Summon Falias Floating Stone to heal nearby players.
- If the stone is destroyed, nearby players have a chance to be revived.
Chain: Suplex
- Chain 3 skill that deals heavy damage to a single target.
Act 3: Enticing Exposition
- The player and marionette switch places, dealing damage on both ends.
Last Breath
- The player marks a target.
- After 10 seconds, the player has a 1 second window to execute the target at close range if it hasn't noticed the player.
- Doesn't work on boss enemies or enemies with the no_one_die tag. Targets instead receive 900% damage.
Something interesting skill ideas, though I don't understand how the alchemy one works. I don't really want another Chain 3 skill though, I feel like Pummel and Drop Kick are already well balanced for a final blow, if you don't take glitches into account. I'd rather there be 4 chain 1s, 3 chain 2s, and 2 chain 1s. Would pummel be a chargable assault slash only usable with Blunts? Or do you mean knocked back enemies too?
-
Kaeporo wrote on 2015-03-16 03:37
Quote from Kapra;1267961:
Something interesting skill ideas, though I don't understand how the alchemy one works. I don't really want another Chain 3 skill though, I feel like Pummel and Drop Kick are already well balanced for a final blow, if you don't take glitches into account. I'd rather there be 4 chain 1s, 3 chain 2s, and 2 chain 1s. Would pummel be a chargable assault slash only usable with Blunts? Or do you mean knocked back enemies too?
Alchemy blade would form a sort of tech-blade around the cylinder itself that could be used for melee attacks. All attack dealt with the blade would be considered magical instead of physical. Ranking the skill would increase the blade's damage and increase the chance that enemies would drop additional gold, as noted by the alchemy crystal's description. The big limiting factor would be the constant consumption of mana and stamina required to sustain the weapon.
Blade Max Damage: 20~150
Blade Min Damage: 10~80
Attack Speed: Fast
Splash Radius: 100~250
Splash Damage: 120%
Load Time: 2 seconds
Mana/Stamina Cost [sec]: 10
I definitely agree that we should have new fighter skills.
Pound is more like Smash/Blaze than Assault Slash. Essentially it's a variant of Smash that sends a blunt weapon downward on to the target. The skill is loaded instantly, though you have the option to charge it to deal twice as much damage. If the enemy is knocked down when you use the skill, it deals more damage.
Pound
Damage: 80~250%
Additional Damage: 120~350%
Load Time: 0 seconds
Charge Time: 2 seconds
Cooldown: 12~8 seconds
Stamina Cost: 2~8
-
willcaster wrote on 2015-03-16 07:59
Quote from Kaeporo;1267971:
Alchemy blade would form a sort of tech-blade around the cylinder itself that could be used for melee attacks. All attack dealt with the blade would be considered magical instead of physical. Ranking the skill would increase the blade's damage and increase the chance that enemies would drop additional gold, as noted by the alchemy crystal's description. The big limiting factor would be the constant consumption of mana and stamina required to sustain the weapon.
Blade Max Damage: 20~150
Blade Min Damage: 10~80
Attack Speed: Fast
Splash Radius: 100~250
Splash Damage: 120%
Load Time: 2 seconds
Mana/Stamina Cost [sec]: 10
I definitely agree that we should have new fighter skills.
Pound is more like Smash/Blaze than Assault Slash. Essentially it's a variant of Smash that sends a blunt weapon downward on to the target. The skill is loaded instantly, though you have the option to charge it to deal twice as much damage. If the enemy is knocked down when you use the skill, it deals more damage.
Pound
Damage: 80~250%
Additional Damage: 120~350%
Load Time: 0 seconds
Charge Time: 2 seconds
Cooldown: 12~8 seconds
Stamina Cost: 2~8
this?
[SPOILER="
[Image: http://hollywoodhatesme.files.wordpress.com/2010/12/edward-edward-with-sword.jpg]
"] lol[/SPOILER][/QUOTE]
-
Daniel1235 wrote on 2015-03-16 09:28
Quote from Kapra;1267810:
Honestly, my homestead is level 15 and it is huge. A stream wouldn't be unthinkable.
I would want DevCAT to just do this.
