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Suggestion: Overall Skill Rebalance




- Life
The art of being a village NPC in an MMO. Life skills are the most varied within a skill tab, and in general either need minor changes, or additions to crafting in general to be more desired skills. Wearing the master title for a production skill should also increase the minimum roll for goods. All production skills should have an entrust option (like with Enchant), given the rarity and value of many materials nowadays.

[spoiler=""]
[Image: http://wiki.mabinogiworld.com/images/4/44/Tailoring.png]
Tailoring
Design: Give players the ability to create unique and high-quality clothing.
Reality: Fails on both counts. Most unique clothing comes from other sources, and the quality bonuses on many objects mean little to nothing.
Changes: All the unavailable tailoring manuals need to be given sources in-game (such as fishing). In addition, tailoring manuals for clothing that's no longer available need to be added as well. Defense bonuses should be increased and non-body items need better stat bonuses.

[Image: http://wiki.mabinogiworld.com/images/f/fc/Rest.png]
Rest
Design: Let players sit down and increase their passive recovery speeds.
Reality: Increases some speeds, but is capped so cannot increase others.
Changes: Uncap the skill and even out the recovery increases (even increase at all ranks).

[Image: http://wiki.mabinogiworld.com/images/0/01/Campfire.png]
Campfire
Design: Make a fire for additional bonuses with other skills.
Reality: Rest bonuses mean little to nothing and cooking is better done at cooking NPCs.
Changes: Resting near a campfire should greatly increase wound recovery. Campfires should also either have specific meals that can only be cooked on them, or should give general bonuses to cooked food depending on the wood quality.

[Image: http://wiki.mabinogiworld.com/images/1/11/First_Aid.png]
First Aid
Design: Let players heal wounds using bandages.
Reality: Works, but is capped (so players can't get the full potential) and is awkward to use on the fly.
Changes: Uncap the skill and remove the requirement to be sitting for full effect.

[Image: http://wiki.mabinogiworld.com/images/d/da/Weaving.png]
Weaving
Design: Allow players to make intermediary materials for other skills.
Reality: Works, more or less, but the RNG with quality is aggravating for training and producing goods.
Changes: Divide fabric/silk qualities into their own recipes.

[Image: http://wiki.mabinogiworld.com/images/c/c8/Handicraft.png]
Handicraft
Design: Let players create various tools and random objects.
Reality: Most items in the list don't serve a purpose.
Changes: Tools made should have high durability bonuses, and more tools should be craftable.

[Image: http://wiki.mabinogiworld.com/images/2/22/Refining.png]
Refining
Design: The skill players use to turn ore into bars.
Reality: It's a skill that turns ores into bars.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/4/47/Blacksmithing.png]
Blacksmithing
Design: Allow players to create high-quality and special weapons.
Reality: Many weapons cannot be crafted and attainable stat bonuses are small.
Changes: Stat bonus ranges need to be increased (like up to 10 per stat), and like with Tailoring we need access to the many manuals we do not have access to.

[Image: http://wiki.mabinogiworld.com/images/f/f4/Cooking.png]
Cooking
Design: Combine foods for hunger restoration and stat buffs.
Reality: Hunger restoration is not needed in general. Stat buffs can take a lot of effort and might hit the stat cap for endgame players. Eating dishes normally causes unwanted weight changes. Many types of cooking take too long to be worth it.
Changes: Make flour and other high-effort ingredients buyable from normal NPCs for gold. Make weight values a part of character looks/creation. Make temporary stat increases from cooked food ignore the stat cap.

[Image: http://wiki.mabinogiworld.com/images/7/76/Herbalism.png]
Herbalism
Design: Pick herbs for use in other skills.
Reality: You pick herbs for use in other skills. Many herbs are available easily, others not so. The requirement to pick a white often gets players stuck for a long time. Oranges to be picked also really slow down progression without the help of others.
Changes: Make more herbs (white/orange) spawn in more places weaker players can reach. Herbs other than base herbs should randomly spawn in "wild" locations in the overworld, maybe even use up some of that empty Iria space...

[Image: http://wiki.mabinogiworld.com/images/b/ba/Potion_Making.png]
Potion Making
Design: Make healing and recovery potions for use.
Reality: Craftable potions have not scaled to modern stat values. Making anything above 100 is a labor-intensive process using unstackable materials.
Changes: Bump all crafted potions up a tier. 50 as the base, 300 craftable without clovers, etc.

[Image: http://wiki.mabinogiworld.com/images/1/19/Fishing.png]
Fishing
Design: Fish up fish and random trash or goodies.
Reality: Most players have little to no need for fish and there's better ways to get random items. Can be played manually but there's little incentive to do so.
Changes: Manual fishing should have much better chances at rare things. Any other suggestions? Some use for fish that would consume them, like making them into high-stat dishes or something?

[Image: http://wiki.mabinogiworld.com/images/b/b5/Production_Mastery.png]
Production Mastery
Design: Control skill that grants higher success rate overall.
Reality: May or may not work with newer skills.
Changes: Make it work on newer skills.

[Image: http://wiki.mabinogiworld.com/images/2/2e/Taming_Wild_Animals.png]
Taming Wild animals
Design: Tame animals to have them join your side.
Reality: Tamed entities are still weak and have little to no use to make up for the difficulty taming them. Tame a monster and it ends up fighting other monsters around the same difficulty as it, meaning it doesn't last long. Also the stat boosts you get from a tames animal are too small to matter.
Changes: Tamed entities should get stat boosts (+50% HP/MP/SP and base stats, +25% defensive stats) so they're helpful for the time they exist. They should be strong enough to take down at least a few of their own kind before getting killed. The stat boosts from tamed animals should be multplied based on your skill rank, up to 5x(?) at rank 1.

[Image: http://wiki.mabinogiworld.com/images/8/86/Metallurgy.png]
Metallurgy
Design: Get ore fragments and gems from sifting through sand.
Reality: Works, if RNG lets you rank it. Gives tiny gems.
Changes: The training needs to be way less reliant on luck. Methods need to have higher total possible counts. Gem sizes should be increased.

[Image: http://wiki.mabinogiworld.com/images/b/b2/Carpentry.png]
Carpentry
Design: Create nice firewood and bows.
Reality: Pretty small list of craftable items, really grindy skill. No minigame so results are RNG.
Changes: Could have more items added to the crafting list. More bows to fill out the ranks, and better possible stat bonuses so players want to craft them... and a minigame so player skill has a part.

[Image: http://wiki.mabinogiworld.com/images/4/4a/Wine_Making.png]
Wine Making
Design: ... ?
Reality: ... a few stats?
Changes: Should this even impact the game, and if so, how? They added a minigame and there's some tactics to ranking the skill, but it needs more benefit. Perhaps additional grains could make different types of alcohol that act as food that gives status effects instead of stat changes.

[Image: http://wiki.mabinogiworld.com/images/9/93/Rare_Mineralogy.png]
Rare Minerology
Design: Dig up minerals for use in other skills.
Reality: Works.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/0/04/Hillwen_Engineering.png]
Hillwen Engineering
Design: Craft guns and other weapons/arms from minerals and such.
Reality: Crafting rolls are out of the player's hands, there's no minigame so player skill has no effect. Stats are rolled individually so objects are often crappy in at least one aspect. The training is terrible (less than 0.01% per creation at higher ranks).
Changes: Consolidate weapon/armor quality so you don't end up with a 95% roll on one stat and a 2% roll on another. Add a minigame so player skill actually plays a part. Change a lot of the training to work off of results and not pure grind.

[Image: http://wiki.mabinogiworld.com/images/e/eb/Shyllien_Ecology.png]
Shyllien Ecology
Design: Collect magic crystals and monster parts for use elsewhere.
Reality: Works.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/a/ab/Magic_Craft.png]
Magic Craft
Design: Craft wands and other weapons/armor from crystals and monster parts.
Reality: Same issues as Hillwen Engineering.
Changes: Same as Hillwen Engineering.

[Image: http://wiki.mabinogiworld.com/images/9/90/Tasting.png]
Tasting
Design: Control skill to boost food effects.
Reality: Works.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/6/64/Ingredient_Hunting.png]
Ingredient Hunting
Design: Kill enemies for leather and special food drops.
Reality: Weird, but it works.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/9/9f/Catering.png]
Catering
Design: Allow players to merge cooked food for higher buffs to the party.
Reality: Works, but strong buffs can be impeded by the stat cap for high-level players.
Changes: Like mentioned earlier, make food effects ignore the stat cap to keep it relevant.

[Image: http://wiki.mabinogiworld.com/images/a/ab/Sheep_Shearing.png]
Sheep Shearing
Design: Allow players to shear sheep for wool.
Reality: Wool is basic. Master the skill and you produce the same items as a newbie.
Changes: Multiple tiers of wool you can shear as you rank up, with higher tiers being better at making higher-quality fabric. Higher quality wool can be a chance from normal sheep, and/or sheared from some monsters.

[Image: http://wiki.mabinogiworld.com/images/4/41/Mining.png]
Mining
Design: Mine ores for use in other skills.
Reality: Mines ores for use in other skills. Also wants you to mine useless alch stones.
Changes: Change the training to not need the alch stone mining.

[Image: http://wiki.mabinogiworld.com/images/d/dd/Egg_Gathering.png]
Egg Gathering
Design: Gather eggs for use in other skills.
Reality: Same as with shearing, eggs are eggs no matter your rank.
Changes: Players with at least a specific level in Egg Gathering will be able to gather from more exotic creatures, like the wild ostriches. These special eggs will have higher-tier uses in cooking and such, use them instead of normal eggs in recipes and get different, higher-stat food items out of it. Maybe even gather eggs from pacified monsters at high ranks.

[Image: http://wiki.mabinogiworld.com/images/3/32/Mushroom_Gathering.png]
Mushroom Gathering
Design: Gather mushrooms.
Reality: Gather mushrooms.
Changes: Should really not be a skill, Production Mastery should take care of random gathering like this. Unless you all want hallucinogenic mushrooms or something.

[Image: http://wiki.mabinogiworld.com/images/c/cd/Milking.png]
Milking
Design: Milk cows.
Reality: Milk cows.
Changes: Unless we're going to be milking Glas or something, I don't really see a use for this skill either.

[Image: http://wiki.mabinogiworld.com/images/b/bb/Harvesting.png]
Harvesting
Design: Gather wheat and such.
Reality: Gather wheat and such.
Changes: Could use more products to gather at higher ranks for use in higher-ranked cooking. Maybe different types of wheat and such for use in a Wine Making potential alcohol addition.

[Image: http://wiki.mabinogiworld.com/images/4/4a/Hoeing.png]
Hoeing
Design: Gather random products.
Reality: Gather random products that don't have much of a use.
Changes: Undecided. Should this stay and get additional benefits? Should flowers have a better use? Or should it be merged with Harvesting?

[Image: http://wiki.mabinogiworld.com/images/1/16/Commerce_Mastery.png]
Commerce Mastery
Design: Carry goods from one place to another for profits.
Reality: Uninteresting to train because it's just unloading goods.
Changes: Training needs to be spiced up. Things like "deliver a load without running into bandits" or "defeat at least 5 bandits on the way", for example. Training also needs to automatically count multiples of profit values. Right now if you would make 10K profit you need to sell in two batches to get two 5K training counts. It should do the math to know it's two counts by itself.

[Image: http://wiki.mabinogiworld.com/images/3/3c/Transformation_Mastery.png]
Transformation Mastery
Design: Collect monster souls to transform into them.
Reality: Works, is fun.
Changes: Should let you use more skills while in the monster form. We can't use basic bolts or archery or anything like that even if the monster normally can.

[Image: http://wiki.mabinogiworld.com/images/3/39/Exploration_Mastery.png]
Exploration Mastery
Design: Find artifacts, sketch things, and do quests.
Reality: Gives additional benefits when doing these things. However you can only get into treasure dungeons if you're the Treasure Hunter talent, which is crap.
Changes: Allow access to treasure dungeons for players that aren't the paid talent. Bigger changes would be needed to exploration in general to make it more interesting.

[Image: http://wiki.mabinogiworld.com/images/d/d2/Artifact_Investigation.png]
Artifact Investigation
Design: Analyze and attempt to restore artifacts for gold and experience rewards.
Reality: Huge cooldown means the skill is only useful on very special/rare things you can't risk losing. Also the cooldown makes training take forever.
Changes: Reduce the cooldown by a huge amount and remove the gold rewards.[/spoiler]

- Archery
The art of remotely installing new pointy sticks into somebody. Bows in general are weaker than comparable melee weapons across the board, so some skill changes could be used instead. In general, ranged attacks need to calculate their range from the outside of a hitbox, not the center. With the way it is now, targeting the center can often put you within melee distance on really large enemies.

[spoiler=""]
[Image: http://wiki.mabinogiworld.com/images/f/fb/Ranged_Attack.png]
Ranged Attack
Design: Use bows to attack enemies from a distance.
Reality: Works, but archery skills are prone to missing, something other ranged attacks don't do.
Changes: Normal archery attacks should always hit after 75% aim, with further aim increasing damage (up to 25% more)?

