You know what I want renovated? Fucking egos. A level 50 ego does about as much damage as one of the newer weapons released in the last year or two with just their basic upgrades, yet costs 20-30x as much money to get there. That's not right. They've made it a pointless waste of time and money to even put the effort in.
That's my problem with Egos. If upgrading a weapon is going to cost millions of gold and take years to do, I'd rather they remove the feature altogether than buff it unless they want to considerably reduce the amount of time it takes to do so. Not necessarily nerf the effort, make it actually harder, but take less, and not be as item-dependent.
And there are more important issues than Spirit Weapons in my eyes.
I feel like this trailer is a nod towards the fact that we will get renewals for the other 2 basic skill sets, because in all honesty they could've used anything other than Mage and Archery but they didn't.
I mean recently all I see on Nation is just people bickering about everything that devcat isn't doing right and what a piece of shit Mabinogi has become, but in all honesty you people never give them credit whenever they try do something right. This combat renewal breathes a lot of life back into the combat tab, and maybe it won't be the best "end game skill set", but it doesn't stop it from being a fun one. Also you have got to realise that it's nearly impossible to please everyone with a game population that is so large. People moaned and complained that Mage/Alchemy/Bard were garbage skillsets, so they revisited them and made them a lot better than what they were, and that's what they're doing with Combat currently and probably Range in the future. What about when people complained how they hated the Saga I/II storyline and they wanted it back to the Generation style? Ohey look, G19 is a generation styled questline. What about the weekly rebirths? Or more inventory space? I mean I could go on and on.
Sure, I don't disagree that Mabinogi could be in a better place than it is currently and we should have an abundance of dungeons and shadow missions and more raids, better drop rates and drops in general, better life skills and rebalance the "OP" skills and change reforges and what not, but honestly G19 was and IS a good step in the right direction. I mean with how many people complained how poorly Saga and Saga 2 were I assumed people would be glad to play G19 (which in my opinion was one of the harder Generations and it's only the first one in a series of 3-4). Don't get me wrong, I want Mabinogi to be a better game too and I love this game as much as the next guy, but it doesn't mean we should get all our pitchforks out every time devcat decides to try to do something positive. And sure, I agree that devcat dug themselves into this hole and there's no light in sight, but that hasn't stopped them from at least trying to climb out and at the end of the day if you sit and complain about every single thing this game does wrong, you won't be able to appreciate everything that game does right.
/endrant
>Number of dirty knife ears on screen
1
>Number of Glorious Giant master race on screen
0
Wow Devcat, just WoW. Can't go on a trailer without showing your hatred for Giants, can you? If you want to get new people to the game with these trailers show them the awesome looking giant models, not fucking noodle people.
This company I swear
You know what I want renovated? Fucking egos. A level 50 ego does about as much damage as one of the newer weapons released in the last year or two with just their basic upgrades, yet costs 20-30x as much money to get there. That's not right. They've made it a pointless waste of time and money to even put the effort in.
>Number of dirty knife ears on screen
1
>Number of Glorious Giant master race on screen
0
Wow Devcat, just WoW. Can't go on a trailer without showing your hatred for Giants, can you? If you want to get new people to the game with these trailers show them the awesome looking giant models, not fucking noodle people.
This company I swear
Oh yeah...
I forgot to add... they need to revamp the archery for both humans and elves to make it more viable.
But what I am hoping the most from the update... is to make elves actually better with archery and magic than humans are, like they are supposed to be.
Also praying for the advanced lightning magic skill.
[SPOILER=":D"]Normal Attack:
- No longer causes invulnerability frames on the enemy on knockdown. This here is one of the main issues that negates party play due to interrupting potential combos.
Combat Mastery:
- Humans and Elves have the same stat growth as Giants: 20 Max Damage, 10 Min Damage, 47 Strength, and 13 Dexterity. A small buff to humans, but a very huge increase for Elves.
Smash:
- No longer causes invulnerability frames on the enemy on knockdown.
- The following skills can be loaded, but not used during its animation: Defense, Counterattack, Windmill, Final Hit, Charge, Bolt/Healing Magic, Doppelganger. The purpose here is to increase the versatility and also remove vulnerability.
- Animation lock after hitting an enemy removed, allowing immediate movement and/or attacking after Smash connects. Same reason as above.