I do like your ideas but... What about having a bit more space ( and i mean space you could walk on), adding my idea for windmil (activated by wind plus I hate how Tir is the only monopoly when it comes to windmil services) and speaking of windmil also adding corps to homestead so no need to travel to Tir for Wheat or Barley; to Dunbarton for potatoes; to Emian for Corn; to Tailteann for Corn, potato and to Tara for potato(North) and barley(South)? [S]Also been thinking to add a new type of tree to chop wood from (firewood only) but get nothing as you hit it ('cause that is why berry shrubs exists)[/S]. actually never-mind this idea 'cause there are enough trees about anywhere so no need for that kind of tree in homestead too. BUT i would love to see base herbs to be removed from being patches in homestead 'cause cmon... I can just go to Dunby or Tir for the patches there (there are invisible ones in south Dunby by the bears and in Tir closer to cair dungeon) and after 5 minutes come back there and re-gather instead of harvest my homestead ones and wait a whole day for new ones. And instead of the base herb I would add the popular yet the very uncommon white herb.
--- Merged Double Post ---
Quote from willcaster;1267975:
[SPOILER="[Image: http://hollywoodhatesme.files.wordpress.com/2010/12/edward-edward-with-sword.jpg]
"] lol[/SPOILER]
Why the hell i find this Pic so Familier!? What anime is that?
[S]P.S.:Sorry for double posting...[/S] :oops:
Nevermind, it was auto merged lolol
-
Kaeporo wrote on 2015-03-16 09:34
[SIZE="6"]Part 1: Talent Update[/SIZE]
Players may now only assign one talent to each talent level.
i.e. You may only have one Grandmaster talent, one Master talent, one Wise Talent, etc.
Talent levels are assigned by speaking to Lezzaro. Talents may be freely reassigned once per week.
This excludes the additional requirements for Grandmaster.
Talent certificates (required to reassign talents) cost 50,000 gold and are single-use.
Additions to existing talents:
Adventure
Increases movement speed by up to 10% at Master and 15% at Grandmaster, stacking with other sources.
Battle Alchemy
Increases alchemy skill radius by up to 10° at Master and 20° at Grandmaster.
Carpentry
Increases product quality by up to 10 at Master and 15 at Grandmaster.
Cooking
Increases food effect duration by up to 90 seconds at Master and 150 seconds at Grandmaster.
Increases Catering food slot count by 2 at Grandmaster.
Holy Arts
Increases healing effects by up to 20% at Master and 25% at Grandmaster.
Increasing wound recovery by up to 5% at Master and 15% at Grandmaster.
Medicine
Increases potion strength by 3% per level.
Produces two potions instead of one at Grandmaster.
Mercantile
Increases rewards by 2% per level.
Smithing
Increases product quality by up to 10 at Master and 15 at Grandmaster.
Tailoring
Increases product quality by up to 10 at Master and 15 at Grandmaster.
Transmutation
Increases product health/damage by up to 80% at Master and 125% at Grandmaster.
[SIZE="6"]Part 2: Crafting Update:[/SIZE]
Every 150 Dexterity adds +1 to Product Quality.
Product Quality is now displayed on the character screen under balance.
Skill mini-games (if applicable) give anywhere from x0.5 to x1.4 to your final product quality.
Ranking Carpentry/Blacksmithing/Tailoring/Handicraft/etc give +1 product quality per level but only to their own skill.
Quality grades:
F: 0~5 Product Quality
E: 5~10 Product Quality
D: 10~20 Product Quality
C: 20~30 Product Quality
B: 30~40 Product Quality
A: 40~55 Product Quality
S: 55~70 Product Quality
X: > 70 Product Quality
Weapon Grade Bonuses:
F: +1 Durability, +2 Max Damage
E: +2 Durability, +4 Max Damage
D: +4 Durability, +8 Max Damage
C: +6 Durability, +12 Max Damage
B: +8 Durability, +15 Max Damage
A: +10 Durability, +20 Max Damage, +10% Critical Damage, Signature
S: +15 Durability, +20 Max Damage, +20% Critical Damage, Signature
X: +15 Durability, +20 Max Damage, +35% Critical Damage, Signature
Armor/ETC Grade Bonuses:
F: +1 Durability, +1 Defense
E: +2 Durability, +2 Defense
D: +4 Durability, +4 Defense
C: +6 Durability, +8 Defense
B: +8 Durability, +10 Defense
A: +10 Durability, +10 Defense, +2% Protection, Signature
S: +15 Durability, +10 Defense, +4% Protection, Signature
X: +15 Durability, +10 Defense, +6% Protection, Signature
[SIZE="6"]Part 3: New Crafting Recipes[/SIZE]
Handicraft:
Pitfall Trap - rA
Simple trap that cages anyone not authorized, forcing them to leave the homestead. Resets when empty.
