[SPOILER="Responses"]
Quote from Slayerj;1290854:
Why not rename the blacksmith talent like you did with the potion making talent, then stick the two skills in.
Okay, you zoom out and widen your scope to the point that Blacksmithing and Engineering are in the same group. What would that be? Would that group be general enough to include cooking as well? I don't see how Blacksmithing and Engineering would be related. Engineering has more in common with Programming than it does Blacksmithing. I'd rather see Engineering and Minerology in its own talent, and add more skills onto it, such as skills that revolve around cylinder assembly (making chemical equipment, not making substances with chemistry like transmutation talent).
Quote from Slayerj;1290854:
Wine making could be made an actual whine making process and not some really annoying mini game no one wants to do. Said wine can be then traded on the merchant system for ducats (You start in Tail), and depending on what wine you made heavily influences what place wants that wine. It could also be used in cooking and other small things.
So you're saying make Wine Making becomes its own method of making Wine, with a different purpose than the "Wine Making" feature, and a different method being used exclusive to that skill. I actually would really like that. Would be nice to have some cooking alcohol in the game and maybe flambe shit.
Quote from Slayerj;1290854:
and maybe...add...different types of wood from trees? Like not the fine finest and all that jazz, but different general types of wood that slightly or greatly effect the look and stats and stat rolls of items made with them as well as how good the campfire made from them is.
Oh I actually like that idea if different recipes would require different kinds of wood. And maybe different wood are different colors and you can use different types of wood in the finishing step to get different colors like you can with ingots in Blacksmithing.
Quote from Slayerj;1290854:
IF handicraft is still kept, I would at least like to see a campfire kit being added to it so we can carry those without needing a chunk of our inv to some random logs.
I was thinking maybe turn handicraft into a skill where you make manuals. Like maybe use a manual once, you get an entry into some new Crafting Journal, and then you can reproduce any previously used manual.
Quote from Slayerj;1290854:
Demonic gear really got fucked hard. Ducats are just so annoying to get and even more so if you wana repair these damn things. Not to mention they were QUICKLY beat by new content.
I think you are thinking of Fomor weapons from the Ducat shops. I mean Demonic weapons, made with materials in Lord missions. If it's so hard to get, why is it still so expensive to use? Shouldn't the effort be spent obtaining the item? Endgame to me is being as efficient as possible with as little money spent as possible. (Also, remember that Demonic weapons are harder to get in other servers because not everyone has NA's version of Saga 1.)
I really would rather they remove Fomor Weapons from the Ducat shops entirely, or replace them with their normal variants, and turn all existing Fomor Weapons into their normal variant (ONLY IF the extra damage from being a Fomor weapon can be removed, if not, leave them as unspecialable useless shit).
Quote from Slayerj;1290854:
Yes, I know (forgot at the time but thank you for the reminder) that new items don't replace old ones, sadly. In a perfect mabi that wouldn't be the case. *sigh*
Unfortunately that's never gonna change, equipment will always be replaced with new ones as new updates come. So if that' the case, why not go the next step, like I suggested in the thread in my signature, and make equipment even more replacable, and make effort spent on one equipment passable to another, while giving useless equipment ways to enhance useful equipment.
Quote from Slayerj;1290854:
While I agree that healing should be better, and I do have a few ideas for that, potions just seem much more accessible and quicker to the point that it's borderline stupid at how hard it is to make healing better/on par without making it OP. Events shit potions half the time, monsters drop decent ones, and there's an entire hot spring to remove pot poisoning in seconds. (Please don't remove this... XD I will admit I have chugged my share of pots but only from bull shit like near party wipes on blinker bullshit.)
I think that is the events' fault, not Potions. I don't even think events should give potions. Either A: People get potions as shitty prizes from events and are mad, or people specifically spam events to get OP potions, and in either case its not a good thing. I don't think any even should give potions at all.
Instant Potion Poisoning removal outside of instanced missions/dungeons, I think that SHOULD be a thing. Especially since I think it costs 5k gold to get a hot springs pass, or you have to CW and wait up to 18 minutes to CW back. I see no problem with the hot springs removing potion poisoning.
Quote from Slayerj;1290854:
One idea is to very VERY slightly nerf potions by giving them a small cooldown, nothing that's going to make them unspamable, but not to the same degree as currently...which is as fast as you can mash the key I think. Something like 1.5 seconds or even 1.25. Next you make more pots to still make them be good as well as add some verity to them, then you start making events shit out less desirable potions or none at all, and finally you buff healing and party healing like so~
I'd rather all potions be reduced in efficiency by ten (HP 10s become HP 1s, HP 500s become HP 50s), than there be even a .5 second cooldown on potions.
