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Serathx wrote on 2010-07-26 03:30
Hearing this I just died a little inside.
ADVENTURER FOREVER NOW
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Deitylight wrote on 2010-07-26 03:32
A-ha!
I been digging around some info and most of this stuff was just for testing so you can imagine that all of this will be balanced.
In other words alot of restrictions will be removed.
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Taliya wrote on 2010-07-26 03:32
Quote from Phunkie;104624:
WOW. You lose the bonuses from restricted skills when you switch classes??
It's official. This idea is pure crap.
I want to Life Drain the hell out of whoever came up with this.
So now that you find out adventurer is decent because it has higher base stats suddenly this idea is crap? Doesn't make sense.
Also, you do get stats from restricted skills.
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pkMaster wrote on 2010-07-26 03:33
You know, I just though of something funny. You know how all the new classes each have their own set of skills and how each skill raises specific stats? Well, I was thinking, if adventures have access to most of the skills in game, wouldn't it mean that adventurers still get the most stat boosts compared to other classes? If so, then they just made the adventurer classes pretty OP compared to all the other classes. I'll have to run the math behind this theory before I can confirm this, but it's starting to look like there's no real reason to switch to the other classes, other then the new skills and wep masteries.
This is such a fail update.
:XD:
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Kyouriharu wrote on 2010-07-26 03:33
Lol I really want to have a Battle Instrument. *guitar-whack* wha-punk!
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Aubog007 wrote on 2010-07-26 03:34
Quote from Zid;104343:
User:Tellos/G13 - Mabinogi World Wiki
His views may be biased, but he has a few objective points. He also pointed out some nerfs in classes, involving the Adventurer class, I think.
At this point in Mabinogi, the issue of Magic vs. Alchemy is there again.
EDIT:
It's confirmed. You lose the passive stat bonus of a skill (like say, +46 Str from r1 Final Hit) if you decide to switch to a class that does now allow the usage of it (meaning completely restricted).
So if you got r1 Final Hit as a Human Knight, of course you'll enjoy the bonus of +46 Str from it.
However, if you decide to switch to Mage class, you are restricted (not being able to train AND use) from that Final Hit skill. Because of that, you lose the 46 Str gained from ranking to r1 Final Hit when you're a Mage. The 46 Str will come back when you go back to the Knight class or when you choose another class that allows Final Hit (which would only be Adventurer class).
So no, the class system does not cater to bonuses enjoyed by the pre-G13 hybridization, except for Adventurer class. Which means, the benefits of the Adventurer class would look to be an entire league better in comparison to the other classes' benefits. ._.
Knight Class benefits me more than Adven so far. I lose 15 str from mage skills but make it up in the masteries, and I am PURE melee.
Quote from Deitylight;104633:
How the hell does any class besides Knights are soppose to get hp?
How are people soppose to complete g9-12 without life drain or sparks?
This has concerned me great that mages lack wm let alone golem summoning!!!
Am i the only one that chugs down stacks upon stacks of HP 30's without a whim?
Forums duplicated my post.
Nice one. (This thread isn't linking properly for me. I suppose the server moving isn't as smooth yet. Eh it shows that some of the posts are posted TOMORROW.)
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Zid wrote on 2010-07-26 03:39
Quote from Taliya;104647:
So now that you find out adventurer is decent because it has higher base stats suddenly this idea is crap? Doesn't make sense.
The reason why is because with the announced features already, the class system now feels
unnecessary, has a very small reward-for-effort ratio (No passive stats transfer if a skill is completely restricted), and overall feels tacked on without any real thought behind it (like a Life Drain-less Knight doing G10 final). The class system sounds great on paper, like a boredom reliever, but it has glaring, fundamental-changing flaws, and runs the risk of ruining the game's identity.
It's as if the director wanted Mabinogi to be "Me, too!" with other MMORPGs (like World of Warcraft in Korea) with this class system, with little to no regard to Mabinogi's fundamentals and uniqueness.
This is completely unacceptable with some people, seeing it as a low-tier quality update.
Theory is theory. But practice is practice.
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Deitylight wrote on 2010-07-26 03:42
Quote from pkMaster;104649:
You know, I just though of something funny. You know how all the new classes each have their own set of skills and how each skill raises specific stats? Well, I was thinking, if adventures have access to most of the skills in game, wouldn't it mean that adventurers still get the most stat boosts compared to other classes? If so, then they just made the adventurer classes pretty OP compared to all the other classes. I'll have to run the math behind this theory before I can confirm this, but it's starting to look like there's no real reason to switch to the other classes, other then the new skills and wep masteries.
This is such a fail update.
:XD:
I wouldn;t even consider it a update it's stil in the first stages so i see ALOT of work to be done with it and adventurers don;t have access you masteries of thoses classes now THAT WOULD BE OP.
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Zid wrote on 2010-07-26 03:46
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JustNoOne wrote on 2010-07-26 03:50
The only way I see this class system to actually work with Mabinogi is to make it so that the classes ONLY affect stat gain when you level/age/whatever method that makes you gain stats.
To me, this is the best way to implement the class system without affect Mabinogi as much as possible.
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Zeo wrote on 2010-07-26 03:53
Quote from JustNoOne;104674:
The only way I see this class system to actually work with Mabinogi is to make it so that the classes ONLY affect stat gain when you level/age/whatever method that makes you gain stats.
To me, this is the best way to implement the class system without affect Mabinogi as much as possible.
Yeah, I got to say I agreed with you on this idea. I'm a mage and alchemist hybrid, so Classes is going to sucks, for hybrid users. I want my Ice Magic Mastery, Hailstorm, Alchemy Transmute Mastery, and Spark to be usable, and trainable, all at once. >:C
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Deitylight wrote on 2010-07-26 03:55
Quote from JustNoOne;104674:
The only way I see this class system to actually work with Mabinogi is to make it so that the classes ONLY affect stat gain when you level/age/whatever method that makes you gain stats.
To me, this is the best way to implement the class system without affect Mabinogi as much as possible.
I couldn;t agree more maybe you i want this system to get FIXED
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Chihaya wrote on 2010-07-26 03:56
... Watch the number of players drop
Nonetheless, I'd think there would be more melee'ers, because it's rather hard to constantly supply MP potions or continuously use bow and arrow all the time.
Nexon just HAD to screw Mabinogi up with this...
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Juno wrote on 2010-07-26 03:59
Chill out people~
If you want to keep your crazy hybrid builds no one is stopping you, just go Adventurer. You won't have access a few things that you don't have access to now anyway. Nothing to worry about. The fact that these restrictions are in place is allowing the devs to make individual classes much stronger. People complain magic is too weak and now something is finally being done about it...and they complain that they can't use windmill. It's kind of sad.
The only lifeskills that you can't rank for dex are blacksmithing, tailoring and campfire. The rest have their bonuses transferred to w/e class you are. Ranged attacks also transfer for all races with the exception of Crash Shot and Support Shot which are bard only.
What people seem to be missing is that each respective combat area got buffed and hybrids not nerfed...just simply not buffed as well.
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Shironi wrote on 2010-07-26 03:59
Transmutation Mastery
XD
Well, I'm looking forward to this update. Only thing that annoys me is no more TRANS MANA SHIELD INVINCIBILITY for giants anymore :P Otherwise, this could be quite good if done right.