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New weapon, skills, items, and tweaks you'd like to see!~

  • Fracture wrote on 2015-05-01 10:04
    Quote from Esileruf;1273229:
    Humans, whose ranged would be more utility


    [SIZE="3"][HEAVY BREATHING][/SIZE]

    In all seriousness though, way too many buffs for elves. Final Shot should be made useful, but the other skills should remain pretty much the same between the races. No skillset apart from actual support (shields, healing, etc) should ever be balanced for anyone to be a support skillset, because there are people who main it and play solo.
  • Zeo wrote on 2015-05-01 19:13
    Quote from Fracture;1273238:
    [SIZE="3"][HEAVY BREATHING][/SIZE]

    In all seriousness though, way too many buffs for elves. Final Shot should be made useful, but the other skills should remain pretty much the same between the races. No skillset apart from actual support (shields, healing, etc) should ever be balanced for anyone to be a support skillset, because there are people who main it and play solo.


    I do agree with Esileruf's buffs for the elves though... Elves are suppose to be the best race for archery.
  • Darkboy132 wrote on 2015-05-01 19:49
    Quote from Esileruf;1273229:

    Final Shot:
    Load time Reduction not removed. :^)


    Of all things why would you keep that?

    Mirage Missile:
    Reworked:
    Mirage Missile now causes a monster to instead of ticking and being poisoned, shift its aggro, potentially to a nearby monster. This will persist for a certain duration, only broken by aggro bypasses, such as taunt, Shooting rush, life drain, etc. If there is nothing for it to shift its aggro on, it will fail and become enraged at the player, persisting aggro through drops and switches. R1 duration is 6 seconds.


    That actually makes much more sense, befitting "mirage". The only incident a monster would directly attack another is in G9 Glas and Crag Cows. How the hell did it come to poisoning?

    Though that duration seems kind of short. Make it 10 or 15.


    My take:
    [spoiler=Archer Renovation]
    Ranged Attack:


    Support Shot:


    Magnum Shot:


    Mirage Missile:


    Crash Shot:


    Final Shot:


    Elven Magic Missile:


    Spider Shot:


    Throwing Attack/Atlatl/Javelin:


    Urgent Shot:


    Bow Mastery:


    Crossbow Mastery:


    Other:
    [/spoiler]
  • Oberynn wrote on 2015-05-01 20:18
    Quote from Darkboy132;1273294:
    Of all things why would you keep that?


    "It's not a bug, it's a feature!"

    Final Shot and Wind Guard having a load time is actually a GOOD thing because you can abuse load cancel when you get hit.

    Edit: nvm misread as "load time reduced not removed" but now I get it. heh.
  • Kapra wrote on 2015-05-01 21:07
    I'm not an Archery main so I'm not really qualified and feel free to disregard my opinion.

    (Assuming my post linked to in my signature about racial consolidation doesn't work.) I do think some Elven-exclusive changes to existing archery skills would be nice, but I do think most people get too excessive when they come to that. What Elves need changed about archery is minor changes to archery itself that is exclusively to Elves and not Humans, but more importantly they need to gain more dex from existing skills. Like How Humans and Giants gain more Str from Combat Mastery than Elves do, Elves should get more dex from nonexclusive archery skills than Humans do. Look at how huge the Str gap between Humans and Elves are, if there is to be separate races, the Dex gap should be just as large. Currently Elves have only 13 more dex than Humans, and idr why but a later renovation update supposedly changed the dex gap to be even tinier, and in favor of Humans now instead of Elves.

    There needs to be:


    Just dex alone or just multipliers alone won't cut it.

    Also I don't really like the idea of every single skill using double arrows. If anything, I'd change it so normal attack does not use double arrows, and some skills like Crash Shot use a second arrow if the first arrow misses (and if you have 2 arrows), and the second arrow acting merely as a second chance to hit. (So if the first arrow hits, second arrow isn't used at all and no additional damage, possibly lower damage for a second chance.)
  • Slayerj wrote on 2015-05-01 23:06
    I might as well throw my own ideas into the pot.

    Range revamp. (now that I've had time to play with less aim lag from a fresh install)



    Urgent shot changed

    Urgent shot no longer requires a manual firing and will stun the target instead of pushing it back. This stun is, at rank 1, 3 seconds long.

    Final Shot fixed
    Final shot no longer needs to be loaded, still increases the aim % of all ranged skills to 50% (at any rank). The skill now increase the aim speed of all skills by up to 15% at rank 1. Final shot now completely removes all animation lock from the skills.

    Spider Shot changed.

    Spider shot no longer grants extra critical damage. Instead the base critical hit cap is increased for ranged skills (up to a max of an extra 25%)
    Spider shot now holds the target in place for less time than before, but are held for more than one hit. This will be explained.

    Rank F spider shot will hold a target for 3 seconds and will 'break' after a single 'knockback' skill, sending the target flying back, but will last for 2 skills that simply stun/pushback. (Elven range 2nd arrow does not count.)

    Rank 1 Spider shot will hold a target for 8 seconds, last through 4 'knockback' skills, and last for 10 stun/pushback skills.

    Other types of dmg, as melee or magic will still harm the trap.

    You can now make better traps (NPCs will only ever sell the base trap) using more materials. Better traps will hold for .5-1.5 more seconds and handle a few more hits, but you need to be at a high enough rank to use them.

    (Most just require a cobweb or two to be added to the trap, while others might require another spool of thin thread or tough thread.)

    And last but not least, a new 'hidden' skill for elves.
    Requires Apprentice ranger and Green Gunner OR Mage

    Mana Arrow: Passive skill (can be turned on and off and will have a blueish arrow icon to show that it is on)
    This skill will make the 2nd arrow fired from normal attack take up a small amount of MP instead of an additional arrow.
    The skill gives 15mp and 5 dex, and costs 112ap
    At rank F the 2nd arrow will be as strong as a normal arrow. Uses 3mp
    At rank 9 the 2nd arrow will be as strong as a homemade arrow. Uses 5mp
    At rank 5 the 2nd arrow will be as strong as a Fine homemade arrow. Uses 9mp
    With the master title it will be as strong as a finest homemade arrow. Uses 10mp

    The master title gives the above effect and 15 dex and 30mp.