Notifies owner when triggered.
Heavy Quiver r9
- Holds 1,000 of any type of arrow/bolt
Homestead Chest - r7
Can be placed on homesteads.
Has 49 cells (7x7).
Authorization can be set to enable/disable access.
Sharp Arrows (100) - r5
+10% Damage
Sharp Bolts (100) - r5
+10% Damage
Lightning Bolt - r3
+15% Damage, Affinity of Lightning 9
Fire Arrow - r3
+15% Damage, Affinity of Fire 9
Angelic Mirror - r3
Homestead item that allows one to change their weight and apparent age.
Cannot be traded. Can only be used by the owner.
Demonic Door - r1
Homestead item that allows one to enter or leave a parallel world.
Defensive stats are reduced to 0 but rare item drop rate is tripled.
Cannot be traded. Can only be used by the owner.
Blacksmithing:
Golden Hammer of Durability - r6
Platinum Hammer of Durability - r3
Mysterious Reforging Toolkit - r1
Tailoring:
Animal Collar -r9
Allows one to tame a creature and bring it on to your homestead.
Dervish Set -r5
- Wild, natural looking clothes
Enables Attack Speed and Durability Reduction set effects.
Strings Set -r3
- Loose fitted clothes for improved balance
Enables Inciting Incident Damage and Threshold Cutter set effects.
Petal Set -r3
- Made by sewing cherry blossom petals together
Enables Shuriken Charge Damage and Kunai Storm Damage set effects.
Taming Wild Animals:
Tamed animals can be transported to your homestead using an Animal Collar.
No more than three animals may be placed on your homestead.
Tamed animals do not drop gold or experience, nor do they provide training experience.
Authorization settings determine who the tamed animals will attack.
If defeated, animals will respawn after 36 minutes.
-
Kaeporo wrote on 2015-03-16 09:59
Quote from Daniel1235;1267983:
I have no problems except for the talent update... Eventually, there are more talents then there are talent ranks... Count with me: 7 Life talents, 3 Combat talents, 2 Magic talents, 2 Alchemy talents, a Fighter talent , a Puppeteer talent... No need to go on as i already reached 16 levels of talents. What about the other talents? All will revent back to Fledgeling or even "Unlearned" (does not even appear on talent title or talent screen)?
You'll retain the talent rank (you earned it) but you'll have to decide which talent bonuses you want to use and which you have to abandon.
At present you'll have like 3~4 fledgling level talents, provided you've capped everything.
-
Daniel1235 wrote on 2015-03-16 10:09
Quote from Kaeporo;1267981:
[SPOILER="[SIZE="6"]Part 1: Talent Update[/SIZE]"][SIZE="6"]Part 1: Talent Update[/SIZE]
Players may now only assign one talent to each talent level.
i.e. You may only have one Grandmaster talent, one Master talent, one Wise Talent, etc.
Talent levels are assigned by speaking to Lezzaro. Talents may be reassigned once per day, with the exception of Grandmaster.
Talent certificates (required to reassign talents) cost 50,000 gold and are single-use.
Additions to existing talents:
Adventure
Increases movement speed by up to 10% at Master and 15% at Grandmaster, stacking with other sources.
Battle Alchemy
Increases alchemy skill radius by up to 10° at Master and 20° at Grandmaster.
Carpentry
Increases product quality by 1 per level.
Cooking
Increases food effect duration by up to 90 seconds at Master and 150 seconds at Grandmaster.
Increases Catering food slot count by 2 at Grandmaster.
Holy Arts
Increases healing effects by up to 20% at Master and 25% at Grandmaster.
Increasing wound recovery by up to 5% at Master and 15% at Grandmaster.
Medicine
Increases potion strength by 3% per level.
Produces two potions instead of one at Grandmaster.
Mercantile
Increases rewards by 2% per level.
Smithing
Increases product quality by 1 per level.
Tailoring
Increases product quality by 1 per level.
Transmutation
Increases product health/damage by up to 80% at Master and 125% at Grandmaster.
[SIZE="6"]Part 2: Crafting Update:[/SIZE]
Every 150 Dexterity adds +1 to Product Quality.
Product Quality is now displayed on the character screen under balance.
Skill mini-games (if applicable) give anywhere from x0.8 to x1.3 to your final product quality.
Ranking Carpentry/Blacksmithing/Tailoring/Handicraft/etc give +1 product quality per level but only to their own skill.