Your healing and party healing changes only serve to make defense give a negligible amount more defensive stats. Which is on the right track in my opinion, but doesn't sound too worth it either. I'm going to have to think hard about what should be done with healing.
Quote from Slayerj;1290854:
Homesteads and player owned houses need to change, badly. Hell, they should honestly be the same thing at this point. Player owned houses should be replaced with stores and the entire player house map changed to look more like an actual fucking town (So 50+ 'shops' don't look out of place like hell...)
I actually would rather de-house housing and make it more of a market, and make homestead more homey. I'll get to that later on.
Quote from Slayerj;1290854:
Though I guess if I were to think of any bard skills, they'd be dmging while VERY slightly debuffing the mobs hit/in a small area around. Maybe even a ranged skill or two.
I was actually thinking primarilly damaging skills. Skills that either lock you in place or only allow you to walk, continuously playing continuously attacks, single target, slightly ranged (so they can run away from your music, and would be nice if AI was updated like that), maybe allow you to change targets midsong. Maybe add a rhythm game element to some of the attack skills but not all of them, that'd be terrible. Also maybe add a debuff to the monster/perk to the player if you use musical attacks while having a music buff skill used.
Quote from Slayerj;1290854:
Talent restrictions, while nice, aren't everyone's cup of tea, especially in mabi, where the whole thing is do everything without much restriction. Though I think it COULD work BECAUSE of that very reason.
Yea that was what I was thinking. So long as CURRENT talent isn't a restriction though. I feel like due to the nature of mabi, being able to do everything, this is one of the only games where an idea like this would work better than like a level-based restriction on items.
Quote from Slayerj;1290854:
Knuckle skills were meant to be the fast paced DPS 'combo' skill set from the start. Then combat changed. Now they're okay but not as good as they used to be. Speeding up the animations based on will would be a very neat idea. While I'm not too keen on giving it much more than more options for combos...Let's give it it's own version of bash, the CORRECT bash, not the shit we have. I mean a skill that is very low to low dmg for high stun with a small cooldown that should be over after 1-2 of your other combo skills are done cooling off.
I want skills that do 100% to maybe 200% damage, are meant to be stallers, don't knock back, don't count as Chain 1, 2, or 3 and don't interrupt them. And there also has to be enough incentive to use them instead of switching to another weapon during the cooldowns. These skills should ideally be low cooldown. And I'm thinking 2 or 3 skills like this that function slightly differently to one another. Not something like bash where you bash-normal attack-repeat the same skill over and over. I want some variety in effect. If there are three, maybe have 2 stun and only 1 knock back. (Currently fighter uses up four hotkeys if you don't include respite, adding 2 more isn't a big deal.)
Quote from Slayerj;1290854:
I thought my idea for axes would be that they're good all around, mainly when a bulky def/prot target comes in, but also still have party play with the debuff. Not sure what else to do with them honestly. Any ideas?
To be honest I think swords, axes, and blunts each need at least 2 skills exclusive to that weapon type (lances are fine as is). And Blunt Mastery/Bash shouldn't apply to ALL things that are currently in the Blunt Mastery tag. Scythes don't count as melee weapons, but an Umbrella does. Why.
Quote from Slayerj;1290854:
Elements in alch are fine provided they are done right. They really fucked up fixing this even slightly when they did the revamp. I mean, are you serious? We even have something IN GAME showing us the relation of the elements. Use fire? You get fire AND EARTH. Use water? BAM THERE'S SOME WIND BITCH. Cylinders? Water cylinder: Fuck fire, fuck earth, holy water, fuck WIND. Yeah okay game. OKAY DEVKITTY.
Though that said I think I fucked up my own idea for them as elements in the weakness table with that very relation lol. Oh well.
Yea I think this is radical but completely remove all negative effects on cylinders and make them just be 0%. This was devCAT's way of trying to make newer cylinders not make older ones useless. I think my idea to that effect was better than theirs. It's not like elemental damage boost is so OP that removing the negatives imbalances them. Elemental formulas need to be rewritten (+Alchemy Damage, +Water Alchemy, etc are useless). I think the system is fine as is, just adjust cylinders, adjust the modifiers, leave the marble system the way it is, maybe add more skills but don't just add skills for the sake of there being a damaging clay, a nondamaging fire, that sounds stupid.
Quote from Slayerj;1290854:
Cattering could use a slight nerf. Nothing too major. If we cut our stats a bit, it'd be much more welcome, but dishes on their own should be more varied in general to make use mix and match things to balance out, or overpower one another stat wise.
That still won't encourage people to eat cuz consumable buffs, everyone hates them.
