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Toujirou wrote on 2010-07-25 02:14
Has there been any information related to race/class restrictions? Being a melee elf.. can i be an elf knight? blah i still dont like this change one bit.
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Arsik wrote on 2010-07-25 02:17
Sounds like a good idea. Since I doubt that devCAT will nuke our skills, that means we're most likely keeping them if we switch classes, just lose the ability to use them, like how we can't cast Intermediate Magic without a wand. Seems like a refreshing change of pace every once in a while. The only real question I have is how race will play into this. I mean, sure, Humans are set since they're the middle ground and can do anything, but what about Giants that want to be a Bard? Unless they're releasing more instruments that are able to be played by Giants, being a bard is gonna suck with just a snare drum, a bass drum, handbells, and a tuba.
Though I have a feeling that with the exception of Giants who will probably default as Knights to boost their melee abilities, and the people like Aubog that only use one type of combat, that everyone will most likely end up staying Adventurer anyways, so in the end, most people won't notice much except for Int Magic doing less damage.
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Osayidan wrote on 2010-07-25 02:18
Quote from Kraken;103800:
Personally, I like this.
It makes the game seem more traditional.
Which is why I don't play other games Dx
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User495 wrote on 2010-07-25 02:19
I'm just annoyed at how overdramatic everyone is on nexon forums about this, they make it seem like you are forced into choosing a class
and yeah I assume if you have the skill- it gets blacked out like the way skills are when they're cooling down, or how when you try to charge without a shield, it'd pop up a notice
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JustNoOne wrote on 2010-07-25 02:28
...
I hope this will not influence skills that will come out from new updates.
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Archibald wrote on 2010-07-25 02:28
Well you guys remember Final fantasy IV where you would change classes rank up the skills for those classes then switch to something else. Thats kinda how I am seeing this. I'll become a knight for a week to level up all the knight skills, same with the others. Then I'll settle in as Wizard or adventure class.
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Melchinoir wrote on 2010-07-25 02:28
So after reading through the thread on the Nexon forums and this one, I think that everyone needs to just chill the frick out for a second and think about what this system REALLY implies, because I think if you give it some thought you'll realize that there probably isn't as much concern needed as there is currently.
Here's how I interpret this, and if this is correct (and if it's handled correctly when it's implemented officially) then I think this change will be a good thing. Okay so lets break this down. First off, we need to set G13 as a "threshhold." So there's two things really, pre-G13 and post-G13. We are currently pre-G13, so let's take the overall potential of a pre-G13 character and map it out numerically:
Pre-G13 character
Melee Potential: 100%
Ranged Potential: 100%
Magic Potential: 100%
Alchemy Potential: 100%
Production Potential: 100%
Of course, the 100% is just an arbitrary number and you could use any number or variable for it, I just chose 100% because it's easy to work with. Now, after the implementation of the class system, it sounds like it ends up being something like this (the bonuses and penalities are just made up numbers to illustrate what I mean):
Adventurer:
Melee Potential: 100%
Ranged Potential: 100%
Magic Potential: 100%
Alchemy Potential: 100%
Production Potential: 100%
Bard:
Melee Potential: 70%
Ranged Potential: 160%
Magic Potential: 80%
Alchemy Potential: 90%
Production Potential: 50%
Knight:
Melee Potential: 200%
Ranged Potential: 60%
Magic Potential: 30%
Alchemy Potential: 70%
Production Potential: 50%
Etc, etc. So essentially, if you choose adventurer you can stay as your current self who has access to everything skill and combat style-wise, but if you want to specialize in something, you can get a good boost to one area for a sacrifice in other areas. If you think about it this way, it's really an expansion of our current system, rather than a rebuild of it. It's not like anyone is losing skills that they already have, since you can pick your class every time you rebirth. You just lose the ability to use certain skills as a certain class, sorta like how you can't used Charge without a shield (sans Giants) or Intermediate Magic without a wand. You could also draw the comparison to the whole race deal. Humans are even in everything, but choosing Elf or Giant will give you bonuses in some areas and penalties in others. It's sorta the same idea, but on a much grander scale. So really, if the system worked like this, then players who have Rank 1 everything won't feel much of a change; their character will still be able to do everything and use every skill at all times as an Adventurer. However, for those who do not have Rank 1 everything and have even yet to reach a stage where their character can be called a true hybrid, then this could be a good thing. You can pick a class that gives bonuses to the combat field you're specialized in currently and take penalties in a field that you have no development in anyways.