Quality grades:
F: 0~5 Product Quality
E: 5~10 Product Quality
D: 10~15 Product Quality
C: 15~25 Product Quality
B: 25~35 Product Quality
A: 35~50 Product Quality
S: 50~75 Product Quality
X: > 75 Product Quality
Weapon Grade Bonuses:
F: +1 Durability, +2 Max Damage
E: +2 Durability, +4 Max Damage
D: +4 Durability, +8 Max Damage
C: +6 Durability, +12 Max Damage
B: +8 Durability, +15 Max Damage
A: +10 Durability, +20 Max Damage, +10% Critical Damage, Signature
S: +15 Durability, +20 Max Damage, +20% Critical Damage, Signature
X: +15 Durability, +20 Max Damage, +35% Critical Damage, Signature
Armor/ETC Grade Bonuses:
F: +1 Durability, +1 Defense
E: +2 Durability, +2 Defense
D: +4 Durability, +4 Defense
C: +6 Durability, +8 Defense
B: +8 Durability, +10 Defense
A: +10 Durability, +10 Defense, +2% Protection, Signature
S: +15 Durability, +10 Defense, +4% Protection, Signature
X: +15 Durability, +10 Defense, +6% Protection, Signature
[SIZE="6"]Part 3: New Crafting Recipes[/SIZE]
Handicraft:
Pitfall Trap - rA
Simple trap that cages anyone not authorized, forcing them to leave the homestead. Resets when empty.
Notifies owner when triggered.
Heavy Quiver r9
- Holds 1,000 of any type of arrow/bolt
Homestead Chest - r7
Can be placed on homesteads.
Has 49 cells (7x7).
Authorization can be set to enable/disable access.
Sharp Arrows (100) - r5
+10% Damage
Sharp Bolts (100) - r5
+10% Damage
Lightning Bolt - r3
+15% Damage, Affinity of Lightning 9
Fire Arrow - r3
+15% Damage, Affinity of Fire 9
Angelic Mirror - r3
Homestead item that allows one to change their weight and apparent age.
Cannot be traded. Can only be used by the owner.
Demonic Door - r1
Homestead item that allows one to enter or leave a parallel world.
Defensive stats are reduced to 0 but item drop rate is tripled.
Cannot be traded. Can only be used by the owner.
Blacksmithing:
Golden Hammer of Durability - r6
Platinum Hammer of Durability - r3
Mysterious Reforging Toolkit - r1[/SPOILER]
I have no problems except for the talent update... Eventually, there are more talents then there are talent ranks... Count with me: 7 Life talents, 3 Combat talents, 2 Magic talents, 2 Alchemy talents, a Fighter talent , a Puppeteer talent... No need to go on as i already reached 16 levels of talents. What about the other talents? All will revent back to Fledgeling or even "Unlearned" (does not even appear on talent title or talent screen)?
--- Merged Double Post ---
Quote from Kaeporo;1267984:
You'll retain the talent rank (you earned it) but you'll have to decide which talent bonuses you want to use and which you have to abandon.
At present you'll have like 3~4 fledgling level talents, provided you've capped everything.
Huh... Let's say i do not want the extra stuff you mentioned only the stats it gives... i.e. you also mentioned more stats to puppet if master/grandmaster etc. but i do not want any of that just the original stats i get from original master talent, even though im just fledgling. Oh, and the ability to wear demonic control bars, like in the original master talent, even though im fledgling. Do i get those bonuses?
-
DefinitelyNotTwin wrote on 2015-03-16 10:27
New Paladin Skill : Wisdom of Life (Increases Intelligence and Will)
-----------------------------------------------------------------------------------------------------
Quote from Kaeporo;1267918:
Pound
- Chargeable melee attack that deals bonus damage against downed targets.
- Requires a blunt weapon.
Ugh, don't get meh started on Maces lol
I had a exclusive skill idea similar to this named Devastating Strike.So I'd definitely love to see this in Mabi
Quote from Kaeporo;1267918:
Torque Shot
- Archery skill that starts at 100% accuracy and works its way down.
- Damage increases drastically at low accuracy.
I think that idea and a Accuracy stat (that affects all ranged projectiles cough) would be cool.Aiming speed would probably need rebalancing though
Quote from Kaeporo;1267918:
Chain: Suplex
- Chain 3 skill that deals heavy damage to a single target.