[Image: http://wiki.mabinogiworld.com/images/1/13/Magnum_Shot.png]
Magnum Shot
Design: Ranged version of smash, high single-shot damage multiplier.
Reality: Works, but is too slow to aim at a distance.
Changes: Magnum should always aim at the same median speed (as if the target was halfway) regardless of distance.

[Image: http://wiki.mabinogiworld.com/images/1/16/Arrow_Revolver.png]
Arrow Revolver
Design: Rapid-fire fast attacks to keep an enemy pinned down and/or chip away at it.
Reality: Works, though mainly for pinning now.
Changes: Potentially copy the changes to normal attacks, but that might be too strong in practice.

[Image: http://wiki.mabinogiworld.com/images/7/77/Support_Shot.png]
Support Shot
Design: Attack an enemy with a fast, weak attack that sets it up for the next melee hit.
Reality: Sort of works, is used in specific situations but not much in normal combat. Also a total pain to raise to acceptable levels in the first place.
Changes: Should buff the next attack from all sources, not just melee. Training needs to be greatly increased to encourage people to rank and use the skill, right now it's a horrible grind where you have to use it instead of normal attacks until your arm falls off.

[Image: http://wiki.mabinogiworld.com/images/c/cd/Urgent_Shot.png]
Urgent Shot
Design: When you miss, you can fire an emergency shot to recover.
Reality: Is annoying to use in emergency situations because it's two actions.
Changes: Change it to be one action. Triggering the skill should fire it.

[Image: http://wiki.mabinogiworld.com/images/8/89/Crash_Shot.png]
Crash Shot
Design: A ranged AOE, shoot an exploding arrow at a target.
Reality: Hits limited targets and aims too slow, other players will usually kill things before you fire. Takes a long time to train due to grind as well, and the cooldown makes using it repeatedly annoying.
Changes: Needs to aim much faster and hit more or all targets in range. Increase the points available from killing enemies with it so training is faster. Reduce the cooldown (from 7/6-5.5) to an even 6-4.

[Image: http://wiki.mabinogiworld.com/images/c/c0/Bow_Mastery.png]
Bow Mastery
Design: Mastery skill for bows, increasing their effectiveness.
Reality: Works.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/1/12/Crossbow_Mastery.png]
Crossbow Mastery
Design: Mastery skill for bows, increasing their effectiveness.
Reality: Works.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/0/0b/Mirage_Missile.png]
Mirage Missile
Design: Infect enemies with damage over time that spreads.
Reality: Works too slowly and doesn't take enough stats into account.
Changes: Should take the player's damage range (including enchants) into account. Should also tick faster, but have a lower total duration.

[Image: http://wiki.mabinogiworld.com/images/9/9c/Final_Shot.png]
Final Shot
Design: Temporarily buff ranged aim speed and add teleporation.
Reality: Has a long loading time left over from previous updates, and doesn't last very long. In addition it doesn't load skills smoothly.
Changes: Remove the loading time and increase the duration (from 20-30 seconds) to 20-40 seconds. make ranged skills load and aim smoothly like they do when the skill isn't active.[/spoiler]

- Lance
The art of making people feel like they got hit by a truck. Lances have unique mechanics, but unfortunately the minimum attack range doesn't work well. Mabi has lots of position lag issues, and since these aren't getting fixed (being inherent in how the game operates), the minimum distance to attack with lances should be removed because it does nothing but unfairly hinder players who use lances.

[spoiler=""]
[Image: http://wiki.mabinogiworld.com/images/b/bb/Lance_Counter.png]
Lance Counter
Design: Special counter for lances, deals more damage but cannot be controlled properly.
Reality: Being locked into it, it going into cooldown even in use, and not being able to cancel it makes this skill just... bad.
Changes: Remove some of the restrictions

[Image: http://wiki.mabinogiworld.com/images/9/98/Lance_Charge.png]
Lance Charge
Design: Charge at an enemy, hitting others in the way, with more damage for longer charges.
Reality: Works, but you tend to get your position desynced, the target enemy is not properly knocked down, and it won't hit enemies in the finish state on the way, making training horrible.
Changes: Set the player position to the enemy's current (not previous position facing them) at knockdown, knock down the enemy properly, and hit enemies in the finish state on the way there.

[Image: http://wiki.mabinogiworld.com/images/e/ec/Lance_Mastery.png]
Lance Mastery
Design: Control skill for lances, adding damage and a hit to the combo.
Reality: Works.
Changes: -[/spoiler]

- Combat
The art of sticking the pointy thing into the squishy thing that bleeds. Many combat skills affect other talents, so suggestions will vary.

[spoiler=""]
[Image: http://wiki.mabinogiworld.com/images/3/37/Combat_Mastery.png]
Combat Mastery
Design: Control skill for normal melee, giving health and damage.
Reality: Works, though gives double bonuses for dual-wielding.
Changes: Should only grant bonuses once.

[Image: http://wiki.mabinogiworld.com/images/6/66/Defense.png]
Defense
Design: Block the next attack, taking reduced damage.
Reality: Damage works well, taking both defense and protection into account.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/2/29/Smash.png]
Smash
Design: A strong defense-piercing attack against an enemy with some side effects to boot.
Reality: Works, but the effects are unreliable due to the activation chances. Also prevents an enemy from being attacked by other things that should hit it.
Changes: Increase the chances of the special effects, and increase the prot reduction for axes to 10. In exchange, lower the max bleed of swords (from 20%) to 15% per tick and reduce the axe debuff duration (from 22) to 10 seconds. Let other attacks hit the enemy too.

[Image: http://wiki.mabinogiworld.com/images/c/c1/Counterattack.png]
Counterattack
Design: Counter an enemy's next attack, dealing increased damage and pushing it away.
Reality: Effectively a single-hit combo, but locks archery from loading any skills.
Changes: Allow archery skills to load during the recovery. It's tempting to increase the damage multipliers to make up for the fact that it's just one hit, but that'd be dangerous for players to go against.

[Image: http://wiki.mabinogiworld.com/images/6/68/Windmill.png]
Windmill
Design: AOE attack that damages and knocks away enemies.
Reality: Works.
Changes: Could use more training points from weaker monsters.

[Image: http://wiki.mabinogiworld.com/images/9/9b/Critical_Hit.png]
Critical Hit
Design: Control skill for crits to deal increased damage.
Reality: Works, if slow to train.
Changes: Could use slightly faster training.

[Image: http://wiki.mabinogiworld.com/images/d/db/Charge.png]
Charge
Design: Charge at enemies, shunting off ranged attacks on the way.
Reality: Works well, if a little awkward due to the minimum distance, and requiring a shield.
Changes: Reduce the minimum distance for the skill (from 400) to 300. The cooldown already prevents spamming. Allow charging with no shield either at rank 5 or 1.

[Image: http://wiki.mabinogiworld.com/images/b/be/Assault_Slash.png]
Assault Slash
Design: Jump at a downed enemy to attack them.
Reality: Works in most cases just fine.
Changes: Allow it to work in more cases, like the "knockdown" from Lance Charge.

[Image: http://wiki.mabinogiworld.com/images/2/2a/Rage_Impact.png]
Rage Impact
Design: Stun enemies around you and cause them to take increased damage on the next hit.
Reality: The stun time is tiny and the insane stamina use means hitting the next enemy twice instead is a more efficient use of your resources.
Changes: Stun time should be greatly increased (from 0.2-1.6) to 2-6 seconds for the stamina this skill costs.

[Image: http://wiki.mabinogiworld.com/images/d/d8/Bash.png]
Bash
Design: Repeated stacking melee damage combo on enemies.
Reality: OP, sorry. It's simply better than most other skills and it bypasses an important part of Mabi's combat (hit/stun/knockback exchanges). In addition many weapons can "double Bash", which is an accepted bug (it is NOT a proper second use of the skill) that unfairly priorities different weapon speeds with no tradeoff for weapon choice. It also uses a lot of durability and has a low attack range preventing players from comboing into it.
Changes: Reduce the max damage multipliers (from 380-460%) to 180-250% at rank 1. Cut the stun time down (from 3.1-4.5) to 2.5 seconds for all ranks. Make the skill cause double (2.5x?) the current knockback meter increase. Fix the bug allowing two activations with one skill use. Reduce the combo time to 75% of the current. Change durability usage to normal. Make the attack range take the held weapon into account for proper combos.

[Image: http://wiki.mabinogiworld.com/images/9/93/Final_Hit.png]
Final Hit
Design: Trump card skill, gain teleportation and greatly increased melee abilities with a large cooldown.
Reality: Works, but the 400% damage at rank one combined with rapid attacks supercedes other skills, making this skill a central focus when it should be more of a specific use skill.
Changes: Lower the damage multiplier (from 400%) to 300% at rank 1.

[Image: http://wiki.mabinogiworld.com/images/4/4a/Sword_Mastery.png]
Sword Mastery
Design: Mastery for swords.
Reality: Works.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/f/fb/Axe_Mastery.png]
Axe Mastery
Design: Mastery for axes.
Reality: Works.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/d/dc/Blunt_Mastery.png]
Blunt Mastery
Design: Mastery for blunts.
Reality: Works.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/7/74/Shield_Mastery.png]
Shield Mastery
Design: Mastery for shields.
Reality: Works.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/2/20/Light_Armor_Mastery.png]
Light Armor Mastery
Design: Mastery for light armors.
Reality: Works, but the only upside is the lack of Dex penalty.
Changes: Raise the magical stats. Increase the magic defense (from 16) to 30 and the magic protection (from 3) to 15

[Image: http://wiki.mabinogiworld.com/images/4/47/Heavy_Armor_Mastery.png]
Heavy Armor Mastery
Design: Mastery for heavy armors.
Reality: Stronger overall than light with the only downside being a Dex cut.
Changes: Should grant less magic defense and protection. 20->10 and 5->3.

[Image: http://wiki.mabinogiworld.com/images/d/d2/Evasion.png]
Evasion
Design: Dodge ranged attacks and bolt magic.
Reality: Has down time after you dodge, letting the attacker charge up again. Also is capped.
Changes: Uncap it, and reduce/remove the down time after a dodge.

[Image: http://wiki.mabinogiworld.com/images/6/6e/Dual_Wield_Mastery.png]
Dual Wield Mastery
Design: Mastery for wielding two weapons.
Reality: The balance increase isn't too useful since combat and sword mastery already grant bonuses. It also makes the dex cut of heavy armors mean nothing to sword-wielders.
Changes: The balance increase should be changed to something else or removed. Any suggestions?

[Image: http://wiki.mabinogiworld.com/images/c/c0/Gold_Strike.png]
Gold Strike
Design: Grant non-combat players the ability to expend gold for damage.
Reality: Works, for the very few players it applies to.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/7/73/Crisis_Escape.png]
Crisis Escape
Design: Attempt to drop aggro from enemies by disguising yourself.
Reality: Works, but looks ridiculous.
Changes: Should use different models depending on location. A hasty paper-mache tree for outside, a rock-printed cloak for other areas, etc.[/spoiler]

- Cleric / Healing
The art of using fartsparkles for good deeds. Clerics need some way to produce or sanctify goods for use, the easiest way would be for Clerics to have some way of producing Holy Water, perhaps only while under the talent.

[spoiler=""]
[Image: http://wiki.mabinogiworld.com/images/f/f3/Healing.png]
Healing
Design: Restores HP.
Reality: Works, but scales slowly.
Changes: Should get increased HP from magic attack, say 1 per 5 instead of 1 per 10.

[Image: http://wiki.mabinogiworld.com/images/3/3f/Party_Healing.png]
Party Healing
Design: Heal the whole group at once.
Reality: Works well.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/1/18/Fire_Shield.png]
[Image: http://wiki.mabinogiworld.com/images/f/f8/Ice_Shield.png]
[Image: http://wiki.mabinogiworld.com/images/a/a4/Lightning_Shield.png]
[Image: http://wiki.mabinogiworld.com/images/c/ca/Natural_Shield.png]
Magic Shields
Design: Put up a shield that protects you and other players from elemental attacks.
Reality: Cumbersome. Prevents a player from doing anything, so rarely used.
Changes: Make the shield mobile once cast (Yui and such already cause this).[/spoiler]

- Magic
The art of powering up like you're in DBZ, then hitting them with magic instead. Charging up and then firing heavily-damaging skills, works well overall but everything could use attention to detail. One major issue is that speed upgrades on wands/staves seem to do little to nothing, compared to speed increases from other sources. This needs to be looked at.

[spoiler=""]
[Image: http://wiki.mabinogiworld.com/images/2/2f/Magic_Mastery.png]
Magic Mastery
Design: Overall control skill, increases MP and general magic stats.
Reality: Works.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/6/62/Meditation.png]
Meditation
Design: Passively recover MP faster depending on rank.
Reality: Works, but is capped.
Changes: Uncap it.