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Okay I know all this will sound crazy but bare with me. The stat and hunter ones sound the most radical but I hope you can see where I was going.
[SIZE="5"]General Stat Changes.[/SIZE]
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- Most skills have the basestats they provide reduced.
- Some skills have the basestats types they give changed, some of them are given secondary types (Magnum Shot giving Str for example).
- Base Stats
- Strength [Str]
- Still contributes to Melee damage.
- Now contributes to Archery damage.
- Now contributes to Knuckle damage.
- No longer contributes to Dualgun damage.
- No longer contributes to Defense at all.
- Intellect [Int]
- Now called Intellect instead of Intelligence, nobody will notice the difference to be honest.
- Now contributes to Alchemy damage.
- Now contributes to Magic Defense instead of Magic Protection.
- Still contributes to Magic Damage.
- No longer contributes to Dualgun damage or Puppet damage.
- Dexterity [Dex]
- Contributes to Archery accuracy and Archery animation speed.
- Still contributes to Archery damage, Puppet damage, balance, and injury rate.
- Now contributes to Dualgun and Alchemy damage.
- Will [Will]
- Now contributes to Physical Defense instead of Magic Defense.
- Still contributes to Knuckle damage.
- Now contributes to Melee damage, Puppet damage, and Ninja damage.
- No longer contributes to Critical Hit Rate.
- Luck [Luck]
- Still contributes to Critical Hit Rate.
- New: Abstract Grasp [Grasp]
- Contributes to Magic damage, Dual Gun damage, and Ninja damage.
- Contributes to Magic Protection.
- Contributes to Mana.
- New: Valor [Val]
- Contributes to Physical Protection.
- Contributes to Health and Stamina.
- Contributes to Critical Hit Rate.
- Stats by Skillset
- Melee
- Damage is influenced by Str and Will unevenly, with Str being more valuable than Will.
- Fighter
- Damage is influenced by Str and Will unevenly, with Will being more valuable than Str.
- Magic
- Damage is influenced by Int and Grasp evenly.
- Archery
- Damage is influenced by Str and Dex (evenly? unevenly?).
- Alchemy
- Damage is influenced by Int and Dex unevenly, with Int being more valuable. (No longer influenced by HP/MP/SP.)
- Dual Guns
- Damage is influenced by Dex and Grasp evenly. (No longer influence by Str or Int.)
- Puppets
- Damage is influenced by Will and Dex unevenly, with Will being more valuable. (No longer influenced by Str.)
- Ninja
- Damage is influenced by Will and Grasp evenly. (No longer influenced by Str.)
- Nonexistant Stat Combinations
- Str and Int
- Int and Will
- Luck and anything.
- Val and anything.
- Dex has everything.
- Racial Allocation
- Giants have the most Str and Will.
- Elves have the most Int and Grasp.
- Humans have the most Dex, Luck, and Val.
What does this accomplish, first off it reduces the amount of stats in the game. An archery skill, which has no use for Int at all, may give Int. Stats for your skillset may be locked away in entirely different skillsets, but still make logical sense why they are there.
Secondly, it sets a few precedents. One, that stats can be reduced. Two, that new stats can be added. Three, that multiple skillsets can use the same stat combination. Four, that one stat can contribute more than another.
This also significantly shifts the so called existing "balance" of the races. Ninja uses Will and Grasp. Will is a Giant stat, Grasp is an Elf stat. I also considered later just nameing it "Abstract", but that doesn't sound as cool as Grasp. I just worry that people are going to confuse Grasp with Grip, which is something more concrete.
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[SIZE="5"]Housing/Marketplace[/SIZE]
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- Residential Areas are now renamed Commercial Areas.
- Houses still function the same, except there are no instanced house maps, all your goods are layed out outside, on your land, under a garage (three walls with a roof and and opening) or tent depending on what kind of house you purchased (as is the case now with multiple house types).
- You no longer customize the walls of your house. Lighting fixtures come with the walls. Housing furniture can no longer be placed in Garages.
- All items you put up for sale still show up on the floor and clicking on them will open up your shop interface, as they did before. Items put in the Garage for storage do not show up on the floor.
- Brownies still stand guard over your wares.
- Flyers are no longer necessary, having something for a sale in a Garage automatically puts it on the Commercial Board.
- Generic NPCs made to walk around town, stop at random Garages, window shop.
- Castles remain exactly the same as they are now, except the Lords now preside over valuable market territory instead of some random small town.