Yes..just.yes. x__x Martial Arts needs more skills and rebalancing badly. It doesn't have the feel of a nimble fighter..but that's just my opinion
Quote from Kaeporo;1267918:
Alchemy Blade
- Materialized tech blade that forms around cylinder.
- Enemies defeated with the skill drop more gold.
[S]Dat F.M.A reference?[/S]
Quote from Kaeporo;1267918:
Last Breath
- The player marks a target.
- After 10 seconds, the player has a 1 second window to execute the target at close range if it hasn't noticed the player.
- Doesn't work on boss enemies or enemies with the no_one_die tag. Targets instead receive 900% damage.
[S]Can this be used after attacking with Shadow Cloak?o3o[/S]
------------------------------------------------------------------------------------------------------
Edit: Oh! and a universal Parry skill (extremely less effective with any Mage,Ranged, or Archery weapon for balancing).Base stun for Parrying is equal to bare hands.Stun is increased or slightly decreased depending on weapon type.
I'd like Counter Punch to be deleted or rebalanced into a new skill.
-
Kapra wrote on 2015-03-16 10:47
Quote from Daniel1235;1267979:
. . . adding my idea for windmil (activated by wind plus I hate how Tir is the only monopoly when it comes to windmil services) and speaking of windmil also adding corps to homestead so no need to travel to Tir for Wheat or Barley; to Dunbarton for potatoes; to Emian for Corn; to Tailteann for Corn, potato and to Tara for potato(North) and barley(South)? . . .
Actually I liked the idea of there being some props only in some areas. Albeit I'm not against them adding props to homesteads, I kind of liked how Dry Ovens were only in Tail, Windmills were only in Tir, reasonable Furnaces were only in Bangor, etc. And kind of wish they would do more of things like this as they add new life skills (which they have been doing with Magic Craft and Engineering).
Quote from Daniel1235;1267979:
BUT i would love to see base herbs to be removed from being patches in homestead 'cause cmon... I can just go to Dunby or Tir for the patches there (there are invisible ones in south Dunby by the bears and in Tir closer to cair dungeon) and after 5 minutes come back there and re-gather instead of harvest my homestead ones and wait a whole day for new ones. And instead of the base herb I would add the popular yet the very uncommon white herb.
[S]I would actually put more importance on wild herbs than homestead herbs, give the homestead herbs less priority. I would like the idea of medium tiered herbs in the wild after very high ranks of Herbalism (which do require you do actively hunt for these herbs in other sources for training before you can even get the rank up for it). But at this point I don't really think White Herbs needs any more changing other than perhaps adding them to more dungeons of higher difficulty.[/S]
Okay then I misread that, though you were advocating removing Field Herbs, not Homestead Herbs. Which I am still against though not to as great of an extent.
Quote from Kaeporo:
I don't like you're Part 1 and most of Part 3 but I love you're Part 2 rebalances. Being able to put monsters in Homesteads as props would be nice, but would require making new pmg/set files for each model of monsters since props use a different system than traditional models (being character/monsters/pets/etc). I have been thinking of ways to add more to Tailoring, such as actually giving Hand Puppets and Ragdolls a stake in the Puppetry talent like everyone thought they would and make them craftable in tailoring, making music scores, and making taming scrolls that can be used with a success rate on monsters you have already successfully tamed to make them into tradable Mercenary Scrolls.
But everytime I think about Handicrafting, or ask other people to, the water just gets mirky. Everyone pretty much unanimously agrees that almost all the recipes in Handicrafting should be reallocated to other skills (only a handful of recipes like making Paper Cranes dont' make sense, almost everything else does). So people usually say remove Handicrafting altogether like Sharp Mind (though to be fair Sharp Mind didn't really require effort, unlike handicrafting's training and all those wooden boards you had to use. . .) or repurposing the skill for an entirely different use, which I still have trouble of coming up with other than making it a Production Mastery 2.0. Some people suggest making scrolls be 1-time use items, with the durability on the scroll working like the durability on an enchant scroll and Handicraft rank determining the likliehood you'll learn the scroll successfully, or making Handicraft a skill that crafts Patterns/Manuals. To be honest, Handicrafting is one of the main things holding me back from making a life skill post, that and I want to release it at the same time as my dungeon+friends post but dungeon rewards is the main thing holding me back on that one so. . . Any suggestions? I REALLY don't think adding more recipes to the mess that is Handicrafting will make it any better.