[Image: http://wiki.mabinogiworld.com/images/d/d6/Enchant.png]
Enchant
Design: Enchant items for additional stats/effects.
Reality: An unreliable, damaging mess of a skill.
Changes: Took a multi-paragraph post to suggest fixes for this a while ago.

[Image: http://wiki.mabinogiworld.com/images/5/51/Fire_Mastery.png]
[Image: http://wiki.mabinogiworld.com/images/e/ee/Ice_Mastery.png]
[Image: http://wiki.mabinogiworld.com/images/c/cc/Lightning_Mastery.png]
Elemental Masteries
Design: Increase damage, reduce mana usage, generally increase potency.
Reality: They work.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/2/2b/Bolt_Mastery.png]
Bolt Mastery
Design: Control skill for bolt spells.
Reality: Works.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/9/9a/Magic_Weapon_Mastery.png]
Magic Weapon Mastery
Design: Control skill for magic weapons, increases bolt magic and intermediate charging speed.
Reality: Works.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/f/fd/Lightning_Bolt.png]
[Image: http://wiki.mabinogiworld.com/images/0/0f/Firebolt.png]
[Image: http://wiki.mabinogiworld.com/images/5/50/Icebolt.png]
Bolt Spells
Design: Deal damage with differing mechanics.
Reality: Work.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/3/3d/Thunder.png]
Thunder
Design: Chain attack that stuns and then deals a multitude of damaging bolts.
Reality: Works, but only chains from the initial target so groups are often only partially hit. Also prevents you from swapping gear during the wait time.
Changes: Make additional targets work off of any existing targets, not just the initial one. Allow the player to swap gear after the initial attack. Fireball already had the whole "stop swapping to different gear from applying different stats to the attack" fix.

[Image: http://wiki.mabinogiworld.com/images/6/62/Lightning_Rod.png]
Lightning Rod
Design: Charge up a big piercing attack.
Reality: Works.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/a/ae/Fireball.png]
Fireball
Design: Charge up a large damaging AOE fire spell.
Reality: Works, but without a special wand is often too slow to fully charge in battle, being used via Snap Cast instead.
Changes: Make the spell work from three charges and up with appropriately-scaled damage? Any different ideas?

[Image: http://wiki.mabinogiworld.com/images/6/6d/Meteor_Strike.png]
Meteor Strike
Design: Charge up and then drop a meteor, dealing damage in a large AOE and leaving leftover fire.
Reality: Works, but can be annoying to train. Needs to be fired at raid bosses and dragons, and most of these are not available at night outside of rare passes and completable generation quests. This can leave some players unable to effectively train the skill depending on their play schedule.
Changes: Change training points so that using the skill on a raid boss is not required to rank.

[Image: http://wiki.mabinogiworld.com/images/e/e4/Ice_Spear.png]
Ice Spear
Design: Freeze and then explode enemies for chained damage and crowd control.
Reality: Works well for the most part, but the short range makes it unusable in some situations.
Changes: Increase the range to match Thunder's range.

[Image: http://wiki.mabinogiworld.com/images/8/84/Hail_Storm.png]
Hail Storm
Design: Repeatedly charge up and fire large chunks of ice at enemies.
Reality: Has a charge time and locks you in place, doesn't have enough range for many situations. Multi-aggro is hard to handle due to the down time after tossing one attack before the next starts to load.
Changes: Increase the max range (from 1400) to 1800 to cover bigger rooms and such. Halve the down time after tossing one attack before the next charges. Reduce the charging time per layer (from 1-0.7) to 1-0.5.

[Image: http://wiki.mabinogiworld.com/images/9/99/Fusion_Bolt.png]
Fusion Bolt
Design: Fuse bolts for increased damage and combined effects.
Reality: Works well, an underrated skill in many cases. Does not carry over all desired effects though.
Changes: Fusions involving Icebolt should have the slowdown effect.

[Image: http://wiki.mabinogiworld.com/images/f/fe/Mana_Shield.png]
Mana shield
Design: Use MP in place of HP as a buffer for attacks.
Reality: Works, though due to stat changes you tend to lose more MP than you would HP at all available ranks, despite the skill claiming otherwise. Also capped.
Changes: Uncap the skill. If the R5+ efficiency isn't enough in practice, increase overall efficiency a bit. Make the skill use your Magic Defense and half of your Magic Protection.

[Image: http://wiki.mabinogiworld.com/images/b/bd/Blaze.png]
Blaze
Design: Charge up magical energy in a physical form and knock over enemies with it for large amounts of damage.
Reality: Charges too slow and gives little to no choice over target once charged, the player is at the mercy of enemy positioning.
Changes: Increase the charge speed (from 4 seconds) to 2 seconds and increase the range of the initial attack. Let players aim at an enemy to use it on if no enemy is targeted, sort of like how Focused Fist works.

[Image: http://wiki.mabinogiworld.com/images/4/46/Spellwalk.png]
Spellwalk
Design: Allow players to charge magic while moving, and to move with intermediate magic loaded.
Reality: Players use it for moving with int magic because mobile charging is too costly. It seems the stamina drain was geared towards advanced players with high stamina values, and is way too costly on newer players to keep up the skill for any usable amount of time.
Changes: Reduce the MP usage when charging magic (from 200%) to... 175%. Reduce the stamina drain (from 3-10) to 1-10 to make it easier on lower-level mages to use it.

[Image: http://wiki.mabinogiworld.com/images/7/76/Snap_Cast.png]
Snap Cast
Design: Periodically instantly charge a magic spell.
Reality: Works when available. Trains way too slowly due to the grindy nature of it.
Changes: Make "use the skill within x minutes" available for training for entire ranks.

[Image: http://wiki.mabinogiworld.com/images/d/df/Inspiration.png]
Inspiration
Design: Pause to recover a percentage of your MP.
Reality: Works quickly, the percentage means it scales well with stronger mages.
Changes: It's a little too convenient, make the skill take (from 2) 4 seconds to restore the MP when activated.[/spoiler]

- Construct Alchemy
The art of making little clay horses and then losing your mom to an unknown illness. Intended for support and to be used alongside life skills, lots of changes could be used here.

[spoiler=""]
[Image: http://wiki.mabinogiworld.com/images/a/aa/Fragmentation.png]
Fragmentation
Design: Allow players to break down finished goods to get some of the materials back.
Reality: Very little can be done with this skill. The skill works off of a specific list of items and the vast majority of goods that can be created cannot be broken down.
Changes: Change the skill to work on all the items players can produce. Players should be able to break down weapons, armor, clothing, and all sorts of potions to be able to get at least something back. There's lots of waste in fragmenting so it's not like players can re-craft a Bone Breaker 5 times with the same items anyways, but being able to break down stuff at least once will help a lot.

[Image: http://wiki.mabinogiworld.com/images/8/8d/Synthesis.png]
Synthesis
Design: Combine various items to make new ones, either from a recipe list or randomly.
Reality: Can produce a limited amount of usable items without extreme cost. Ranking it can cost tons of gold, being based on RNG for NPC resale values. No recipe list so you have to check outside sources. Making multiple items is annoying because the skill will eat stacks and only produce one.
Changes: More useful recipes need to be added. For example the ability to make the special music scrolls (which have more uses) by synthing paper with magic powder or something. This skill should be the magical Handicraft equal, not something ranked up purely for dyes and Dorren's Request. Got any other suggestions? Also the training needs to stop relying on NPC sale price of produced goods after R6 or so. needs a recipe list added, and needs auto-production. Higher skill ranks should need less gold value to make good random equipment.

[Image: http://wiki.mabinogiworld.com/images/a/a1/Mana_Crystallization.png]
Mana Crystallization
Design: Capture magical spells in crystal form for use by alchemists.
Reality: Bad to train, slow to use, draining, and underwhemling when in effect. No niche use.
Changes: Removal. I can think of no redeeming qualities for this skill, and changes to make it useful would be so extensive that it would be turned into a different skill at the end anyways.

[Image: http://wiki.mabinogiworld.com/images/4/4f/Barrier_Spikes.png]
Barrier Spikes
Design: Summon defensive spikes to block enemy attacks and movement.
Reality: Spikes scale poorly and don't defend much.
Changes: Spikes need scaling defense/protection in order to survive any time at all in more difficult situations. Spikes should also be wider to block more movement. I want spikes to be usable anywhere, but the potential for trolling by blocking areas in the overworld is too high.

[Image: http://wiki.mabinogiworld.com/images/a/a6/Rain_Casting.png]
Rain Casting
Design: Create a cloud that buffs life skills and reduces aggro.
Reality: Works for the most part, but at R1 bugs out with sleeping enemies. Also reliant on Water Cannon to train. If you're hit while it's loading it'll go into cooldown despite not activating.
Changes: Remove the lightning bolts from rank 1 and change training to not rely so much on Water Cannon also being ranked, to give non-combat alchemists the ability to rank the skill. Stop it from going into cooldown if it doesn't complete.

[Image: http://wiki.mabinogiworld.com/images/1/1b/Metal_Conversion.png]
Metal Conversion
Design: Change ores and fragments into other ores and fragments.
Reality: Is incredibly slow, simply mining out the desired ores is faster now.
Changes: Allow the skill to work on batches at a time.

[Image: http://wiki.mabinogiworld.com/images/c/cd/Transmutation.png]
Transmutation
Design: Control skill for various kinds of alchemy.
Reality: Works.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/8/8f/Summon_Golem.png]
Summon Golem
Design: Summon a golem to help in combat.
Reality: Really awkward to use, golem often doesn't listen, prevents you from taking other actions, doesn't scale with your stats, gives no stats.
Changes: Golem should have an auto-pilot mode where it uses normal AI against the enemies... properly. Very aggressively, hopefully. Should use the modern player versions of skills. Should get stat boosts based on 25% of the player stats. Should give some stats for ranking. The ability to buff golems and maybe heal them is needed.[/spoiler]

- Battle Alchemy
The art of using magical science theory to cause proven physical trauma.

[spoiler=""]
[Image: http://wiki.mabinogiworld.com/images/d/d6/Alchemy_Mastery.png]
Alchemy Mastery
Design: Passive control skill for alchemy in general.
Reality: Would work, if it could be ranked up. Some of the training is literally broken.
Changes: Fix the training to not require impossible things, and make both combat and construct alchemy able to rank the skill up individually.

[Image: http://wiki.mabinogiworld.com/images/6/67/Fire_Alchemy.png]
[Image: http://wiki.mabinogiworld.com/images/3/3d/Clay_Alchemy.png]
[Image: http://wiki.mabinogiworld.com/images/f/fa/Wind_Alchemy.png]
[Image: http://wiki.mabinogiworld.com/images/4/41/Water_Alchemy.png]
Elemental Alchemy Masteries
Design: Provide passive bonuses to elemental alchemy.
Reality: Works, but provides relatively low bonuses.
Changes: Increase the max bonus (from 10) to 15 at rank 1 for each.

[Image: http://wiki.mabinogiworld.com/images/2/26/Life_Drain.png]
Life Drain
Design: Suck HP from an enemy to use for yourself.
Reality: Works great, though it doesn't scale well to players since it's static amounts of HP.
Changes: Should be percent HP restored, capping at 75% at rank 1.

[Image: http://wiki.mabinogiworld.com/images/c/ca/Water_Cannon.png]
Water Cannon
Design: Charge up and shoot water at an enemy for high damage.
Reality: Works well.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/1/15/Wind_Blast.png]
Wind Blast
Design: Blow an enemy away while dealing damage.
Reality: Works, but does low damage and only knocks away one enemy.
Changes: Make the skill an AOE that can send multiple enemies flying back, for self-defence. The cooldown prevents spamming anyways.

[Image: http://wiki.mabinogiworld.com/images/7/79/Flame_Burst.png]
Flame Burst
Design: Shoot a cone of fire, stunning and damaging multiple enemies repeatedly.
Reality: A little slow and underwhelming, even considering all the multipliers.
Changes: Total number of attacks should scale evenly (from 3-5) to 3-7. Base damage increased by 5 each rank. Attack ticks should have less time between them.

[Image: http://wiki.mabinogiworld.com/images/2/23/Sand_Burst.png]
Sand Burst
Design: Blind an enemy, preventing it from attacking.
Reality: Low range, single-target, limited CC. Little to no benefit for ranking, surprisingly.
Changes: The attack should be a cone AOE instead of single target, increasing in distance with rank. Blind time should be changed (from 9-11) to 7-11 seconds, scaling evenly. Should grant some stat for ranking, maybe Will? It'd be thematic to use Luck.

[Image: http://wiki.mabinogiworld.com/images/6/64/Frozen_Blast.png]
Frozen Blast
Design: Freeze enemies in a line, preventing them from doing anything.
Reality: Useful when it works, but it's slow, has a low range, and many important/annoying enemies cannot be frozen (such as golems).
Changes: Make the skill cast faster, make the attack range larger, and make it work on more enemies people regularly encounter.

