Quote from shogungari;1067243:
This is what I'm talking about. You all are so much stronger than the average player that you forget what it was like being weak. You can solo peaca int, but not everyone else can. Appeasing the veterens doesn't work in games because even if they are all payers, you're cutting out an even bigger margin of players who wish they could be that strong. The best solution is to make players all around weaker so the content we used to consider difficult can actually be difficult again.
So what? If people put that much time and effort into getting stronger then there's no reason why they shouldn't be stronger. Veterans shouldn't get nerfed to hell just to appease lazy newbies who think that they should be able to easily and quickly become just as strong as all the veterans. So why should we even care about what it was like being weak way back ages ago?
No, the best solution is to just make more difficult content for the veterans. Or else the veterans are going to possibly start getting bored and quit. It doesn't matter how much you nerf veterans into oblivion and how much they buff the old dungeons. Nobody is going to run them if there are no rewards that make them actually worth doing. Dungeons for the most part give horrible exp, gold, and rewards from the end chests. There's just no point in doing the majority of them unless you're running one for a skill book or page.
Quote from shogungari;1067243:
The whole reason giant field bosses are getting more HP is because there are people that can kill them in one hit now.
Well the problem with the giant field bosses is the same as the problem with dungeons. They don't give any rewards that actually make them worth bothering with anymore.
Quote from shogungari;1067243:
By basing everything off how much damage you do you're taking away the core element of the game- play however you want. If I wanted to be a tank, someone who's all about protection, defense, hp, etc., I should be able to play just as well as someone who focuses entirely on damage. That's clearly impossible because not only is defense inferior in this game, but after the "rebalance" it'll be even more difficult, even with all that armor mastery. Damage is the only way to go in this game, because if you get hit you might as well be dead (unless you have the mana shield reforge). There's no need for healers, and everyone uses music as a secondary if they're not using it for puppetry, so support classes aren't needed (pets don't help situations either.)
The core element of Mabinogi's combat has
ALWAYS been about avoiding taking any damage to begin with. This has
NEVER been the kind of game where you just have one person tanking damage while someone else plays the heal/buff slave.
I mean you're kind of contradicting yourself here. On one hand you seem to want everyone to have to play more strategically. But on the other hand you want to be able to mindlessly tank damage while a healer plays your personal heal/buff slave. If you really dislike the combat in Mabinogi that much then maybe you should just go play another game that already has tanks and heal/buff slaves.
Quote from shogungari;1067243:
The only thing left is DPS, and doing as much damage as possible, and being exactly like everyone else. Sure you might use a lance and he might use a sword, but you're both damage dealers. You both just do big numbers with no skill or strategy involved.
Yeah, well that's precisely what Mabinogi's combat has always been about. It's all about dealing as much damage as possible because nobody wants someone who can't pull their own weight in a party. Since the combat is supposed to be about avoiding damage there is no need for the traditional role of a tank. So since there's no need for tanks there is also no need for a healer to be a heal/buff slave for a tank. The end result is everyone just caring about damage and wanting people who are going to pull their own weight rather than being worthless leeches.