Quote from Twin;1270559:
Anyways, I doubt Nexon will revamp Elves properly. They'd probably just make their Magic and Range grossly overpowered, then call it a day ignoring quality. But hey, that's my opinion
Yea, I worry about that too. It's one of the main reasons why I'd rather we just drop the concept of races having anything to do with anything nonaesthetic (though not the only or the most important reasons).
Quote from willcaster;1270617:
skills shared
archery: critical hit
close: smash, wm, counter, assault slash
magic: fb, ib, lb
fighter: none
puppet: none
gunner: none
ninja: none
hidden: is a mess. . . this should be removed and added to its class skill tab and changed to universal skills (even archery and gunner should be able to hit with smash with a penalty on dmg or a proper meele boots, pretty much staff kick smash animation)
Close combat has few skills focused on swords, blunts and axes.
I actually did want something like this. When G17~Enlightenment first came out, the way I actually wanted it to be organized:
[SPOILER="Rant, mostly talking about life skills, not as wellthought/organized as an actual idea post"]Everything that is currently in the Close Combat talent except for Smash, Charge, and Weapon Masteries gets moved to a "Basics" talent and is the only talent marked as recommended for beginners. Those skills go into its own tab and aren't in other talents (makes no sense why Critical Hit is only in Melee and Archery but not in any other combat based talent). That being said, they should actually add a real Melee skillset to compensate for there not being a Close Combat talent, and a place to put Smash and the Weapon Masteries. (Hidden skills should also be moved to other skills tabs with that tab being deleted, don't waste light gray skill icons on "hidden" skills. . .)
In addition, I thought production based life skills should be grouped into three talents Labor, Magic, and Science, rather than one for Blacksmithing, one for Tailoring, one for Magic Craft, one for Alchemy, and Enchant being in the Magic talent for god knows why. I also wish they didn't just dump a bunch of active alchemy skills into the construction alchemy talent just to justify it as a talent.
To be honest, I wasn't fond of G15's Merchant Destiny at all, I wish they never added 2x for life skills, and just rebalanced the skill requirements to be balanced at 1x. And when talents came out, add talents for most life skills, but only level up the talent/get bonuses from it, everything like a regular talent but you can't select it as your active.
Lets count how many sills each talent has if Production Mastery does not count:
- Carpentry
- 1 Carpentry
- 2 Handicraft (Handicraft itself is a huge mess to begin with)
- Blacksmith
- 1 Blacksmithing
- 2 Refining
- 3 Mining
- 4 Metallurgy
- This talent is decent, not great.
- Apothecary
- 1 Potion Making
- 2 Herbalism
- Merchant
- 1 Commerce Mastery
- 2 Gold Strike
- I feel like the only reason this talent exists is because they didn't know where they should put Gold Strike and they didn't want to just dump it into Adventure.
- Tailoring
- 1 Tailoring
- 2 Weaving
- 3 Sheep Shearing
- Construct Alchemy/Transmutation
- 1 Mana Crystallization
- 2 Fragmentation
- 3 Synthesis
- 4 Metal Conversion
- 5 Transmutation (The fact that this exists bothers me.)
- 6 Alchemy Mastery (This really shouldn't have effected transmutation, they should've made Production mastery effect them since G9. . .)
- The rest of the skills are only in here because A: they vaguely have a theme of making stuff but not really, B: there are way too many alchemy skilsl and they didn't want to dump them all into combat alchemy.
Chef Talent I think is a good example of what is the right way to go. Adventure talent is also a mess. I would've exported out adventure's skills to other talents. Rest and Campfire should go into the "Basics" talent. Fishing should've gone to the Chef talent. Taming Wild animals should've gone to the Cleric talent. And I don't really think Transformation (or Gold Strike) should've gone anywhere.
Here is how I would group life skills:
- Labor Talent
- Carpentry, Blacksmithing, and Tailoring talent merged into one. It has production mastery in it.
- Thaumaturgy Talent
- Apothecary talent plus the skills Enchant, Magic Craft, and Shyllien Ecology. It has production mastery in it.
- Science Talent (very vague)
- Construct alchemy (the production skills only, the other skills should shoo, go away), Engineering, and Rare Mineralogy. It has production mastery in it.
- Cooking Talent
- Same as current talent but with Fishing.
Commerce Mastery, Gold Strike, and Transformation Mastery would just be talentless.[/SPOILER]
Anyways, almost all of these changes I would not like to actually be done unless it were in a private server, or if it was like that from the start (as in in the test server, can't just change things that are already out).
A little bit back on topic, I really like that they made the Alban Dungeon easier without actually making the monsters weaker.