[Image: http://wiki.mabinogiworld.com/images/f/f9/Shock.png]
Shock
Design: Apply the shock status to you or another player, granting them a periodic stun to enemies.
Reality: Hits enemies a little too slowly, assuming you can get it past N. If you're hit while it's loading it'll go into cooldown despite not activating.
Changes: The pages need to stop expiring and pages need higher drop rates and more sources. Shock should tick slightly faster, 1.5 seconds or so. Stop it from going into cooldown when it doesn't actually fire off.

[Image: http://wiki.mabinogiworld.com/images/c/c1/Heat_Buster.png]
Heat Buster
Design: Once enough pressure has been built up, fire it off in a big attack.
Reality: Damage is a bit too low, splash is a bit too small.
Changes: Increase the splash radius by 25%, maybe a base damage increase too.

[Image: http://wiki.mabinogiworld.com/images/b/b7/Chain_Cylinder.png]
Chain Cylinder
Design: Allow periodic multiple charges on offensive alchemy skills.
Reality: Works when you remember to turn it on.
Changes: Should stay toggled after a relog/CC.

[Image: http://wiki.mabinogiworld.com/images/4/44/Elemental_Wave.png]
Elemental Wave
Design: Gain elemental bonuses depending on what you cast, and buff one next skill.
Reality: The elemental bonuses have minimal impact.
Changes: Instead of container stat increases, the bonuses should be flat damage increases to the elemental skills themselves. So building it up would be helpful, and then the choice of using it all for a buffed next attack would be tactical. "Do I sacrifice my flat damage bonuses temporarily in order to do the AOE freeze right now or not?"

[Image: http://wiki.mabinogiworld.com/images/0/05/Golden_Time.png]
Golden Time
Design: Activates Elemental Wave and then goes into cooldown.
Reality: Works, but has a small benefit to use an entire skill on.
Changes: Should reduce Chain Cylinder's cooldown while active.

[Image: http://wiki.mabinogiworld.com/images/8/80/Hydra_Transmutation.png]
Hydra Transmutation
Design: Summon a hydra to slowly poison an area.
Reality: Little to no effect on moving targets due to the small range. A skill from another skillset (Lullaby) should not be a requirement for this alchemy skill to be effective.
Changes: Increase the max range by at least 50% by rank 1.

[Image: http://wiki.mabinogiworld.com/images/b/b9/Guard_Cylinder_Mastery.png]
Guard Cylinder Mastery
Design: Control skill for dual-wielding fancy arm-mounted potato guns.
Reality: Works.
Changes: -[/spoiler]

- Fighter
The art of punching things until they stop moving. While the skillset was designed to be single-target initially (as balance against melee), the offensive options for it are limited and repetitive and some of the nerfing needs to be undone. Counterattack should have normal stamina usage and Windmill should have a normal radius with a fighter setup. Counter Punch should be a normal skill with two more skills added to make a third full chain to help reduce repetition. Activating chain skills (2 and 3) also does not preload them, refusing to use them if you don't already have a target, and normally choosing an enemy uses a normal attack instead... this needs to be fixed.

[spoiler=""]
[Image: http://wiki.mabinogiworld.com/images/7/7d/Knuckle_Mastery.png]
Knuckle Mastery
Design: Control skill for fighter combat.
Reality: Works.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/4/40/Chain_Mastery.png]
Chain Mastery
Design: Control skill for most fighter skills, allowing and controlling chaining.
Reality: The timer for chains is often too small to account for enemies moving around in combat, and the skill itself trains terribly. It's not uncommon to have all other skills rank 1, but Chain Mastery still rank 5.
Changes: Increase the timer on chains and speed up the training.

[Image: http://wiki.mabinogiworld.com/images/2/2e/Charging_Strike.png]
Charging Strike
Design: Initial attack, rushes in and hits an enemy.
Reality: Works.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/e/e9/Somersault_Kick.png]
Somersault Kick
Design: Multi-hit attack that can daze enemies.
Reality: Works, though the duration may be too high to totally lock out other skillsets.
Changes: Potentially reduce the duration of the daze effect.

[Image: http://wiki.mabinogiworld.com/images/e/ec/Pummel.png]
Pummel
Design: Finishing move that pins and repeatedly hits the enemy.
Reality: Does not work on a large number of enemies (even though Drop Kick tends to work on said enemies), and is incredibly time-consuming.
Changes: Change it to a standing rapid beatdown so it fires off quicker and doesn't take so long to complete (happens in one stage instead of three).

[Image: http://wiki.mabinogiworld.com/images/f/f6/Focused_Fist.png]
Focused Fist
Design: Charge up an attack to hit and stun an enemy while starting a chain.
Reality: Works, but can take too long to fully charge when other players are also attacking enemies.
Changes: Make it charge quicker.

[Image: http://wiki.mabinogiworld.com/images/9/98/Spinning_Uppercut.png]
Spinning Uppercut
Design: Strong hit on an enemy that can reduce their defenses.
Reality: Works.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/b/b7/Drop_Kick.png]
Drop Kick
Design: Finisher attack that kicks an enemy back into others for area damage.
Reality: Works, if weak in AOE damage.
Changes: Could use a splash damage increase (from 20-30%) to 30-50%. Could use a distance increase (from 300-350) to 400-600.

[Image: http://wiki.mabinogiworld.com/images/1/1a/Respite.png]
Respite
Design: Restore HP and SP with a small penalty.
Reality: Waste time to restore jack with an annoying penalty.
Changes: The skill should restore a large percentage of SP (akin to Inspiration with MP) but no HP. It should clear all negative status effects as well. The penalty on magic/alchemy should be removed. In exchange, this skill should only be usable within 60 seconds of finishing a chain 3 skill (to prevent alchs from just swapping to knuckles for stamina regen).

[Image: http://wiki.mabinogiworld.com/images/8/8d/Tumble.png]
Tumble
Design: Backflip out of harm's way.
Reality: Backflip for not much reason since it doesn't actually dodge anything and fighter skills have mobility as it is. Leaves you stuck for a second after execution as well, unable to load skills longer than needed.
Changes: Tumble should temporarily dodge attacks with the cooldown increased (from 10-7) to 30-15 seconds, with the training increased accordingly. Also should unlock the player slightly quicker.[/spoiler]

- Music
The art of using concussive or compressive force to bend the will of others to your means. Generally consisting of buffs that players can swap to an instrument for, established bards with high-rank singing can buff barehanded (though missing instrument upgrade buffs). One major annoyance is, when performing songs for entertainment, you cannot use buff skills for perfect playing while on a sitting instrument. This should be changed to avoid unrequired wear and tear on score scrolls.

[spoiler=""]
[Image: http://wiki.mabinogiworld.com/images/9/99/Musical_Knowledge.png]
Musical Knowledge
Design: Passive skill for increased music abilities.
Reality: Works.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/f/f8/Composing.png]
Composing
Design: Allows players to write score scrolls to play msuic in-game, potentially with special buffs.
Reality: Lack of control over score rank makes jam creation annoying, encourages players to keep Musical Knowledge low-ranked, whereas games should encourage players to rank their skills instead (and not have a permanent penalty for ranking). Also the stat buffs and restorations from scrolls are really weak.
Changes: Allow the skill to choose which difficulty (up to the MK rank, R1 including master difficulty) score scroll is made. Perhaps buff the magical music stat effects (on scrolls) too.

[Image: http://wiki.mabinogiworld.com/images/a/a3/Playing_Instrument.png]
Playing Instrument
Design: Allow users to play instruments
Reality: Works.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/6/6f/Dischord.png]
Dischord
Design: A melee attack with splash AOE that causes slowdown and damage over time effects.
Reality: Not used as a normal means of attack often due to many instruments being relatively-weak, but it has unique mechanics and is actually effective when it is used, which is the important part. Training can be annoying due to the reliance on crits. The slowdown lasts less time than intended due to the stun time.
Changes: Lower the requirements to crit to rank, and add in another requirement to hit at least one (or more) other enemies with the splash. Increase the slowdonw time to 7 seconds.

[Image: http://wiki.mabinogiworld.com/images/9/9a/Lullaby.png]
Lullaby
Design: Allow players to put enemies to sleep as a form of CC.
Reality: Fast to fire, characters can use it even under attack, and it can instantly halt and lock down huge groups. This is the best form of CC, which supercedes all other forms in use. That is unfortunately a balance problem and as long as Lullaby is OP like this, other forms of CC will rarely be used even if made viable.
Changes: Enforce a cap on the number of monsters able to be slept by a single player overall (not just per tick), say 2-5(?) enemies at ranks F-1. Reduce the total sleep duration by lowering the talent duration bonus and raising the duration of other skills to compensate. Lullaby should go from 39 seconds base lockdown at R1+master to 20(?) seconds base lockdown at R1+master. Enemies should be granted temporary immunity from Lullaby instead of permanent immunity after being affected once, one minute?

[Image: http://wiki.mabinogiworld.com/images/f/fb/Battlefield_Overture.png]
Battlefield Overture
Design: Apply a buff to increase damage for yourself and other players.
Reality: Grant a massive scaling buff to physical attacks. The buff is beyond pretty much any other bonuses available (by far) and uses up no resources, so it's a crazy scaling damage gain and pretty much considered required use in tons of situations... but only works properly for physical damage (outside of strange damage formulas).
Changes: Lower the damage increases (from 20%) to 10% base at rank 1, and add a 10% MA bonus to it.

[Image: http://wiki.mabinogiworld.com/images/f/f3/Enduring_Melody.png]
Enduring Melody
Design: Grant a buff that adds to defensive properties and increases passive regen for SP/MP.
Reality: Does what it says on the tin.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/6/61/Harvest_Song.png]
Harvest Song
Design: Grants production-related success and spedd bonuses to the party.
Reality: Useful, though it doesn't work for alchemy.
Changes: Make it work for alchemy too. Also, I know that the skill caps at 5% and that's not affected by effect increases or performances. This is important to keep, because if it was changed people would only accept the best buff and would replay over and over to only get the best before doing whatever other skill... and then replaying over and over when it wears out each time. That's not fun at all in practice, so it's important to keep the production bonus unalterable (even if it were to be changed).

[Image: http://wiki.mabinogiworld.com/images/a/aa/Vivace.png]
Vivace
Design: Grant a buff that increases attack and charging speed.
Reality: A little underwhelming, when latency is factored into combat the charging speed buff is barely noticeable.
Changes: Increase the speed buffs (from 11%) to 15% base at rank 1, should be just enough when bonuses are factored in to make it work, or would 20% base be OP?

[Image: http://wiki.mabinogiworld.com/images/c/c9/Enthralling_Performance.png]
Enthralling Performance
Design: Lull enemies into following you for a period of time.
Reality: Surprisingly, very useful for all sorts of skill training since you can collect weak enemies easily. Unfortunately has a hard cap on the enemy strength which limits effectiveness in combat and makes it much harder to train for stronger players.
Changes: Make the CP cap scale, anything above 4x the player's CP should be immune (instead of a hard cap of 4400 that it is now).

[Image: http://wiki.mabinogiworld.com/images/3/32/Encore.png]
Encore
Design: Resets the cooldown of other skills, then puts itself into cooldown.
Reality: Not very useful. Definitely seems like a concept from other MMOs pulled into Mabi, but given cooldowns and durations, the only skill this is potentially useful for is Fantastic Chorus... and that's just because the circle doesn't follow you like other buffs do.
Changes: Encore should change in fuction. It should only be usable after a few performances or something, and once activated it should buff the next buff skill used (like Elemental wave activation).

[Image: http://wiki.mabinogiworld.com/images/e/ed/Fantastic_Chorus.png]
Fantastic Chorus
Design: Generate an area that grants regen to players or debuffs to enemies.
Reality: Regen works fine, but the attack slowdown from the red circle isn't even noticed.
Changes: The attack reductions should be changed (from 15%) to 30% at rank 1.

[Image: http://wiki.mabinogiworld.com/images/e/e5/March_Song.png]
March Song
Design: Apply a buff to movement speed.
Reality: Works.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/7/7e/Song.png]
Song
Design: Allows singing vocals, buffs music in general, and allows singing with anything in your hands.
Reality: Works.
Changes: -[/spoiler]

- Puppetry
The art of using the uncanny valley in an offensive manner. Puppetry is potentially useful and has various crowd/AOE options, but is simply too slow and cumbersome for normal use. The player and puppet should have less restrictions on moving around (higher max distance), the puppet should move faster, and a skill for the player and puppet to swap places should be added. The skills, overall, need to simply be faster and have less down time after attacks and the skill suggestions below will all assume that the skills perform faster. You should be able to pick up items while controlling a puppet if the item is below you. Also the cooldown bug needs to be fixed.

If the skills functioned a bit more differently depending on which puppet was summoned, it'd add more variety to the skillset as well. Imagine if Act 1 hit and stunned the enemy when using the Pierrot, but shoved the enemy backwards instead if used with the Collosus, for example.