With this system though, it DOES imply that as more and more generations are implemented past G13 and more and more specialized skills are added, it is possible for adventurers to fall behind the other classes. That's why I mentioned earlier that this system needs to be treated carefully and correctly. I think as long as future updates maintain the power balance between the classes in the manner that I exemplified up there with the %'s, then this system could be a very good thing. Just my 2 cents on this, and some food for thought for you guys. Again to reiterate, I simply think this has the POTENTIAL to be good if it's handled correctly. It could also just as easily DESTROY Mabinogi as we know it if done incorrectly.
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Zid wrote on 2010-07-25 02:29
Quote from Osayidan;103799:
So switching between classes at rebirths doesn't kill your skills that you already have? If I have r1 in 2 advanced magics and go Knight for a week, if I go back to adventurer those magic skills will be there waiting for me?
That's basically all I care about. Restricting content from people like this is ridiculous if people who don't want to loose their skills are forced to stay adventurer. Especially if going on the other ones is required at some point for quests.
But if it isn't a permanent loss of skills I don't care a single bit about this whole situation, much like any of the G's since G2.
I'm assuming you'll get to keep your efforts and progresses on every skill. Thus, you won't lose your progress on, say, r9 Windmill if you decide to go Wizard for a while.
Quote from Toujirou;103803:
Has there been any information related to race/class restrictions? Being a melee elf.. can i be an elf knight? blah i still dont like this change one bit.
I'm sure any race can be any class. And Elf can be in the Knight class. Though this would blur the line between race specialties more. Race was a way to specialize specific skills; this class system both further and shortens that specialization, depending on what race you are.
By the way, if any of you want to know where the archer class is, all Ranged specialties belong to the Bard class. I'm assuming Merchant is Life skill related.
Plus, they shouldn't have called the melee class the "Knight". It interferes with the names of "Knight of Light" and Dark Knights. Seriously? A Merchant that can transfer into a Holy Knight? >_>;
What I'm concerned about is if the new Korean guy will go so far as to add "tier" to the classes.
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Serathx wrote on 2010-07-25 02:29
Well, it IS optional, so I don't mind too much.
People who like class roles but also like Mabi can choose a class and be happy.
People who don't like class roles and play Mabi because of that reason can be happy too. Capiche?
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starpaw7 wrote on 2010-07-25 02:30
I wonder if you will be able to switch classes with a free Rebirth :what:
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Serathx wrote on 2010-07-25 02:32
^ Probably. Otherwise it'd be a bit troublesome.
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User495 wrote on 2010-07-25 02:32
also I'm assuming when they said Adv magic they mean only magic like Hailstorm
cause technically what we have as Adv magic is Intermediate to them?
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Serathx wrote on 2010-07-25 02:34
...Wait...only Knights get Down Attack?
Ugh, I'm confused. I'll wait until we get more translated-without-Google Translate info.
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Drifter wrote on 2010-07-25 02:37
Sounds good, but the only beef I have with it is the having to be a bard to get a ranged boost :/
I guess knight seems cool...
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rinaek wrote on 2010-07-25 02:38
...this could very well mean that the adv. magic nerf is going to be in place, and the only way to get around it is to go wizard, lose windmill, and throw 1200 AP into mastery skills. Otherwise, the current mages with maxed out adv. magic damage will probably have very little incentive to change classes.
Blaze isn't an elemental skill, does it get a mastery?
Also:
? ????? - ? ?????. ?
This website has the announcement in Korean.
If you stick this into google translate (assuming you can't read Korean, like a lot of people), you'll see quite a few comments raging about this. :D