Dagger Mastery needs to be a thing
No. Seriously stop. They already have Sword Mastery, what more do you want from it?
Dagger Mastery needs to be a thing
No. Seriously stop. They already have Sword Mastery, what more do you want from it?
What I want is balance, and atm Daggers are bad compared to every sword in Mabi. So nope, I'm going to keep going with that and fit it into my agility idea o3o
What.
[Image: http://i.imgur.com/AWRgAdS.jpg]
I'm not kidding. That critical and balance is a huge factor into Dagger's prowess. I'd be lying if I said Dagger wasn't my very first weapon (totally not because Beam Swords didn't exist at the time).
If you think Daggers are bad, then what about Wooden Swords?
Of course Daggers were one of your first weapons. You've been playing Mabi since G1 or so. I wouldn't be surprised if they're were .
But I'm not talking about the old Mabi, Critical (which some weapons will outdo) or balance (which isn't really a issue later in the game) I'm talking about the importantces of a dagger. Beginners may not have much issue with it , sure. But what about a mid too late gamer? So many better options exist than 1 of 2 daggers, that it's ultimantly useless. How often do you see high leveled players go ''Oh yea,i'm making me a dagger!'' when stuff like celtic ,pilgrim and even beam swords exist? Unless someone likes daggers a lot, it's not very likely.
Dagger: 2~9 Fast 3hit (41 damage max from upgrades, critical is lower than celtic)
Celtic Sword:20~46 Fast 3hit (100 damage from upgrades. around 50 balance)
If you upgrade a dagger critical , damage stays pretty low. Upgrading one for damage will make your crit drop decently, while Celtic retains strong crit and high damage, replacing daggers for Final Hit
Edit:/ Brah. I didn't mean literal balance LOL
I mean you know.. balance ,balance. Where the weapon themselves offer something worth people taking a serious look at o.O
... Okay, no offense but that's some really silly logic. You're saying Daggers should be on par with end-game weapons? That's like saying a level 1 weapon should match a level 100 weapon. That's not how RPGs work.
Despite that though, Mabinogi does not have an equipment system that progresses linearly. There's no real reason daggers can't have a niche they fit into. Personally the use I'd want to see for things like daggers and dirks would be allowing a slightly overcapped crit rate at the cost of damage and balance. Chuck daggers out of Sword Mastery and under Dagger Mastery, have it add +1% to max crit rate with a dagger in your hand per three ranks or something, allowing dagger users to be critting at 40% rate while doing less damage.
The only problem here is the way Mabinogi is set up, a very small chunk of your damage end-game is based on your weapon. To allow meaningful alternative weapon styles without making one thing hideously broken (with capped STR, daggers critting 40% would be waaaay better than any sword) requires your weapon damage to be used in a multiplicative sense to calculate your final damage as opposed to additive.
... Okay, no offense but that's some really silly logic. You're saying Daggers should be on par with end-game weapons? That's like saying a level 1 weapon should match a level 100 weapon. That's not how RPGs work.
Then, what about gathering weapons?
In those games, basically every weapon that is actually meant to be a weapon (ie not shit like spoons or rusted chunks of metal)
Then, what about gathering weapons? What about other weakass weapons, like short bow?
Oops, missed this post. I tend to look at weapon systems now in a way more influenced by the Souls games. In those games, basically every weapon that is actually meant to be a weapon (ie not shit like spoons or rusted chunks of metal) is useful. Perhaps not the best, but nothing is just a flat upgrade over something else. Balancing by attack patterns, damage, speed, extra abilities, etc. makes a game's weapons feel more diverse and personal.
Unfortunately in Mabi there's basically one ideal choice for any given category. This rewards min/maxing more than personalization, and while that is easier, I don't think it is better.
Sakura Abyss:
- Reverted back to pre-KR buff.
- Damage 500% -> 250%. 7500% damage every 5 minutes is too fucking high. Just why did KR go out of their minds and buffed it needlessly?
- Charge time is arguable. 15 seconds may or may not be long, but that's mostly moot with Lullaby.
- Radius 300 + (# of Charges × 40) -> 300 + (# of Charges × 20). Making it 50% bigger is extremely massive, especially when there's reforges that give it huge distances.
Explosive Kunai:
- Reverted back to pre-KR buff.
- Duration 40 sec -> 25 sec. It already has a really short cooldown, so buffing its duration was just uncalled for. Also making 15 or 20 traps in one session can create a lot of lag, I think.
- Debuff duration increased 3 sec -> 5 sec. Arguable, but given the traps stun, cutting movement speed by half is mostly moot since it's not going to last very long when the enemy starts moving again.