[spoiler=""]
[Image: http://wiki.mabinogiworld.com/images/1/1a/Control_Marionette.png]
Control Marionette
Design: Basic control skill for puppetry.
Reality: Works in most cases. The decreases to skill cooldown don't function properly, the skills appear to be cooled down but are not actually functional until the real cooldown has passed.
Changes: Fix the cooldown bug.

[Image: http://wiki.mabinogiworld.com/images/7/79/Pierrot_Marionette.png]
Pierrot Marionette
Design: Basic control skill for the little puppet.
Reality: Works.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/0/00/Colossus_Marionette.png]
Collosus Marionette
Design: basic control skill for the big puppet.
Reality: Works.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/6/6b/Act_1-_Inciting_Incident.png]
Act 1: Inciting Incident
Design: Dash into an enemy to intercept/damage/stun them.
Reality: Works, if a bit weak. Has a lot range for being an interception type of skill. Does not target the attacked enemy.
Changes: Should have a higher damage multiplier at higher ranks. Incease the range (from 700-850) to 800-1000. Should target the attacked enemy.

[Image: http://wiki.mabinogiworld.com/images/b/b4/Act_2-_Threshold_Cutter.png]
Act 2: Threshold Cutter
Design: Perform a combo on an enemy, damaging it a few times.
Reality: Works.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/c/c8/Act_4-_Rising_Action.png]
Act 4: Rising Action
Design: AOE attack that damage and shoves enemies away.
Reality: Works.
Changes: Assuming puppetry movement changes give more distance between the player and puppet, the AOE should be scaled to how far away the two are. Note that the existing cooldown will prevent rapid spam from a player.

[Image: http://wiki.mabinogiworld.com/images/d/dc/Act_6-_Crisis.png]
Act 6: Crisis
Design: Grab nearby enemies and yank them on top of the puppet.
Reality: Grabs from a tiny range unless the player is heavily invested in the skill. Grants enemies invincibility for multiple seconds even when the skill appears to be finished, leading to lots of wasted attacks from party members.
Changes: The range needs to increase (from 300-600) to 500-800, and the invincibility needs to turn into basic stun that happens when the enemies land.

[Image: http://wiki.mabinogiworld.com/images/d/d1/Act_7-_Climactic_Crash.png]
Act 7: Climactic Crash
Design: Send the pupet flying, damaging enemies in a large range on the way.
Reality: Potentially powerful skill, with the downside of having the puppet disconnected at a distance after using it. Also it won't fire off with certain things in the way that aren't obstacles, like the Cerberus statues. Also if a merionette is targeting a Cerberus (due to being hit by one of the attacks) it will always aim Climactic Crash at the Cerberus... and not actually fire it, because it can't due to the previously-mentioned issue.
Changes: Should the pupept stay connected and in range with the puppet range increases, or is the disconnecting at a range a suitable downside already? Should fire off through Cerberus anyways. Also should ignore pre-set targeting so it doesn't get in the way of manual aiming.

[Image: http://wiki.mabinogiworld.com/images/a/aa/Act_9-_Invigorating_Encore.png]
Act 9: Invigorating Encore
Design: Grant the puppet increased usability and/or disconnect it to let it fight alongside you.
Reality: Meh bonuses, awkward, not very effective AI. Skills the puppet uses don't show the cooldown effect for the player.
Changes: Make the puppet always disconnect upon use, and when disconnected it should stay near the player as a first priority and be very aggressive as a second priorty. Makes skills the puppet uses by itself correctly show the cooldowns.

[Image: http://wiki.mabinogiworld.com/images/3/3f/Wire_Pull.png]
Wire Pull
Design: Yank one enemy towards you.
Reality: Does what it says on the tin, but isn't too effective in combat.
Changes: The skill should allow you to pull one enemy from one position and place it at another position, adding to Puppetry's position control capabilities.

[Image: http://wiki.mabinogiworld.com/images/4/4a/Puppet%27s_Snare.png]
Puppet's Snare
Design: Tie down an enemy and deal damage to it over time.
Reality: Does absolutely abysmal damage and locks the player up to CC a single enemy.
Changes: Should either not lock the player up (and allow up to three targets to be remotely locked at R1), or the player should be locked up but able to stun and hold groups of enemies (think of thunder chaining).[/spoiler]

- Dual Gun
The art of making pew pew noises until stuff gives up and falls over. Has one or two useful skills, with the rest gimped in usability. One thing that always annoyed me, though, is how Dual Guns turn you into a ballerina the moment you pick them up. Even basic skills like Counterattack suddenly become all flippy and flashy. I think that each type of skill should have three animations. A more awkward/simple one at low ranks, a normal one at medium ranks, then the flashy animations at high ranks. Dual Gun Mastery could affect the animation overrides for other skills.

[spoiler=""]
[Image: http://wiki.mabinogiworld.com/images/5/54/Dual_Gun_Mastery.png]
Dual Gun Mastery
Design: Control skill for guns.
Reality: Works.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/f/f4/Flash_Launcher.png]
Flash Launcher
Design: Gunner version of Smash, gets up and close to perform a strong attack.
Reality: Works, but the training is bad.
Changes: Speed up the training.

[Image: http://wiki.mabinogiworld.com/images/3/3e/Gun_Ballet.png]
Shooting Rush
Design: AOE attack that dashes across enemies, damaging them.
Reality: Works, but is spammed due to being the most effective attack with a short cooldown.
Changes: Increase the cooldown, sorry. 12-9 seconds (scaled over rank) should work. The training is mostly okay for what the skill is, since you get increased training for multiple enemies and it's intended for use on groups... but with the increased cooldown, training points should increase as well.

[Image: http://wiki.mabinogiworld.com/images/a/a0/Bullet_Slide.png]
Bullet Slide
Design: Back away from an enemy while damaging it.
Reality: Works, but locks you for too long afterwards unless manually canceled. Also the skill is really slow to train.
Changes: Push the player further, faster, and reduce the lock time. Speed up training since it has a long cooldown at low ranks. What else could make this skill more useful while still keeping it as an escape type of skill? Should it drop aggro from that target via the confusion (sudden low slide and distance)? I'd totally use it if so.

[Image: http://wiki.mabinogiworld.com/images/c/c8/Bullet_Storm.png]
Bullet Storm
Design: Fire rapidly at a group of enemies in front of you for damage.
Reality: Uses tons of bullets and leaves you locked down for a few moments, only hitting things really close to you.
Changes: Bullet use needs to be lowered to 2 per target to keep it in line with other skills. The skill should also stun enemies for 2-4 seconds after finishing to give the player time to recover (and to give it a little CC). Also needs better training. The range should be increased (from 300-350) to 400-600, increasing evenly over the ranks.

[Image: http://wiki.mabinogiworld.com/images/7/7f/Grapple_Shot.png]
Grapple Shot
Design: Hook onto an enemy and yank yourself to them to shoot them.
Reality: Bad in pretty much every way. The minimum range for using it is annoying, the maximum range is way too short for being a hooking skill, you can get attacked by your target on the way, and once you reach them you do a single shot that doesn't even stop them from immediately retaliating.
Changes: The minimum range needs to be cut in half and the maximum range needs to be increased from 1000 to 1500. The enemy targeted needs to be stunned when hooked and the attack that hits the enemy at the end needs to stun as well. Also the training is beyond horrible. Should slow down the monster by 10-25% for 4-10 seconds.

[Image: http://wiki.mabinogiworld.com/images/9/98/Reload.png]
Reload
Design: Reload your guns. Automatically executes when out of bullets in some situations.
Reality: Works, but won't get canceled by trying to use another skill, so if you run out of bullets and try to load Counterattack you'll often just stand there like an idiot until the enemy whacks you in the face. Cancels whenever you're hit by anything even if it's weak.
Changes: Should cancel into other skills like Counterattack and Windmill. Training is slow, reloading while empty should count for more and have more total uses. Should be able to finish reloading unless knocked back or down.

[Image: http://wiki.mabinogiworld.com/images/b/b4/Way_of_the_Gun.png]
Way of the Gun
Design: Buff yourself with infinite bullets, forced crits on normal attacks, and increased attack speed, cools down other gun skills.
Reality: Works, though cooling down the existing gun skills when activated doesn't seem too useful. Would a buff to halve the cooldown of other guns skills while this is in effect be too much? It'd allow temporary spamming of skills again while active.
Changes: [/spoiler]

- Ninja
The art of convincing people you didn't cut them when you really did. Has a lot of unique and control skills that could be pretty useful... if people could train them reasonably. Also can we please get Ninja's KR updates?

[spoiler=""]
[Image: http://wiki.mabinogiworld.com/images/e/e7/Shuriken_Mastery.png]
Shuriken Mastery
Design: Control skill for normal attacks.
Reality: Works.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/0/05/Shuriken_Charge.png]
Shuriken Charge
Design: Charge up and launch a damaging attack at an enemy.
Reality: Slow to charge and the targeting system is unlike other skills, needing a target ahead of time.
Changes: You should be able to click a target after charging has already started in order to attack it. Also training needs to be better.

[Image: http://wiki.mabinogiworld.com/images/f/f1/Shadow_Cloak.png]
Shadow Cloak
Design: Drop aggro and hide for a few seconds, launching an attack when you reappear.
Reality: Useful skill, though the damage seems a little low for a special skill and the cooldown is a bit long.
Changes: Increase the damage to 90-150% and reduce the cooldown to 40-30. Also fix the training.

[Image: http://wiki.mabinogiworld.com/images/c/cd/Explosive_Kunai.png]
Explosive Kunai
Design: Set explosive traps that damage and slow enemies.
Reality: The slow effect is so short-lived that a lot of people I've mentioned it to didn't even know it existed.
Changes: The slow debuff should last 5-9 seconds depending on rank. Also better training.

[Image: http://wiki.mabinogiworld.com/images/4/49/Kunai_Storm.png]
Kunai Storm
Design: AOE attack hitting enemies in range four times.
Reality: Works.
Changes: Better training.

[Image: http://wiki.mabinogiworld.com/images/7/74/Smokescreen.png]
Smokescreen
Design: Area debuff lowering enemy defenses.
Reality: Potentially increases your end damage by up to 20. Points. Flat. If you even rank this skill. Also won't fire off if you click an enemy directly with it.
Changes: Should reduce protection in addition to defense. KR's version reduces 3-7 prot and that seems fine. Also training needs to be increased by debuffing multiple enemies at once. Right now a whole group could be debuffed and it only counts as one. Also make it work if you click on an enemy directly.

[Image: http://wiki.mabinogiworld.com/images/5/52/Shadow_Bind.png]
Shadow Bind
Design: CC skill that temporarily halts enemies around you.
Reality: Works well in parties, but only starts becoming useful for yourself at like rank 5.
Changes: Increase the binding time (from 3-5.5) to 4-8 depending on rank, and increase the cooldown (from 18-10 seconds) to 30-20 seconds so spamming it doesn't keep things still forever.

[Image: http://wiki.mabinogiworld.com/images/8/8c/Sakura_Abyss.png]
Sakura Abyss
Design: Charge up a large AOE multi-hit attack with a long cooldown.
Reality: Works, but takes so long to charge that it relies on broken CC from other skillsets to fully execute.
Changes: Greatly increase the charging speed by lowering the time per charge (from 1 second) to 0.3 seconds.[/spoiler]

- Hidden
The art of getting peanut butter in somebody's chocolate.

[spoiler=""]
[Image: http://wiki.mabinogiworld.com/images/9/9d/Study-_Potion_Lore.png]
Study: Potion Lore
Design: A passive chance of a buff to potions and reduction in potion poisoning.
Reality: A small chance of a huge buff on potions means it's unreliable. When you drink potions normally you're either drinking just the one you need (in which case if you expect the base a buff is wasted), or spamming a few of them to refill whatever (in which case you don't get even refill per hotkey).
Changes: Instead of a chance for a refill, the skill should grant you a constant smaller buff. Right now, over a lage period of time you'll get 137.5% Instead, buff the skill a bit to a constant 150% effectiveness at rank 1.

[Image: http://wiki.mabinogiworld.com/images/7/79/Spider_Shot.png]
Spider Shot
Design: Shoot a web onto enemies to hold them still and have other attacks deal extra critical damage.
Reality: Works, but requires making the traps in order to rank the skill. This was previously determined as something players simply did not want to do, so the traps were put into NPC shops... but you still need to make them in order to rank the skill. Even if you do buy them from NPCs, they're 10K per a stack of 10. And 1K per shot of a skill is kind of a heavy price to pay for normal use. Also it won't put you into combat mode and target what it's used against if you didn't have it targeted ahead of time.
Changes: Decrease the cost of the traps to 100 gold or less each. Make the skill target the target properly.

[Image: http://wiki.mabinogiworld.com/images/7/75/Doppelganger.png]
Doppelganger
Design: Kill enemies for souls, then do a multi-hit attack on one enemy.
Reality: Despite being a physical attack, it deals flat damage and is not based on your character, only the skill rank. This means it scales horribly with the player.
Changes: Make Doppelganger a percent damage skill like everything else. Each hit should do 30% (x5, 150% damage) at rank F, up to 80% (x7, 560%) per hit at rank 1.

