Quote from squirelT;1279791:
There is very little reason to ever rank the production skills and as they require large money and time investment I always felt like you deserved more for having ranked them. I suggest making it so that you can repair using the skills. The success rate and materials required should be the same as when attempting to craft it. Additionally repairs should be included in the training requirements for these skills to make it slightly easier to rank.
IE Gladius requires 2 copper, silver, and iron ingots and at least one use left on its manual. If successful it fully repairs the item and if not it loses a point of durability.
Any suggestions on making this better/ comments on why this wouldn't work are appreciated. I really just feel like the production skills exist for no reason other than to craft a small handful of items that would actually be cheaper just to buy than rank up the skills associated with them.
While I kind of like the suggestions, I'm not gonna say there is "very little reason" to rank life skills.
Life skills are crucial when you're capping stats. Int? Engineering, MC, Blacksmithing. Dex? Pretty much 75% if life skills, including tailoring, which by the way, isn't useless, as you need it for crafting Rosemary Gloves or crafting Druid Robes, which can be of nice profit. Str? Carpentry, MC, Engineering, all three of right now which produce goods that are highly popular (Shurikens, Wands for blaze, Crossbows, CRK, etc). From a sub-3k level point of view, especially a Giant, who don't really depend on dex much, might view life skills as returning minimal rewards and therefore not worth, but to majority of the population, Humans and Elves, the stats from life skills itself is good enough of a reason to rank them.
The biggest problem I see with this suggestion is this can be easily abused for high repair cost items. For example, you could put on Cartel 67th Floor's on an expensive lance (which has been done before, by the way), and get away with 176k repair point by waiting for Monday and using their respective rank 1 skill to repair at 99%. These modifiers were meant to give you higher repair cost in exchange of superior stats. By offering this suggestion, you'd essentially be breaking the opportunity cost.
Now onto my ideas...
[SPOILER="Archery"]Clearly, the renovation didn't quite meet majority of the player's standards, so I'd like to give my few cents.
Heavy Ranged skills
- Both skills get 35% increased aiming speed than before
+Reason: Even though the renovation's aiming system did help, this would really help reach archery's full potential
- Crash Shot cool down is decreased
*Human rF-rB: 6 seconds, rA-r6: 5.5, r5-r2: 4.5, r1: 4
*Elf rF-rB: 5, rA-r6: 4.5 r5-r2: 3.5, r1: 3
*Elves get 10 more dex in total, one more dex than before from r6 - r2, and 5 more in r1 from this skill.
+Reason: While Crash Shot can do impressive damage, it's plagued by the fact that the execution time is even slower than pre-dynamic. I want Mabinogi to encourage players to be able to specialize in something without lagging behind. Sadly, Crash Shot is behind Shooting Rush or Kunai storm in terms of common viable use because of the long cool down, especially for Elves, who fall behind in damage for Shooting Rush and Kunai Storm due to lack of STR. The significantly decreased cool down for Elves will not only make up for their less damage in Gunner and Ninja, but also fitting more into the concept of Elves being noticeably better archers. Right now, Elves still are better archers, but in no way of significant margin. As for the additional dex part, I will explain that later.
-Elf Magnum Shot's damage increased by 10%. Simply multiply 1.1 to the original multiplier. Human's magnum shot cool down decreased to 1 second.
+Reason: Going along with the above, Elves need a distinct advantage in archery, and I think this should do it. Not a HUGE bonus, but definitely a noticeable one. As for the humans, I believe humans shouldn't be discouraged from archery just because of other skills that can out DPS it, and I think this should help out.
Other skills
-Urgent Shot now automatically loads upon missing a shot. Simply click on the target shortly after missing (~.5 seconds)
+Reason: There is absolutely no reason to load any other skill after missing as most of the time, it will be Magnum Shot or Crash Shot, both of which have the CD i mentioned or longer. Others skills being loaded right after missing can still miss, so that would be pointless. This should make the skill a bit more easier and accessible to use.
-Mirage Missile
*The damage formula is changed to [Base Damage + Damage Enchants + (Int/5+Dex/3)] * Damage Modifiers (BFO, bone chip, arrows, elemental reforge)
*Each damage ticks adds an additional 15% each time, upto 105% at the end
*Gives 10 more dex in total, one more dex than before from r6 - r2, and 5 more in r1
+Reason: Right now this skill is viewed as a joke. I may or may not be going overboard with this suggestion, but I believe that this is the place the the skill deserves, especially being a race-specific skill. This would put Mirage Missile in an at least a viable place, working as another Hydra Transmutation, a plus in terms of versatility. Again, I want the players to be able to happily invest/main in a skillset without feeling like they lost something.
