Quote from JustNoOne;104001:
Well that's okay if Adventurers aren't the best at everything, as long as they have access to everything I'm perfectly fine with it, but restricting people because they chose x path doesn't feel right too me, I mean, if you've achieved x skill (for example ice spear) and you chose to be a bard, shouldn't you have the option to use it regardless of the class you chose? I mean, it's the skill you took time to rank and you should have the ability to use it. I'm just paranoid about if this update will restrict us, because I don't want to be stripped of my right to use a skill I earn just because I switched classes.
Also why can't I be the master of all things or why cant' I go solo? I see no reason why I shouldn't be the master of all things or be a soloist, investing a little in Alchemy, Combat and Magic should be allowed if the player desires to do this, and to nerf combat damage and magic damage for those that are Adventures isn't helping the situation at all. It just makes thing ever-so-more complicated and thus the player will end up having to switch classes.
And this is not "fantasy life" to me at all, to be somewhat "forced" to change classes because someone what they want isn't "fantasy life" at all, I have to change to x class if I want to be good at this aspect at Mabinogi.
Why not just have the ability to be good at all?
The problem is things like Charge -> Frozen Blast or Charge -> Ice Spear -> Blaze. By mixing things like that you create combos that are way too powerful. With this new system you can still do that as an adventurer (hence your hybrid power) but a Knight, Mage or Alchemist would be better at using just one of those skills. In order to buff one set of skills without inadvertently buffing all the others, restrictions had to be put in.
Also, you can still be the master of all things you have now. This update doesn't make anyone weaker.
Quote from Kaeporo;104241:
Wizard: Fail
+ Trinity Staff
+ Hailstorm
+ Bolt Composer
+ Intelligence formula improvement
-- Increased AP requirement <-unconfirmed
-- Intermediate magic damage cut 20%
-- Blaze damage cut 40%
-- Wizards unable to use windmill
-- Melée skills nerfed heavily
Knight: Awesome
+ Leap Attack
+ Significantly Improved melée skills
+ Weapon mastery skills
-- Unable to use intermediate/advanced magic
Bard: Super Dumb
+ Lure of Ballad
+ Combat Instruments
?? How the hell does this class benefit archers? Range damage boost and dex/stam boost
Adventurer: Balanced
+ Jack of all trades
-- Cannot use specialized equipment/skills to maximum effectiveness But can use skill combos unavailable to other classes
Merchant: < Total Suck-fest
+ Life skill success rate improvement
+ Improved life skill product quality
-- Everything Merchants get experience from using skills. Tailoring for example gives as much exp as killing mobs.
Alchemist: OP
+ New cylinders
+ New alchemy mastery skills
+ Massive, extremely powerful golems
+ Alchemy damage surpasses all other forms of combat At the cost of cast times and potentially bothersome preparation long before.
-- Decreased melée effectiveness
Range/magic halp!
Bolded~
Quote from Beepuke;104262:
You guys are so optimistic. Let me break some of that optimism. Knights will not be able to use Mana shield. Mages will not be able to use potion making. Adventurers cannot train any of the new G13 skills. Alchemists cannot use dodge, windmill, mana shield, and they will not get the hp bonus from combat mastery. Of course, there's more but these are some of the highlights. Unless the class system gets seriously revamped by the time it hits NA, I don't see how it can be enjoyable.
Mana shield on a knight didn't make sense in the first place. To compensate they get much higher hp and presumably armor with extra defense. In other words they tank like knights now.
Mages can't use potion making but they now have a massive mana pool. At total lvl 1/1 a giant mage has ~230 mana. They get huge mana boosts for lvling (+30 I heard, but unconfirmed) so they won't need to use pots nearly as much. It's also not difficult to have one of your three free characters in a class where they can make potions, or just buy from someone else.
Alchemists don't need evasion or windmill. Their skills don't even put them in the thick of combat or at least allow them to spam enemies away or just use barrier spikes to safeguard themselves. I'm not too upset that alchemists now have to rely on alchemy...and don't forget adventurers can still use all applicable alchemy, evasion and windmill.
I think you're being pessimistic~
It makes sense that the new classes get class specific stuff. They lose out on a lot and therefore deserve to gain a lot.