[Image: http://wiki.mabinogiworld.com/images/4/44/Berserk.png]
Berserk
Design: Become temporarily enraged, gaining a strength bonus and advanced heavy stander while losing your defenses.
Reality: The stat bonus only applies fully to melee (half effectiveness to gunner/ninja/puppetry and none to other skillsets), is subject to the stat cap, and the loss of defensive bonuses means the advanced heavy stander won't keep you standing long.
Changes: Berserk should grant raw physical damage (up to 64 max at rank 1) and your defensive stats should be halved, not reduced to zero. The skill should grant you the inability to die while active, leaving you in whatever deadly state you're at when it concludes.

[Image: http://wiki.mabinogiworld.com/images/b/bd/Counter_Punch.png]
Chain: Counter Punch
Design: A counterattack fighter skill that starts a chain. Is strongest when timed perfectly.
Reality: Works if you use it quickly, but the damage drags down too quickly to deal with latency. Also training is too reliant on RNG after normal uses have completed. The skill doesn't actually chain if the enemy waits too long to hit you, which is often outside of the control of the player. It also doesn't actually target the enemy that triggers the counter. And in addition to all that crap, if you're hit while it's loading it'll go into cooldown despite not activating.
Changes: The damage should not reduce for the first two seconds, after that it should decay. Increase the total training counts for using the skill at each rank. Make it so the skill always starts a chain even if hit late. The skill needs to actually target the enemy it hits. Prevent it from going into cooldown if it doesn't trigger.

[Image: http://wiki.mabinogiworld.com/images/6/65/Shockwave.png]
Shockwave
Design: Defensive skill for mages, sends out a pulse of damage to hurt and stop enemies at the cost of a percentage of MP.
Reality: Works for self-defense, does acceptable damage, but costs too much MP. It actually penalizes higher-ranked mages because it eats more MP for them than others. There should not be a downside to higher stats like that.
Changes: The MP cost should be flat amounts like normal spells. 30 MP per use too low?[/spoiler]

- Crusader
The art of using the power of friendship. While mainly intended for raids, the skills could actually be pretty useful elsewhere. It's annoying to respec the points any time you're on a different role, so a "max points" button would help.

[spoiler=""]
[Image: http://wiki.mabinogiworld.com/images/f/f5/Shield_of_Trust.png]
Shield of Trust
Design: Generate shielding for you and two allies, granting defenses and additional bonuses.
Reality: Works.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/5/57/Giving_Heart.png]
Giving Heart
Design: Increases the range at which you can shield allies.
Reality: Works.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/e/e8/Healing_Hands.png]
Healing Hands
Design: Restores some HP to you and allies you shield.
Reality: Restores HP before any wound restoration, meaning it could heal 0 HP even if shielding restores wound due to Recovering Touch.
Changes: Change Helping Hands to trigger after Recovering Touch.

[Image: http://wiki.mabinogiworld.com/images/0/0f/Magic_Dampening.png]
Magic Dampening
Design: Grants additional magical defenses while shielded.
Reality: Rather weak even at max.
Changes: Double the max bonuses (from 15 Mdef / 15 Mprot) to 30 Mdef / 30 Mprot.

[Image: http://wiki.mabinogiworld.com/images/f/f7/Guarded_Footsteps.png]
Guarded Footsteps
Design: Grants increased movement speed for you and your allies while shielded.
Reality: Allies have to be nesting in your armpit hair for the training to count. Seriously, within 35cm? East coast position last is at least triple that distance.
Changes: Double the max range at which you can protect allies for training.

[Image: http://wiki.mabinogiworld.com/images/b/b4/Recovering_Touch.png]
Recovering Touch
Design: Restore a percentage of wound damage for you and your allies.
Reality: Works off of total percentage like First Aid, so it works very well... if you have it. Clearing four weekly orders is difficult and likely to take over a month (due to the ring drop rates).
Changes: The unlock should be changed to two weekly orders cleared, if not one.

[Image: http://wiki.mabinogiworld.com/images/7/77/Celestial_Spike.png]
Celestial Spike
Design: Generate spikes on enemies, slowing them down and dealing damage over time.
Reality: Works, but has flat damage and does not scale at all, despite being a magical attack (using MP and being reduced by Mdef and Mprot).
Changes: Have the skill's damage take your Magic Attack into account.

[Image: http://wiki.mabinogiworld.com/images/4/42/Weighed_Conscience.png]
Weighted Conscience
Design: Makes the slow effect work on targets near the initial one.
Reality: Not too useful of an effect, and has a tiny radius.
Changes: Increase the radius (from 50-330) to 200-500. Perhaps add or change effects, suggestions?

[Image: http://wiki.mabinogiworld.com/images/f/fb/Deepening_Trust.png]
Deepening Trust
Design: Restores some MP to yourself when you spike an enemy.
Reality: Restores a pitiful amount.
Changes: Should restore 10 per level, like Holy Vitality does.

[Image: http://wiki.mabinogiworld.com/images/d/d7/Spreading_Faith.png]
Spreading Faith
Design: Increases the range you can spike from.
Reality: Works, but isn't a large increase.
Changes: Increase the range bonuses (from 10-210) to 110-310.

[Image: http://wiki.mabinogiworld.com/images/f/f4/Wounding_Soul.png]
Wounding Soul
Design: Increases the base damage of Celestial Spike.
Reality: Works.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/5/50/Sinful_Thorns.png]
Sinful Thorns
Design: Causes enemies near the initial spiking target to take damage over time as well.
Reality: The shared damage over time is too tiny to matter.
Changes: Change it (from a flat 1-35) to 10-30% of your spike damage.

[Image: http://wiki.mabinogiworld.com/images/6/6a/Judgment_Blade.png]
Judgment Blade
Design: Summon a huge blade and slam it down for large damage.
Reality: Works.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/b/b4/Stronger_Power.png]
Stronger Power
Design: Increases the range of your blade.
Reality: Works. Increases the angle/width at levels 6 and 11 which helps on groups.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/8/81/Binding_Needle.png]
Binding Needle
Design: Increase the amount of time Girgashiy is bound for.
Reality: Works, but is a little low.
Changes: Increase it (from 0.1-1.5) to 0.1-2.5.

[Image: http://wiki.mabinogiworld.com/images/0/0d/Breaking_Lies.png]
Breaking Lies
Design: Grants additional apostle defense reduction to your blade.
Reality: Not enough of an overall increase when fully leveled.
Changes: Increase it (from 0.2-3) to 1-7. Also make it work up to 3 prot on non-Girg mobs.

[Image: http://wiki.mabinogiworld.com/images/c/c1/Christening_Blades.png]
Christening Blades
Design: Increases the damage your blade deals on a critical hit.
Reality: Works.
Changes: -

[Image: http://wiki.mabinogiworld.com/images/3/35/Holy_Vitality.png]
Holy Vitality
Design: Restores some stamina when you blade something.
Reality: Works.
Changes: -[/spoiler]

54,000 characters later: owmyhands.
  • Tropa wrote on 2016-08-05 22:54
    Right, the main thing with the Alchemical and Eemental masteries is how Watercannon's and Flameburst's damage formulas work, the masteries would work fine if they they remove WC's and FB's useless "Additional Damage" and either apply the bonuses to to the base damage or final damage.
    [SPOILER="nexon math pls"]
    [Image: http://puu.sh/qrdeU/a470d3560b.png]

    [Image: http://puu.sh/qrdaH/4be5f4554c.png]
    [/SPOILER]
  • Daakun wrote on 2016-08-06 07:59
    Quote from Rydian;1297302:
    Shockwave
    Design: Defensive skill for mages, sends out a pulse of damage to hurt and stop enemies at the cost of a percentage of MP.
    Reality: Works for self-defense, does acceptable damage, but costs too much MP. It actually penalizes higher-ranked mages because it eats more MP for them than others. There should not be a downside to higher stats like that.
    Changes: The MP cost should be flat amounts like normal spells. 30 MP per use too low?


    Bah, not even. It locks you in place for longer than it stuns.
  • Rydian wrote on 2016-08-06 08:21
    Quote from Tropa;1297303:
    Right, the main thing with the Alchemical and Eemental masteries is how Watercannon's and Flameburst's damage formulas work, the masteries would work fine if they they remove WC's and FB's useless "Additional Damage" and either apply the bonuses to to the base damage or final damage.
    [SPOILER="nexon math pls"]
    [Image: http://puu.sh/qrdeU/a470d3560b.png]

    [Image: http://puu.sh/qrdaH/4be5f4554c.png]
    [/SPOILER]
    How would you word that?

    Quote from Daakun;1297325:
    Bah, not even. It locks you in place for longer than it stuns.
    I don't know how it used to behave, but nowadays it's a knockdown and you get control before they get back up.

    [Image: http://i.imgur.com/xdYl2zI.gif]

    [Image: http://i.imgur.com/rHkxUdv.gif]




    Changes to the suggestions so far...

    - Suggested tailoring manuals be available from fishing.
    - Added the suggestion for a minigame to carpentry.
    - Added the suggestion for Cleric to be able to make Holy Water.
    - Added the suggestion to change the gold-based training of Synthesis.
    - Changed Vivace to mention attack speed buff too.

    - Clarified that flour purchases should be available from normal NPCs for gold.
    - Clarified "container" stats on Taming to be HP/MP/SP.
    - Clarified that egg thing that higher-tier eggs can be replacements in copies of existing recipes with higher stats.
    - Clarified Lance Charge's use of "finish".
    - Clarified Blaze's targeting suggestiong, using Focused Fist as the example.

    - Typos and more typos.
  • Konrad wrote on 2016-08-06 08:25
    That's a great wall of text there and I promise I'll read it all eventually, but who's that suggestion aimed at? Because Nexon doesn't care, developers don't know English and players can't do anything despite willing to help. At this point, the only solution I see is trying to make a similar game on our own, which still is very unlikely.
  • ironwoman wrote on 2016-08-06 19:26
    I'll give in a few cents regarding archery considering my archery status in game.

    Archery isn't a bad skill set. In fact, it still serves the purpose it's supposed to fill: a long range attack that is safe (in fact, the longest attack possible). Its biggest flaws? Misses, which is often dictated by your connection as well. And this one isn't necessarily a flaw, but a problem with archery is that many people don't view it as worth it because of how much fucking resource this skill set takes, and seemingly little return. Personally, I think archery has a great return, just not for its immense costs, and it's evident in Elven archery. Not because Elven archery is bad (in fact, I think it's strong), but rather it seems like the boost you get for being an Elf and being shafted in many other things is not really that outstanding, despite you having to still invest a fuck ton.

    Personally, I think Magnum Shot needs to be buffed. It's definitely not weak, it's a strong skill, but only in the late game. I think giving 5% and 10% damage buff to Human/Elf magnum shot in relative to the skill multiplier is good, and this is to give archery users some breathing room in the earlier stages of the game, and more rewarding than it is right now to have the skill usage be more satisfied. Also, humans having 1 second cool down instead of 1.5 second would help a lot too (especially in the early game). But more importantly, the aim rate scaling with ranged attack rank would be a significant buff. It doesn't have to get the full aim attack speed that ranged attack gets, but partial is good enough and will make the skill better to use (the same can be said about crash shot).

    Crash Shot also deserves attention. Right now, the biggest problem is its effective cool down, which is worse than before dynamic combat patch. Another problem with this is that it doesn't give Elves advantage. Sure, they have better cool down early game, but what about late game? Even for humans, it's a pretty long cool down, but humans still have AoE with generally higher damage due to naturally higher max thanks to masteries, as well as higher stats in the relative AoE skill sets in general. The cool down should be 7/6 from rank F to A for Humans/Elves, 6/5 from rank 9 to 6, 5/4 for ranks 5 to 1. And as mentioned with Magnum shot, the skill should get aiming bonus from ranged attack rank.

    Last but not least, Mirage Missile and Final Shot. Mirage Missile's such an abysmal skill that you forgot to include it, but I don't blame you as I can understand why you forgot to include it. The problem with Mirage Missile is that without slow, this skill is useless, and even with slow, it's not very meaningful. So what can we do? We can make it scale better. Right now, the damage formula is Base Damage + (Int / 5 + Dex / 3). My proposed formula is this: Base Damage + Damage enchants + (Int / 3 + Dex / 3). The duration can be shortened to 20 seconds, but ticks every 2 seconds, and with each tick the damage is increased by 10% additional damage, up to 100% more damage. This should give Elf beginners early breathing room as they don't really have safe AoE clears, and able to scale this skill well into the late game with damage similar to Hydra. As for Final Shot, it's actually in a pretty good place, but needs a few tweaks. One, remove the god damn load time. After dynamic patch, I can't see why this skill has a loading time. Two, have better reforge scaling. I would even go out of the way to say have the respective reforges match that of Final Hit (or tone Final Hit's reforges/ratios down).
  • Rydian wrote on 2016-08-07 01:25
    What sort of change, exactly, should Magnum Shot get? Aiming is an issue but it shouldn't be fast enough to be spammed with little to no cost because it's a ranged Smash equal and could unfairly pin things down too easily. Aim speeds are difficult to put into numbers... how about if magnum aimed at 75% the speed of your current rank Ranged Attack?