-
Zeo wrote on 2015-03-16 12:01
Agreed... I don't really like the talent change that Kaeporo recently mentioned, it'd destroy what was special about Mabinogi... Almost the same reason why I hated having the idea of having only one Grandmaster talent... I'd rather they remove the ability to get a GM talent at all, or add in an ability to get as many GM talents unless you got a GM for every talent possible.
............................................
If that was the case, I'd change what would work for grandmaster in Mabinogi.
When going for first GM in your talent, you still have to talk to Lezarro and he'll allow you to pick what talent you want for your first grandmaster, and of course, you have to earn 20 seals, and pay 1m (along with the bank fee).
Now this is where I change the part. If you want to change your first grandmaster, you won't be able to do so, because instead, you'll build your way up to a second grandmaster and so on.
For next four grandmaster talents you get, you still have to work for 20 seals, and pay 1m fee for each (and for next four) GM talents.
For next five (6th to 10th) grandmaster talents, you have to work for 25 seals now, and you have to pay a fee of 1.5m fee each.
And for rest of Grandmaster talents (except for the last one), you have to work on 30 seals and pay 2m fee each now.
For the last talent to become a grandmaster, you have to work for 40 seals now, and have to pay a fee of 4m.
For hidden titles (this apply to hidden aces title too)... You can get grandmaster in hidden titles, for example. You can get a grandmaster Cheerleader if you get all three Adventurer, Cleric, and Bard into GM. The hidden titles will just receive a fancy golden frame.
For aces title such as Druid, it'll receive the fancy golden frame upon getting Mage, Cleric, and Apothecary into GM.
As for the stats... I really didn't get the point of placing the caps on them in first place, so the cap for the stats is completely removed.
-
DefinitelyNotTwin wrote on 2015-03-16 13:22
Quote from Zeo;1267989:
Idea
Isn't our stat inflation bad enough?:fail3:
I don't even-
-
Zeo wrote on 2015-03-16 13:38
Quote from DefinitelyNotTwin;1267993:
Isn't our stat inflation bad enough?:fail3: I don't even-
I certainly don't see that like this way... If anything, I'd also remove the cap off stats, because there's no point in having the stat cap in first place anyway.
-
Daniel1235 wrote on 2015-03-16 13:47
Quote from Kapra;1267988:
[S]I would actually put more importance on wild herbs than homestead herbs, give the homestead herbs less priority. I would like the idea of medium tiered herbs in the wild after very high ranks of Herbalism (which do require you do actively hunt for these herbs in other sources for training before you can even get the rank up for it). But at this point I don't really think White Herbs needs any more changing other than perhaps adding them to more dungeons of higher difficulty.[/S]
Okay then I misread that, though you were advocating removing Field Herbs, not Homestead Herbs. Which I am still against though not to as great of an extent.
Actually, my original post about homestead changing speaks about having all those "pretty-much-only-for-herbalism" herbs, like Mandrake, Poison and Antidote. Just go look at it.
P.S.: Would love to know how you do that cool trick of rediricting to a specific post in a thread. Please PM on how you do that.
I will edit it later with the link to my specific post.
:blush:
Edit: Also, Kaeporo, what do you mean by "no_one_die tag"?
-
Kaeporo wrote on 2015-03-16 14:00
Quote from Zeo;1267995:
I certainly don't see that like this way... If anything, I'd also remove the cap off stats, because there's no point in having the stat cap in first place anyway.
I agree that the stat cap should be removed but I also agree that our stat inflation is pretty ridiculous.
Equipment restrictions have become the biggest limiting factor for talent usage. Regardless, Mabinogi doesn't have much left to be proud of. Life skills are in shambles and combat talents are so universally effective that they've all become interchangeable. Nexon even abandoned the "Fantasy Life" slogan that people loved to cling on to as if it meant something meaningful.
Quote from Kapra;1267988:
Any suggestions? I REALLY don't think adding more recipes to the mess that is Handicrafting will make it any better.
The biggest issue with Handicraft is that it lacks a solid identify. Blacksmithing produces shitty weapons and armor. It also produces tools that are equal in effectiveness to store-bought tools, which is just terrible game design. Tailoring produces shitty clothes. Carpentry produces shitty bows and higher grade firewood (for enchanting). Handicraft is sort of the universal crafting talent.
I would remove a lot of the absurdly specific products and then start by giving Handicraft a strong central focus. I modeled some of my ideas based on the Carpentry life in the game Fantasy Life. I feel that the ability to produce meaningful Homestead props and better ammunition would suffice.
The big issue is that Mabinogi has a bunch of different systems but they've all been handled very poorly.