Defense:
- Party Defense bonus range increased from 1m -> 10m. Literally requiring players to STAND ONTOP of someone to get that bonus is ridiculously small compared to Party Healing or Enduring Melody.
- Overall damage reduction with shield reduced. These values are ridiculously high and if I'm not mistaken Large Shield's current value was unintentional.
- Small Shield: 50% -> 25%
- Medium Shield: 70% -> 50%
- Large Shield: 100% -> 70%
- Animation lock after blocking an attack removed, allowing immediate movement and/or attacking after Defense occurs.
- Giants can use Defense with a Lance if equipped with a Shield.
Counterattack/Lance Counter/Counter Punch:
- No longer causes invulnerability frames on the enemy on knockdown.
- Animation lock after hitting an enemy removed, allowing immediate movement and/or attacking after Counterattack connects.
- Damage factors in enemy skill multipliers (e.g. 500% Smash). For a 1:1 skill, it is very weak; Windmill or Defense retaliation is much more stronger than this.
- Critical Hit Rate factors in user critical rate. This skill only factors in enemy critical, which is either low or the enemy has more protection than critical.
Windmill:
- Animation lock removed at 1 second into the animation rather than the full 2.3 seconds, allowing earlier movement and/or attacking.
Evasion:
- Uncap from Rank 6 -> 1.
Final Hit:
- Renovation 400% damage per hit decreased to 150%. 400% is ridiculously excessive.
- Renovation durability no consumption feature applied to all weapons instead of only swords, blunts, and axes.
- Non-Dual Wielding hit changed from force knockdown to stun with no knockdown buildup, akin to Dual Wielding. The force knockdown feature is silly and stupid and constantly gets in the way, also very inconvenient due to Normal Attack knockdown causing invulnerability frames and if even that were to be removed attacking a downed enemy cancels its "get-up" animation and immediately retaliates.
Taunt:
- Learnable by all races. There aren't many tanks in this game, even though all races have access to "the Tank". I want to be able to protect my friends when they're in danger, as a Human. Even Human Shakespeare can use Taunt.
- Range increased from 4m -> 10m at Rank 1. It's really small which makes it unviable.
Wind Guard:
- Any skill can be used during Wind Guard (EXCEPT Charge and Lance Charge) other than only Normal Attack, Taunt, Windmill, or Meditation, increasing its versatility.
- Allow walking. Defense allowed running with a shield in Renovation.
- Allow items and potions to be used. Final Hit allowed this in Renovation.
Sword/Axe/Blunt/Shield/Light Armor/Heavy Armor Mastery:
- Scythes are lumped into Sword category.
- Rank of equipment mastery determines what weapons can be wielded, e.g. Claymore requires Rank 9 Sword Mastery and Beam Sword requires Rank 1. The purpose here is prevent newbies from having immediate access to Beam Swords and destroy everything at novice level. It makes sense too; the newbie gets stronger as they get more experienced and that concept should apply with the equipment masteries. A similar limitation also applies in Vindictus.
Berserk:
- Animation lock on start-up removed.
- Intelligence, Defense, Protection, Magic Defense, and Magic Protection decrease lowered from 100% -> 75% at Rank 9 and again to 50% at Rank 1.
Dual Wielding:
- Axes can be dual wielded. Three NPCs can do it and Milletians are supposed to be stronger than NPCs due to their relentless growth.
- Humans can dual wield blunts.
- Giants can dual wield swords. One NPC can do it.
- Elves are able to dual wield.
Restrictions Lifts:
[/SPOILER]
- Two-handed Blunts and Axes for Humans and two-handed Swords, Blunt, and Axes, but not Lances, for Elves. They're already capable of using some two-handed weapons like Brionac, and it opens up more melee options for them. Also, both races can wield the 2h Renovation Celtic weapons.
- Dual wield for Elves.
- Heavy Armor for Elves. They're already capable of gearing with Royal Knight Armor or Bhafel Slayer, which are the best heavy armors in the game.
^ would suit better. Melee still suffers from lack of versatility and high vulnerability caused by animation locks, and poor party play since it constantly causes i-frames.
The KR Director interview on 1/7/15.
http://gameabout.com/mabinogi_notice/3066584
I used the online translation to get some rough info, and some of them are interesting...
They said something about revamping the talent system...?
It seems like the director want each race to be more distinct and have more specialization.
The plans for update on spirit weapon system is unsure as of now and that it would take a long time to revamp.