    Mirage Missile does need to tick a bit faster at least, 2 seconds sounds right. The increased damage is eh though, the damage adds up over time on groups and it shouldn't be too big of a percent increase of normal attacks.

    Final Shot I've got at R5 on the elf, and yes that loading time needs to be removed. I think the mac duration is low, it's 10 seconds less than Final Hit, and you spend a lot of that time loading/aiming as it is.


    - Added Mirage Missile and Final Shot suggestions.
    - Added the cooldown decrease suggestion to Crash Shot, but an even 6-4.
    - Added suggestion from Legiathan to make a "spike map" overlay sort of like how we have flight maps, but for marking where you cannot place Barrier Spikes.
    - Added suggestion from Legiathan for master titles of production skills to increase the minimum quality. Because if you're actively the master, even your quick crap will look better than the store stuff.
    - Added the suggestion to remove the restriction on treasure dungeon entry.
    - Added a suggested stat boost multiplier to Taming Wild Animals.
    - Added the suggestion for Fusion Bolt involving Icebolt to be rechargable.
    - Added the suggestion to reduce the stamina drain on Spellwalk.
    - Added the suggestion to Thunder to allow gear swapping.
    - Added a mention to once again try to fix the net effect of casting speed upgrades.
    - Added a range/depth upgrade for Bullet Storm.
    - Added a note to Counter Punch that it should always start a chain.
    - Added suggestion for Deepening Trust to restore as much as Holy Vitality.

    - Changed the Hailstorm suggestion to reduce down time and layer charge time instead of initial loading time.
    - Clarified on how Smokescreen's training could be sped up.
  • bob wrote on 2016-08-07 02:41
    Some useless opinions:

    Crafting skills: already said, needs more recipes/more useful items.
    Gathering skills: higher ranks should provide bonuses/rewards/more items to scale with the crafting counter parts.
    Fishing: Mini game needs to scale harder and have less RNG; skilled fishermen should have higher chances of getting rare items/books while afking fishing is still RNG like it is right now.
    Trans mastery: it's "fun" but why doesn't it allow players to access skills the monster and player both have? Slap some damage onto it or make dream catchers special upgradeable and this could actually be a decent offensive skill?

    Archery skills: it's in combat tab... why cant you load archery skills during combat animation e.g. counter/wm
    [spoiler=??]
    [Image: https://puu.sh/oWucH.jpg]
    [/spoiler]

    Hailstorm: y u no spellwalk-able and slow? It'd actually be a decent kiting skill on alban mummies.

    Battle Alchemy: some skills needs to scale and chain cylinder cd needs to go the hell down.

    Fighter: useless late game, needs defense mechanism against pings since getting pinged on first chain skill renders you useless.

    Puppetry: Puppet survivability needs a bit of scaling or buff

    Grapple shot: mobs being able to cancel the skill by hitting you renders the skill useless; needs priority, less displacement.

    Ninja: how do you call yourself a ninja if you get spotted by the entire map before hitting anything?
    damage is pretty good but the range makes the name of the skill set redundant.
    smokescreen needs massive buff while sakura abyss needs cd lowered for a skill that requires so much set up.

    Spidershot: is the trap requirement even needed? Nobody even uses this skill lol.
    Berserk: should get bonus max/min that scales off your str. Flat str is kinda useless end game.
    Counter punch: i don't even.

    Magic dampening: should just be mprot/def+ a small % magic damage reduction if it is to be used for what i think they want us to use it for.

    spike sub skills exist???

    p.s. charge minimum distance reforge exists.
  • Honey wrote on 2016-08-07 03:49
    "The art of getting peanut butter in somebody's chocolate."
    lol??? this thread made me giggle more than it should have. like the ideas tho
  • Tropa wrote on 2016-08-08 04:30
    Quote from Rydian;1297327:
    How would you word that?


    What do you mean? Like how would I rewrite the damage formulas? as it stands the masteries only effect a tiny amount of damage thats not effected by Critical damage or Stack count.

    Probably like this

    Quote from bob;1297344:
    Battle Alchemy: some skills needs to scale and chain cylinder cd needs to go the hell down.


    Having the cooldown to scale down depending on how many charges were added would be nice, instead of a solid 10 or so second everytime.

    I'd like Golden Time to decrease Chain's cooldown while active, that'd make the Golden Time title pretty sick.
  • Konrad wrote on 2016-08-08 08:21
    Keep in mind that most of broken OP skills that ignore mabi's basic combat mechanics just counter equally broken mobs who were there first. The real problems with this game lie very deep inside.
  • Slayerj wrote on 2016-08-08 17:32
    Quote from Konrad;1297363:
    Keep in mind that most of broken OP skills that ignore mabi's basic combat mechanics just counter equally broken mobs who were there first. The real problems with this game lie very deep inside.


    [SPOILER="Small rant/reply"]And even this is brought on from them throwing stats at us like it's no tomorrow. We need to do something about the massive stats we have. Ranking skills gives us some stats, talents then give us even more stats ontop of that, talents also let us get more level up stats that help with our current talent, that then help, most of the time, with other skills. Add in broken reforges, powerful artisan upgrades, and the newest OP enchant and you have current Mabinogi.

    Let's bring up the lackluster mod AI too that can't handle anything outside of close combat for the most part that's just the same copy and paste rush or defend AI and everything becomes bland and dull. The game becomes a race to the finish for the best reward because all we want to do is raise our level to raise our AP to raise our stats even more.

    Balancing skills is just a small part of fixing this game, and even then not everything will be 'viable' by some people, but at least they'll be usable by others. *Glares at taming monster skill*

    Oh, and also REMOVING ADVANCE HEAVY STANDARD FROM ANYTHING THAT ISN'T A HIGH END BOSS LIKE THE RAID BOSSES. That's just pure bull shit and shouldn't EVER be a thing.[/SPOILER]

    [SPOILER="Small range idea"] Let's make range like water cannon! There should be a % you don't miss at depending on how far away you and the rank of the skill. On top of this, to keep the 'safe' aspect of range usable and balanced there should be a small reward for going well beyond that point. Here's what I mean. Say you're rank F range with a long bow. You're at the max distance away from the target. You're aim percent you need to hit before you DO NOT MISS, is 75%. At this point you will not miss but will do reduced damage and slightly reduced stun. At 90% you'll deal full damage and full stun. For every point past 75% you get closer to your normal damage and stun, for every point past 90% you get a small increase in damage. Now then, if you get really close to your target with the same set up, your percent that you won't miss at will change to 50%. Now you'll deal GREATLY reduced damage and almost no stun this close to your target to prevent you from spamming. However, you'll gain your full damage at 80% and get a higher bonus for reaching 100% than you would if you were further away.

    The main problems with this idea and current archery are lag. Displacement would ruin you half the time and that's a normal issue with this game.

    The other option is to simplify the system but make normal archery slower. Instead of waiting for percents to go up, you wait x number of seconds with small changes depending on distance. Example: waiting a full .7 for lower damage and stun and 1.5 seconds to get to your normal damage at max range with 2.7 seconds for a small bump in damage. An indicator could be over your head on the skill icon that lights up for each one you're at with the entire skill bubble flashing when you're at the 2.7 mark.[/SPOILER]

    Binding Needle should have an effect outside of raids too, maybe make spikes last a short amount of time longer on non raid mobs?

    Same thing for Breaking Lies, though with a name like that it seems suited to just work on Gigy. How about a 1-4 increase on non raid mobs?

    I had an idea for alch that would make it sorta like a 'combo' skill set with effects that would even work with normal magic but...eh.

    As for mana crystal, I say make the crystals a 1 second charge with a cooldown of 10 seconds or something. It'd also be nice if we could make new mines using them. Ice mines changed to be stronger and allow for hitting mods with their defenses increased while frozen, fire for either a small burn over time or just a massive large range area hit, and lighting for stun for a shorter time than ice but without the increased defenses.

    I feel like Handicraft should be a 'linking' skill. That helps out with blacksmithing, tailoring, and carpentry to make them easier as well as being needed for some things you make with them. Like, and this is a lame example, you make a 'fine sand paper' and 'wood chisel' to use with carpentry to make base puppets and handles. This could then add minigames for each. Even 'finishing a bow' with the sandpaper for an extra touch up to it after you're done with the basic shapeing mini game (which should be a thing)
  • callback wrote on 2016-08-08 19:54
    Just some small thoughts where I disagree or have additional ideas:


    Campfire: Is good enough just as a bonus to enchant burn success. Maybe reduce it to 3 firewood needed tho, since finest burn fires can be a hassle to make.

    First Aid: Is a joke now that SoT has replaced it so handily. Maybe if sitting instead changed it to also heal health for the wound recovered. Thematically the sitting works well, just not mechanically. I'd like to keep some bonus there.

    Cooking/Catering: Bypassing stat cap for normal stats is a no, especially based around how players above a certain point prefer to ignore stats since they know they can cater to cap (too much re-gearing if it bypassed) but maybe have the HP/MP/SP count the way transformations do and bypass. the main bar is the effort/inventory, which is why everybody just uses Barry's hot chocolate. If we could cook in stacks it would help a ton. After all, it's easier to cook a massive portion of a single thing than it is to cook a single portion of a massive number of things.

    Handicraft: See mining

    Herbalism/Potion Making: Events have rendered them obsolete. We have too many massive stockpiles of 500 and 1k S-types. You would need to massively rebalance the recipes as a whole and have each craft yield multiple. Maybe add in better combo potions up to 500 instead of 50, and make new potions with unique combat effects. Right now the skill is useless outside of quick access to secret shops.

    RNG crafts: Add a UI to allocate points into the craft. Have the RNG roll give you a number of points to spend (up to 10x number of stats rolled) and a cap (between 50 and 100%). higher rank still gives higher rolls, and better minimum rolls on the cap. Now you can spend the points into each stat to distribute it as you wish, up to the cap you roll. Each point is worth 10% of whatever max roll for that item is now. The crap rolls become a bit less crappy when you can at least somewhat salvage it by allocating the points towards the desired stats, even tho you might get hit by a lower cap on them for that individual attempt. At least it's not a minimum roll.

    Gathering skills: Already fine. The speed increase they give is insane. We don't need wool quality or any of that, it's plenty just to have sheep explode all over Tir when you click them.

    Mining: Change Cuilin stones to no longer be alch, but be universal components of handicraftable repair kits. Low-grade = 90, Common = 95, fine = 97, finest = 98. Remove these from RA tasks. Other materials needed to make the kits would be appropriate difficulty materials from the related disciplines. For example, clothing repair kits would use 1 each of that quality fabric and silk, as well as a thin thread, braid, tough string, or tough thread for the 4 quality kits.

    Exploration Mastery: Seriously, enough with the paid crap. And what even is the point of the master title or treasure hunter 2nd title? Dungeons pop up nearly every explore if you DO have talent just at r1, so what bonus is it giving? Maybe have the paid talent sometimes proc to reveal the correct switch in the 2nd room, but let everyone use the dungeon always. Using perma-hunter alts to farm bullets is slow and boring. My alts are weak.

    Mirage: DOES take damage range into account. They patched that in during the renovation I think.

    Final shot: No. It's the reason Korean elf archers are OP. They can magnum spam at an insane rate for way too much DPS with this.

    Human archery: We need a new skill. something like:

    Hawk's Eye: Temporary buff skill: Adds a loading time to all archery skills, but guarantees all shots will hit. Reduces cooldowns by 2 seconds while active (magnum's load time stands in for the cooldown during the skill anyway, and avoids crash spam)

    MAYBE elf could share it too? I don't know.


    Lance counter: Maybe make it into just a passive buff to regular counter when using lances? Make counter usable with lances.

    Charge: Let humans do it without reforge or shield if they have r1

    Rage Impact: Already really good as a Girg support skill. For solo play maybe instead of stun have it do a sand burst-style aggro reset on things hit. Not stunned but won't re-aggro for a longer moment. Call it a fear status.

    Bash: Don't cut the damage. Fix double bash, and change the way the combo system works. Have the initial hits deal lower damage (325 350 375 400) but make hit 5 do MUCH more damage than the rest (800? 900?), but also force knockdown if applicable, and reset the combo. It's meant to be a high sustained DPS alternative to smash for mainly bosses. Slowing the rate of fire to single bashes and adding a knockdown to prevent infinites on tanky trash mobs does that. It's OP for the moment, but we can fit it into its intended niche instead of just nerfing it. Removing double bash already cuts the damage in half. You don't need to cut THAT in half again. Properly geared giant lance smash is already technically capable of beating bash where the piercing is relevant. Melee still need to be able to compete with other talents' boss DPS. Effectively deleting bash (as you suggest) is NOT the way to go on that.

