Romanji wrote on 2012-05-01 13:43
Quote from Slayerj;852252:
If they gave lances to elves then just go ahead and give them 2h blunts too, because then they will have just about EVERYTHING giants have besides that. :-/ XD
I see that typo everywhere...
Besides that, Nexon gotta give giants and humans more things to set them apart... all the new players I speak to want to be elves, and those that want to be warriors or fighters say giants. Im getting the feeling that the only thing that sets humans apart is 2 differnent trans forms and FH... where as giants own the melee world and tank world, and elves own the range and magic world.
Azareel wrote on 2012-05-01 14:38
Quote from Soushi;852828:
Life exploration fishing rod really is a 2h blunt. A pretty awesome 2h blunt, at that.
That's what I was getting at. :p
Quote from Romanji;853082:
I see that typo everywhere...
G16S3: Giants are now officially named "Gaints", because so many community members keep referring to them as that.
Edit: [S]Actually, now that I think about it, it doesn't sound half-bad...[/S]
Romanji wrote on 2012-05-01 16:51
Quote from Azareel;853132:
That's what I was getting at. :p
G16S3: Giants are now officially named "Gaints", because so many community members keep referring to them as that.
Edit: [S]Actually, now that I think about it, it doesn't sound half-bad...[/S]
.... FINE ... WE'RE CALLING ELVES GOFFIC, GIANTS; PREPS AND HUMANS; HUMMINS AND CHANGING MABINOGI TO
THIS!
Tropacat wrote on 2012-05-01 16:56
Quote from Romanji;853194:
.... FINE ... WE'RE CALLING ELVES GOFFIC, GIANTS; PREPS AND HUMANS; HUMMINS AND CHANGING MABINOGI TO THIS!
[SPOILER="Spoiler"]
[Image: http://i47.tinypic.com/70g76g.jpg]
Hummins[/SPOILER]
I think giants should be bigger. :(
Romanji wrote on 2012-05-01 17:04
Quote from Tropacat;853197:
[SPOILER="Spoiler"][Image: http://i47.tinypic.com/70g76g.jpg]
Hummins[/SPOILER]
I think giants should be bigger. :(
I like small frames, but large frames should be a "choice" and nexon should give bonuses/negations for frames... Like larger/tall humans (+str/-dex) or something like that. We need more creativity and originality... I'd love to see a beefy large frame elf...
Tropacat wrote on 2012-05-01 17:07
Quote from Romanji;853203:
I like small frames, but large frames should be a "choice" and nexon should give bonuses/negations for frames... Like larger/tall humans (+str/-dex) or something like that. We need more creativity and originality... I'd love to see a beefy large frame elf...
Ikr? I think your age should effect somethings, the smaller you are, the faster you can run, the older you are, the bigger WM radius you have.
Azareel wrote on 2012-05-01 17:08
Quote from Romanji;853194:
.... FINE ... WE'RE CALLING ELVES GOFFIC, GIANTS; PREPS AND HUMANS; HUMMINS AND CHANGING MABINOGI TO THIS!
I object!
Humans should be renamed to
Hummus.
Romanji wrote on 2012-05-01 17:17
Quote from Azareel;853210:
I object!
Humans should be renamed to Hummus.
[S]JEW[/S] [SPOILER="Spoiler"]ADAM SANDLER!
[Image: http://ia.media-imdb.com/images/M/MV5BMzE2MzEzNDc5M15BMl5BanBnXkFtZTcwMzYxOTA3MQ@@._V1._SY317_.jpg]
[/SPOILER]
I'm totally kidding... but I was quoting "Half life full life consequences" with that Hummans comment.
Monarchist wrote on 2012-05-01 20:02
The tweak I'd like to see is make the combat challenging and the story compelling again.
M wrote on 2012-05-01 20:29
I'd like battle mandolins to get upgrades so we can special upgrade them....
Tropacat wrote on 2012-05-01 20:38
FH at add Damage[%], like r1 would add around 150% melee damage.
Azareel wrote on 2012-05-01 20:42
[S]I'd like to be able to see my pet's remaining summon time when I'm playing as them...[/S]
I'd like playing as a pet to not count as summon time...
Slayerj wrote on 2012-05-01 21:09
Quote from Azareel;853323:
[S]I'd like to be able to see my pet's remaining summon time when I'm playing as them...[/S]
I'd like playing as a pet to not count as summon time...
THIS! And for them to be able to join guilds, and have a friends list. T,T Hell, just make it so you have to train there skills just like us and give them free RBs when they hit age 10, aka 10 weeks, and that'd be fine by me. Pet's are so weak when it comes to combat in some places, and the only reason I summon my dragon most of the time is for that AoE attack...then he hits something 3 times and I de-summon and thunder or whatever. It's sad really. Got him to level 60 (so low T,T) and I hardly use him..
Aubog007 wrote on 2012-05-02 00:48
Quote from Slayerj;853334:
THIS! And for them to be able to join guilds, and have a friends list. T,T Hell, just make it so you have to train there skills just like us and give them free RBs when they hit age 10, aka 10 weeks, and that'd be fine by me. Pet's are so weak when it comes to combat in some places, and the only reason I summon my dragon most of the time is for that AoE attack...then he hits something 3 times and I de-summon and thunder or whatever. It's sad really. Got him to level 60 (so low T,T) and I hardly use him..
And this is why i make mules with char cards, so much more space since pets are useless besides mobile storage (and now the obnoxious AOE's)
Kenero wrote on 2012-05-04 12:52
If it was me... I would add "customizations" to Spirit Weapons. What do you mean? Well, Spirit Weapons should be unique and tailored to each individual's will. To add some customization ideas I would do the following:
Each Spirit Weapons start off with "1" -slot- of customization. You can add more slots by combining it with an Artisan Chisel (they can be obtained in-game from drops from field bosses as well as a 100% success one from the NX shop, failure to "chisel" a slot will result in -1 durability loss. However if you have repair protection potion, it will take that instead).
