Quote from Darkboy132;1269222:
I didn't say dungeons except abyss. I purposely excluded dungeons because they don't even offer much.
The purpose of revamps are to make things more interesting and useful doh
Quote from Darkboy132;1269222:
If anything those overpowered concepts just needs to be nerfed. Even if they exist, I feel that they shouldn't be used as an argument since we all know and agree they need to be toned down.
Well that's good you agree with me on that, but that one nerf doesn't fix the game entirely.I feel Mabi's structure should be nerfed,rebalanced, and rebuilt back on why we all love Mabi.
Quote from Darkboy132;1269222:
That's why I said basic and int missions aren't affected. Newbies shouldn't even be doing adv or higher until they're strong enough. I do agree that the game need
to be more challenging. Are abyss and lord rewards really that shit, even though people still run them?
Hardmode max is 1k, and Nexon consider people 1~1k beginner (since their beginner package last that long)
I don't know about you alexinens, but the people I know only run lords for the dailies , and Peaca abyss once for the title.Probably once or twice for kicks. But seeing Abyss peaca is like looking at everything I've seen already. It's filled with recycled monsters,and a cheap boss with bad rewards.It's not anything I'd be personally excited to run after I got the title. Can you honestly say that Abyss is worth spaming with it's reward list?
Quote from Darkboy132;1269222:
The only survival skills I would have buffed are Wind Guard being allowed to walk, Taunt massively buffed and learnable by everyone, Magic Shields compatible with Spellwalk (since Belisha and Yui doesn't cause stationary), and of course uncaps.
That's ..not really a quality revamp.at all :(
but still..basically what I said and not to sound cocky,but kinda worse in a sense.Heres why;
Even though Wind Guard is a tanking skill, it's cool down is far to long to be dependable. And the loading charge may allows the user to stand up, it doesn't reduce damage.Tankers need Three skills,all standered.(And keep in mind, just because new skill are added, doesn't mean you have to hotkey them all. Just do keys that fits your play style)
1.Counter strike:Shield bash (Useful for setting up follow up skills, and debuffing having a somewhat chance to daze,which is rebalanced too.Can be used after a successful block)Example
Defense > Counter strike > Devastating Strike (Stuns target, mace only reset )Normal attack > Smash
Basic Chain with two simple weapons in your first slot. Mace and Shield
2.Guard:Advanced Defense that blocks multi attacks. Best used against Magic and ranged users when charge is down.If the user's guard bar is drained, Guard is broke and open to attack.Can be fairly easy to break with melee, which is why the user has to react quick. Still reliable enough to take on multi mobs while retaining a good level of offensive attack, unlike Impenetrable.
3. Impenetrable (Think of Brume's Unbreakable from LoL Also act as a Shield wall when stationary, so it becomes stronger defensive wise and slightly with more people) This Shield technique is purely defensive and harder to break than Guard
4.Charge Versatility change: Shield charge can now block magic and range. Actually stuns users and players.All races can use,but non-shield version will be greatly nerfed defensive wise *giants being the best of course in that*
-Shieldless charge reforge is now damage reduction reforge.
-New Shield Stat : Recovery. This improves defensive skills so you can effectively react quicker from a normal or smash attack