This removes the House idea from Housing, makes it very bare bones, possibly a bit laggier with all the items dropped on the floor, maybe put a limit on how much of your stuff shows up on the floor. In an ideal world I'd like it to be like a garage sale where clothing groups together on racks and there are tables you can place and your goods automatically situate themselves on top of and under the tables- But really we need to just remove customization from Housing instead of expanding on it, and focus that energy towards Homesteads.
Also up until now, I have had no problems with a Scooter being in mabi and it has sort of made sense to me, but. . . Where are the bicycles? Give us bicycles. Not as pets, as purchasable non-event action mounts like the couples' flight. Would make sense if NPCs in this place used bicycles.
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[SIZE="5"]Homestead and Homemaking[/SIZE]
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- Houses
- You may now enter the inside of your house.
- The inside of your house doesn't have to correspond to the outside (I just want houses, I don't care if it doesn't match, just hurry up and give them to me).
- You now have a Homesteading and Homemaking Levels, they are not jointed.
- You gain Homemaking experience by using stuff inside your Home, with a cooldown of how often that action gives you experience (like lets say, cooking in a fireplace gives you 50 Homemaking experience, but doing it twice in a row won't give you another 50, you have to wait 6 hours before you can get experience from that again, universal to all props of the same type).
- Placing props inside your home uses the same system as Homestead, in that it uses Homestead Stones, but Homemaking level.
- Homemaking props can include a loom, counters (mixing), fireplace (campfire), rocking chairs (sittable chair), couches (sittable chair, multiperson), kotatsus (not those ugly gach ones), tables, futons and beds you can use, figurines, and other decorative items.
- You can put certain homemaking props ontop of others (a lamp on top of a countertop, a vase with flowers on top of a coffee table, those creepy mini-NPCs we already have on a shelf).
- You can adjust the wall color/wallpaper and flooring, unlocking more kinds as you increase your Homemaking level. You pay a certain amount of materials to get a wallpaper, as you do with Homesteads, but unlike Homesteads, once you purchase it once, you have it forever and its free to use it as many times as you want.
- You are given a large rectangular lot for a home, that increases in size with Homemaking level.
- You may place walls to divide the room. (Walls are a prop, like the fence, but can be painted with wallpaper as well. When placed, walls are bland by default, removing them into a 1x1 item form won't make the color carry over.) Each wall is 1x1 in the land, 1x1 in your inventory, and stack to 50. You have to pay for each individual wall (even though you don't have to pay for the wallpaper on it after buying it once).
- You may place Doors, which are 1x1 walls but can be opened/closed (like the sliding walls in Connous Underground). They can be opened from anywhere in the homestead, you don't have to be right next to them (like Connous Underground walls, and unlike Homestead coffins). There are different kinds of doors and you have to pay for each door you make, unlike wallpaper.
- The Home entrance door can be moved, wherever the door is is where you'll spawn when entering the map. You may change the style of door. You unlock the styles by purchasing regular doors, but buying them once unlocks that skin for the Entrance Door, it doesn't give you an unlimited supply of regular doors with that skin.
- Homestead
- The style of the Homestead (Connous, Physis, Uladh) can be changed at will, but upon finalizing the change, everyone in the homestead will be kicked out of the Homestead to their last location. Reentering will show the changed one. (Maybe add a realtime cooldown on it?)
- Both
- Previous Housing items are converted into either Homestead or Homemaking props, some existing props, some new ones.
- Some props may be placed in both Homesteads and Houses. Some may appear the same on the inside and outside, some may have different models for inside than outside. (An Anvil in Homestead will look the way it does now, like the ones in Bangor. The same Anvil item in a House will look like the ones from Housing.)
- You may be a high enough Homestead Level to place an Anvil there, but not a high enough Homemaking level to convert that Anvil into a 1x1 item then place it in your House; and vice versa.
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[SIZE="5"]Hunter Talent[/SIZE]
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- Taming Wild Animals and Transformation Mastery are no longer in the Adventure Talent and are now exclusively in this talent.
- Transformation Mastery renamed Shapeshifting.
- Taming bait is now consumed from the inventory and do not have to be equipped.
- You may equip a shield with a Taming Cane.
- Make Taming Cane animations not shit.
- Taming works the same way as it does now. You have a Taming Cane equipped, you attempt to tame the monster, it uses Taming Bait. Better Taming Cane and Bait, higher chance of Taming that monster. Taming it once unlocks the Taming Journal entry for it.
- Taming Journal Entries are now more specific, like the Transformation Journal.
- Taming success rate is now influenced by Grasp and Luck.
- Shapeshifting works the same way as it does now. Killing a monster while you have a Dreamcatcher equipped has a chance of gaining one capture, some monster transformations are unlocked at one capture, some take multiple. And of course, Dreamcatchers have shitty damage.