Spirit One-handed Weapons (Swords, maces, etc.) will have up to a maximum of 3 slots
Spirit Wands(ice wand, fire wand, etc.) and Bows (LLB, HLB, etc.) will have a maximum of 4 slots.
Spirit Two-handed Weapons (Claymore, Two-handed Sword, Dragon Fangs, etc.) will have a maximum of 5 slots.
To add in a special ability, you first need to either make a Spirit Stone or have it drop from monsters and there's different levels to it, but each stone can be slotted into a Spirit Weapon for each customization. However, you can only at best add the same type of stones two times to a weapon, no more, no less. Here are some stone examples:
*Unbreakable Will: -10% Critical Chance for the enemy
*Iron Wall: +40% Defense and +3% protection
*Sharp: +8% Critical Chance on Range, Melee Weapons
*Magic Vibration: +8% Critical Chance on Magical Skills
*Untimely Instinct: +5% Physical Critical Damage Increase, +3% Physical Critical Chance
*Studious: +5% Magical Critical Damage Increase, +3% Magical Critical Rate.
*Unannounced Rage: +8% Physical Critical Damage (does not apply to any non melee skills, aka gold strike, spear of god, etc.)
*Unbelievable Transcendence: +8% Magical Critical Damage (does not apply to any non magical skills, aka gold strike etc.)
*Chanting: -20% Casting Time
*Saintly Love: +30% Healing Recovery, +15% Party Healing Recovery, -20% Healing and Party Healing MP Cost
*Determination: Start out with an additional +10% aim speed when loading any Range Skill.
*Efficiency: -15% MP Cost
*Splintered Fate: +1 additional Crash Shot Target.
*Understanding: Chain Cylinder Rate +5%, -20% stamina cost on alchemy skills
*Burning Veil: +5% chance to poison the target, target loses hp over time.
*Silence: +10% chance when attacking to silence your target, unable to use any skills concerning MP for 10 seconds.
*Heaven on Earth: +5% chance to activate when being attack, immune to all damage for 7 seconds, however knockdown/knockback still applies.
*Shattering Hole: +5% chance to activate when attacking, target's defense -20, target's protection -5% for 30 seconds.
*Adrenaline Fierce: +5% chance to activate when being attacked, unable to be stunned/knockback/knockdown for 12 seconds, however damage taken is unaltered.
etc.
*Exhaustion: +5% chance to activate when attacking, target is unable to use any melee/range skills (with the exception of normal attack and normal range) for 10 seconds.
*Weary Hands: +5% chance to activate when attacking, target is unable to use any alchemy skills for 10 seconds.
*Unholy Poison: +5% chance to activate when attacking, target is unable to heal (even Iria recovery rooms) for 10 seconds.
*Reflection: +10% chance to activate when being attacked, reflect 50% damage back unto the attacker.
*Vine Hold: +5% chance to activate when being attacked. Target is unable to move for 9 seconds.
*Lady Killer: +5% chance to activate. When fighting a female enemy, additional +10% damage increase for 10 seconds.
*Male Genocide: +5% chance to activate. When fighting a male enemy, additional +10% damage increase for 10 seconds.
*Shadow Killer: +5% chance to activate when fighting any monster with Shadow/Corrupt in their name, additional +10% damage increase for 10 seconds.
*Beast Slayer: +5% chance to activate when attacking beast type: additional +10% damage increase for 10 seconds.
*Zombie Killer: +5% chance to activate when attacking any undead: +10% damage increase.
etc. for 10 seconds.
*Shock Wave: +5% chance to activate when attacking with an AOE skill. AOE Radius +200 to any AOE skills. Puts foes in stun state(unable to use any skills, move, etc.) for 8 seconds.
*Vampiric: +30% chance to convert 10% of damage dealt to enemy into HP (however cannot cure injury) - Unique, can only equip one of them.
*Mana Stealer: +30% chance to convert 10% of magic damage dealt to enemy into MP - Unique, can only equip one of them
*Cruel Eyes: +15% to activate when attacking, Physical, Magical, and Alchemy Critical Chance +100% for 15 seconds. Capped Critical Rate temporary raises to 70% for 15 seconds. - Unique, can only equip one of them.
Of course there's different levels of strength of stone, with each level giving slightly more stats. Remember at most, you can only add 2 of the same stones on a weapon.
normal(requires 1 social) - > average (requires 21 social) - > fine (requires 30 social) - > finest (requires 40 social) - > legendary (requires 46 social)
This will make ego weapons more customizable and when fully upgraded, more appealing than regular weapons.
A Spirit 2-h example would be like this:
Slot 1: Unannounced Rage
Slot 2: Unannounced Rage
Slot 3: Heaven on Earth
Slot 4: Adrenaline Fierce
Slot 5: Zombie Killer
or Spirit Wand:
Slot 1: Studious
Slot 2: Saintly Love
Slot 3: Chanting
Slot 4: Unbelievable Transcendence
or a Spirit Bow:
Slot 1: Unannounced Rage
Slot 2: Vine Hold
Slot 3: Vampiric
Slot 4: Cruel Eyes
*When you have 2 of the same category stones... such as Unannounced Rage and Sharp or 2x Sharp or 2x Unannounced Rage, your Spirit Weapon's glow will change... such as the mention combo will give it a burning aura. Or having 2 Saint Heal will give off a Yellow glowing light, etc.
Each Spirit Weapon will have their own customization tailored to each user's unique taste. Hopefully it will seem more appealing for people to use their Spirit Weapons more and gives a unique advantage over upgradable weapons.