-Final Shot
*Duration increased to 40 seconds at rank 1, progress matching that of Final Hit.
*CD reduced to 240 seconds at rank 1, progress matching that of Final Hit.
*Duration reforge increased from .5 second per level to 1 second per level
*20 more dex gained from this skill, 2 more dex added from r9-r2 and 4 more dex added in r1.
*New reforge: Skill CD reduction (the reduction that FS allows other skills during the duration) level: 1% per level, additive, enabled for hats and accessories (20 level and 3 level)
*New reforge: Final Shot Teleportation Distance: Same bonus as Final Hit distance, enabled for shoes as well
+Reason: This has always been an overlooked skill, because well, even though it still allows Elves to have highest DPS in the game in the time it allows, it's pretty short for an "ultimate" skill, and hence has been somewhat underwhelming. The increased duration and reduced CD should be able to put this skill on the list of other top dog skills, and the new reforge should add more utility to this skill, making it truly a nice skill to have in Mabinogi (Skill CD reduction = more indirect DPS).
-Other things
*Ranged skills can be now loaded during counterattack animation.
+Reason: Not sure if this is a bug or not, but not being able to load archery skill and putting your character on a short lock down is silly and contrasts logic.
Now, all in all, I wish these changes to be made, as I want to see more love for Elves and archery in general. Hence why I put down more Dex bonus for Elves, along with number of other benefit, to make them actually significantly better in archery, not just marginally. I've played briefly in KR servers as well before starting in NA server, so I come from a pretty long time ago, and as one of the older players, I want to see a point where people are more satisfied with what they have pursued.
[/SPOILER]
[SPOILER="Close Combat"]
-Bash
*All damage for each rank reduced by 30% relative to the before.
+Reason: As much as I enjoy using this skill, I think it's way too powerful, to the point where some people believe Smash is completely useless. I still see it as a skill that focuses on DPS and hence should out-DPS Smash, but the amount we see right now is simply too high. This change would make that issue a bit better, and make Smash not so much reliant on reforge and Combo cards to compete with this skill for DPS.
-Final Hit
*CD reforge reduced from 1.5 to 1 second.
*Duration reforge reduced from 6 to 4 seconds.
+Reason: Another skill I enjoy, but I think the reforge gives give way too utility in reforges compared to how much damage it does.
-Windmill
*You can now use all skills during the spinning animation that aren't Life, Alchemy, Transformation, Demigod, Crusader, and Magic skills.
+Reason: Ease of access. Also would benefit archers more.[/SPOILER]
[SPOILER="Other things"]
-PvP (requested PvPs)
*Players will not take elemental reforge effect
*The lowest damage % you can fight in is .1% instead of 1%
+Reasons: This change should make PvP more interesting/fun instead of tilting it to the side whoever has higher elemental reforge. Right now, if done right, someone could literally Magnum Shot 3 times for 40k+ and be done with PvP.
-Guilds
*Have more Guild quests available. For example, have Guild quests for completing dailies, MA, raids, killing certain mobs, dungeon, making something, etc, and the rewards are Guild Points.
*Guild leader can decide to use the Guild Points for temporary boost that lasts for 1 week for all Guildies, such as exp increase, skill training increased, group effect, etc.
+Reasons: More of a way for Guild members to get together and be motivated as I see it, and giving people a reason to actually join a guild.
-Housing
*Make it actually like a house. Have tools like oven in the house, as well as interactive NPCs instead of house brownies, such as maids, housekeeper that will sell general goods, etc. Also option to build a two story house.
+Reason: More of an interactive issue. Right now Housing is only used as a shop, and I want it to be more than that.
-Gears
*Have Magnum Shot enhancement from Bohemian set be applied multiplicative with elemental reforges, not additive. *Give WM enhancement to NA version of DK armors as well.
+Reason: It's silly that Bohemian Set does this while Thames set doesn't. Also, more love for Windmill and limited edition armors.[/SPOILER]
Those are my two cents.
ì•„ì´ë””: ironwoman
서버: ë¶ë¯¸ Alexina 서버