- Shapeshifting's monster capture rate is now influenced by Grasp and Luck.
- New Consumable Item: Dolls, 1x2
- New Weapon Type: Totem, Two-hander
- You can use Shapeshifting while equipped with a Totem, but cannot transform into humanoid creatures. (NPCs that aren't humanoid are fairgame, rN-1 Monsters that are humanoid like Ghost Armor are not.)
- You cannot gain Shapeshifting captures when equipped with a Totem.
- When not using Shapeshifting, damage is treated like a melee weapon.
- When using Shapeshifting, damage is influenced by Str and Grasp.
- You cannot use Taming Wild Animals while equipped with a Totem.
- New Skills:
- Warning
- Active skill, attack
- Must lower an enemy's health to under 30% before using this skill, knocks back the enemy, decreases chance of multiaggro (not regular aggro). Does not effect existing aggro. (Basically reverse Taunt.)
- Call of the Hunt
- Passive skill, allows you to summon tamed monsters you have collected from Taming Journal entries.
- To use, hotkey the Monster's icon.
- Consumes 1 Doll.
- A maximum of 4 SUMMONED monsters may be in your pack at a time, summoning a new one will desummon the oldest SUMMONED monster.
- Intimidate
- Active skill, AoE Debuff
- Lowers enemies' Valor and Will in a radius around you.
- You use it on one of the monsters in your pack, not the enemy. That monster must be of the same kind as one of the enemies in the spawned wave.
- The monster will die in the process.
- If the monster was summoned, you will reobtain the doll. (If they die in any other way, the doll will not be refunded.)
- The monster will drop all that its doing and let you execute it, it won't resume its normal AI unless the skill is cancelled or interrupted.
- Feast
- Active Skill
- Usable only on corpses of monsters, long animation, vulnerable during that time.
- Heals all monsters within your pack, and buffs their Val for a set duration.
- Skill is not cancelled if corpse despawns mid-use.
- Pounce
- Active Skill, attack
- Knocks back the enemy, and immobilizes it (monsters within a small AoE around it) for a duration afterwards.
- Monsters immune to other methods of immobilization will be immune to this method.
- If the enemy was aggroed to you upon use of this skill, this skill will have dealt reduced damage and not immobilized the target.
- The Wild Hunt
- Buff Skill
- Increases the damage and critical rate of all in the pack significantly, and increases your protection.
- None of the monsters in your pack will listen to any AI for the duration of this skill, and will attack the closest enemy to them with random skills.
- Their aggro can be shifted easily.
- You cannot Pounce or Intimidate during the duration of this skill.
- Intimidate may still be used.
- You cannot summon more monsters during the duration of this skill, if all the monsters in your pack die before the duration is over, you will go into deadly.
- You cannot turn back into a humanoid during the duration of this skill.
- Submission
- Active skill, used on enemies
- May only be used on last enemy in the wave, the enemy must be below 50% health. Enemy cannot be humanoid.
- The enemy may be tamed, success rate influenced by Grasp.
- If taming unsuccessful, the entire pack will have a defensive debuff for a set amount of time, the enemy will gain advanced heavy stander and increased recovery rate permanently, and instantly aggro you.
- Any attempt of this skill (or Taming Wild Animals) on the enemy after being enraged will be unsuccessful.
- Up to two enemies obtained this way may be in your pack at a time. If a third attempt is successful, the oldest will disappear.
- This skill does not use up dolls.
- Dieing while transformed with a Totem will despawn all SUMMONED members of your pack (no doll refund) and turn nonsummoned enemies feral (if you entered a different room in a dungeon or tara rath, they do not have to be defeated to complete the room). Upon revival, you will gain the "Bad Leader" debuff and be limited to two summons, and will not be successful in Submission, for the duration of the debuff.
- Turning back into a humanoid will despawn any SUMMONED pack members with no doll refund, and turn nonsummoned monsters feral. You will not gain the "Bad Leader" debuff. (So turn back into human=panic button when you know you're gonna die.) You cannot turn back into a humanoid for the duration of The Wild Hunt.
- Tamed monsters AI for all methods of taming may now be set, saved, and be selected from a list of AIs.
To be honest this entire idea was based on The Wild Hunt, not sure if it's a good representation of it though. They're also kinda based on the Giant Lion RP mission, before we knew what they were, we thought those skill icons might be used during transformation mastery (since at the time Transformation Mastery was new). I considered making a skill that makes your entire pack drop what they're doing and attack a single monster (meant to be a ranged skill for when you're about to die and something is coming to kill you), and not let it be usable during the wild hunt, but I felt like there was already too many skills as is.
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