    Heavy armor mastery: Should give humans less dex cut. Match giants.

    Gold strike does not work. It takes longer than a 15-charge sakura abyss to fully load, and for what? 10k on a CRIT? Plus it's down to RNG whether or not it even splashes, despite a tiny range when it does. Reduce load time to 0.1 seconds. Make splash chance scale up with charges used. Add a lure effect that causes mobs to drop aggro and run towards the point of impact, assassin's creed style, based on their CP versus the charges used. Now we have a real utility skill.


    Hail Storm: There was a bug at one point that made the charges load twice as fast with little down time. It was a good skill during that bug. Whatever that was, just use that as the real skill. Maybe allow it to be spellwalked at half of your spellwalk speed (still double mana over time drain so big).

    Fusion: Can't be rechargeable. Fire/ice would become as strong as chaincast fire (actually stronger considering the skill bonus plus icebolt damage added on) while allowing far stronger magic weapons as a base.

    Mana shield: Un-nerf a bit or at least fix. Setting you to 0 def/prot is a HUGE loss. It's never worth using outside of field bosses with 2k+ damage attacks. Make it a fixed def/prot penalty based on rank, maybe. Lose 100% at rank F but only 50% at rank 6? FIX OVERFLOW DAMAGE Right now, suppose you take a 100 damage attack with 1 mana left. Your defense would normally reduce that to 1 with shield off. With shield on, you take 99 to the face.

    Blaze charging never made sense. Originally you could release it and it would auto-fire at the nearest enemy. Now you have to click while holding it to fire, but you don't need to click ON anything. You CAN technically click on a mob to fire but it's hard to hold the hotkey and ctrl-target. Change it to start charging with a press instead of needing to hold, and cancel as normal with other skills. Then just let you normally ctrl target to fire.

    Spellwalk is also commonly used for chain firebolt kiting, eating the mp penalty. Master title removes the penalty but nobody uses it because meteor is so much more valuable. I think it's ok being niche. Buffing it might make it overpowered. You're free to chug S pots if you need to sustain it as-is.

    continued...
  • callback wrote on 2016-08-08 19:55
    Frag is good, but expanding the list would be nice.

    Synth is already god for ingots, but more "fun" recipes like that would be appreciated. More reliable ways to beat RNG and get a stupid pirate suit so I can finally wear cub as a 10-year-old and share between different gender characters also appreciated. The RNG is killer, and you end up using semi-rare fished outfits as fodder because of their "value".

    Mana Crystal: It gives MP. I like MP. I ranked it for the MP. Decrease load times and you can have utility in throwing ice spears out of a guard cylinder. That would be enough.

    Rain: Don't complain about training. I r1ed it with novice water cannon with almost no effort. You just need to use finish rule. It's not hard and not that grindy.


    Golem: Fix AI with guard cyl. Yes. Maybe allow it to inherit some of the player's combat stats when directly controlling. Remove cooldowns since it still has load times.

    Elemental masteries: You forgot that they also increase ewave's "marble" bonuses to 150 stat and 10% CDR at r1.

    Life drain: Damage portion scales off missing health anyway, and is a great invincibility bypass. Increasing the healing might be ok tho.

    Hydra: It's still already the one alch skill REALLY worth using because of it's invincibility bypass and non-aggro damage. It's pure boss cheese, and in situations where you do want to fight legit the magic shred helps a ton too (especially if lightning rod is part of your boss cheese)

    Fighter: Needs more damage as a whole.

    Tumble: should be useable out of hitstun and briefly drop aggro, to give it a real use and give fighter a bit more reliability if they end up multi-aggroed.

    Chain Mastery: I was the opposite. Everything else F and chain mastery 1. It gives buttloads of will for cheap AP.

    As for buffs, I like bob's idea. Fighter is meant to be the safe reliable 1v1. Give chain mastery a ping bypass stat.

    SSK: No. Do not nerf. Buff. Make daze guaranteed at r1. It's our only saving grace against the terror or Master Lich. Leave our Master Lich destroyer alone.

    Pummel: The slow beatdown is really good when it applies since the enemy is immobile and allies can freely damage it. It's fine for that. Maybe add a standing version for mobs that are immune to the knockdown with iframes for the player doing it.

    FF: But muh falcon paunch...

    Respite: Buff to percentile SP good. Timing restriction nah. Keep the debuff but change it to MP-only, and drain half of your remaining instead of 10% max. If you're on a Merlin or something you're typically meditating or something sacrificing stamina for MP, so getting back such a large amount of stamina but continuing magic should cost. Inspire afterwards if you need, but you can't spend it on both stamina and magic at the same time. You will need to pot eventually for one of the stats.

    Music: Ensemble should copy the leader's success. Easier syncing, leader is free to use r1 scores since they will likely also have r1 playing.

    Composing: Add a master title that allows even higher character caps, or even a nearly-unlimited character cap but a limited duration (2-3 minutes) so you can write short but complex songs.

    Bring back Barry's scores as default magic music effects. I want BTCiSP back, dammit!

    Dischord: Maybe make the slow last a little bit longer? As you said, it's effective, but not something you normally would use. If the initial stun could hit through AHS it would be nice alban CC against cobwebs.

    Lulla: Only if the after-immunity is not permanent. Have it grant a 1 minute immunity buff to mobs instead of being 1 and done forever. Then reduced duration, sure, why not?

    All buffs: Extend duration a ton. There's no reason to need to reapply so often. Having it as a 10 minute buff doesn't hurt anything, it's just convenience and we should have it. Either that or make Tuan actually extend it on cast instead of whatever weird "must be out at whatever invisible time it would have expired normally" crap it is. It's hard to manage and confusing and I end up wasting summon time and I haven't ranked link so I don't want him out in combat and sometimes I need my pegasus anyway because spider poison is annoying...

    Enthrall: Needs more duration. Also needs slightly slower stamina drain. Maybe infinite duration capped by your max stamina? Let it work on passive NPC animals too. I want to play Bremen's Mask theme throughout town with an army of chickens!

    Encore: Needs to give stats per rank. It's a huge drawback currently, making it tied with taming as worst skill. Maybe if it guaranteed a haunting on your next play too.

    You skipped chorus. The regen is ok for mp/sp. I'd like it to allow stacking different song buffs while inside like BFO + vivace, if possible.

    Crisis and smash. Definitely remove enemy iframes.

    Snare: Giving it AoE around the target is good. Like a long ranged puppet shadow bind, tho shadow bind allows you to act, just not to move.

    Don't nerf shooting rush. If you buff bullet storm enough things will balance out. It's already really dangerous since it pulls aggro from everything hit, and it keeps gunner with the combat "flow" it needs.

    Grapple: Actually good. It breaks through counter since it counts as ranged damage, giving you a free flash launcher against them. The end hit DOES stun well. You are right you can't use it aggressively, but that's just combat. Normal attack beats grapple, grapple beats counter. Maybe give it defense piercing too in case you're too far for a flash launch? That's all I can think of. Right now it's counter counter.


    WotG: Mostly it's a final hit so the skill cooldown buff doesn't add much. Infinite ammo does let you storm more things if it's AoE, but that goes into storm buffs (quicker recovery, shorter animation on large groups instead of 1 at a time)

    Ninja: Just give it all the KR buffs (including R-type upgrade buff) and we're good.

    Pot lore: Yeah, a buff like Thursday(?) would be good. The poisoning reduction is... a thing? I have so many event S-types I don't every worry about poison while chugging.

    Spider shot: Re-bug it to work with shuriken again. That was fun.

    Doppel: It does scale. Like alchemy. With stamina. It's a very low scaling. It needs much higher scaling.

    Berserk: What if it granted full knockdown immunity (instead of just 100% ping) and immunity to death while up? Just keep pinging and pinging into deadly, never knockdown until it's over? It adds a desperation use to the skill and some cool scenarios with it. I do like it as max instead of str tho.

    Also no, gun doesn't get half use since it drops your int to 0.

    Shockwave: funny you should mention high stats should not have downsides. Health has always been nothing BUT a downside. Max deadly is half your max health. The more you have the more you need to recover from those 2k+ boss hits. If you had only 50 HP, you can take ANY hit in the game, go deadly, 100 pot, and be full again ready to take another hit. Deadly should have a fixed max of -100 HP.

    On to shockwave, just change it from 10% max to 10% current, and add a significant current mana scaling to it.

    C-Spike: Make it bypass def/prot and invuln. Instant good skill even with the fixed nature.

    Binding Needle: Don't buff it. You forget that it stacks 5 times with multiple bladers in the party.
  • Infighter wrote on 2016-08-10 08:16
    Life skills:

    To most of the production skills

    Having an -entrust to others- option would be nice to have for production services.

    Tailoring and Blacksmithing (and maybe engineering/magic crafts since those also have armor crafting):

    Instead of releasing clothing, armors, wigs, etc 'ready to wear' from gachapon, turn all those clothing/amors into sewing patterns/blueprints/crafting recipe coupons. Therefore people would benefit by crafting materials for training the respective skills. tailoring or other productions would be useful again instead of just ranking those skills just for the stats.

    Engineering & Magic Crafts

    I don't think Engineering or Magic craft needs training amount fixed, I think it gives a bit of a challenge and satisfaction when reaching the r1. However I think they should make it that the higher the rank, the less materials you use to craft something so then you can produce more with less waste of materials.

    ex. if an item requires like 10 intacts 5 mysterious herb powders at the rank you start making them, the higher ranks should cut the amount required by 10% 25% or 30%, etc. so then you end up using 5 intacts and 2 powders instead and have more materials to craft even more.

    As for the RNG rolls. I think title should make the rolls get buffed more to have more consistent chances of better rolls as well 'raise the minimum rolls cap'. Since all that grind for master title just for a minimum chances of rolls is quite lame.

    Handcrafts

    I can't stand how poorly organized the list is, it makes it hard to look for the item I want to craft even more when I used to train it. Also increase the variety of items craftables at higher ranks that could be useful. Possible higher rank items could be control bars of all kinds, dream catchers and such.

    Give it easier item browsing list, give it a chance to make higher quality items (yes, since there are some equipable items like fishing rods, control bars I think there should be something that increases their durability and damage)

    Herbalism

    Make poison, mandrake and gold herb patches on random fields on certain days, during certain times in a mabi day. Or at least farily available in their current locations.

    Potion making

    get rid of 30s and 50s potions and let the 100s and 300s substitute those. Add the 500s and 1k variation to the potion making list so players with 1k hp/mp/stam or above can benefit from potions instead of mass smashing the 100 and 300 potions which oftenly leads to potion poisoning.

    Taming wild animals

    Have this skill have relevant stats per rank so it makes it worthier of ranking. Possible stats could be will+str, luck+will or luck+hp. Also this skill would need better AI controling, desummon option, etc. Else this skill could be used to summon the monsters you have collected from transformation mastery which could aid in some way the lack of interest in this skill.

    Transformation Mastery

    Being able to use the monster's magic/archery skills but obviously by having your own ranked skills respectively.

    Metallurgy

    Give better gem sizes.

    Carpentry

    Make high quality carpentry be less dependant of this RNGesus non-sense with a minigame?

    Exploration Mastery

    Allow people who has earned the 'Treasure hunter' hero talent title to gain access to this dungeon.

    Honestly, I don't think people who just have Exploration mastery or even higher ranked skill deserves to gain access to the dungeon just yet until they unlock Treasure Hunter hidden title by obtaining master on all the relevant talents tied to it or the typical way as rebirthing into a Treasure Hunter hero talent.

    Title should give more chances to see the hints marks in the map and/or extend the time the hints blinking can be seen by +0.5secs

    Commerce Mastery

    Able to unload every item at once and still obtain each training point per X,XXX ducats instead of 1 by 1.

    Artifact Investigation

    Honestly I use artifact investigation frequently and this is what i think it should be added to it.
    Expanding the artifact item list even further to be able to find new artifacts as well chances of finding rarer artifacts worth even more exploration and gold. Adding more exploration books with up-to-date rewards, rare enchants, patterns, recipes, materials, etc. Make Artifact to be actually worth but in exploration exp, gold, rewards. EVERYTHING.

    Title should be made to allow cooldown bypass by 20%, free appraise/restore, higher the appraised value, exploration, gold and chances to restore artifacts.

    Cleric:

    Magic shields

    These should be a buff rather than a standstill and the closer you are from other players, the strongers the shields become by a certain %. It could be good to survive end game monster damage when everyone gets closer to each other.

    Construct alchemy

    All alchemy production skills

    Adding an 'entrust to others' option so people can ask for a service.

    Synthesis and Fragmentation

    These should have a proper production-like list to see available recipes even more needed in synthesis. Synthesis also needs auto-production as dragging items 1 by 1 over and over becomes really boring.

    Also adding newer recipes for synthesis as well a complete of fragment-able items list including those items made with Hillwen Engineering and Magic Crafting to recover those hard to farm materials and making these skills easier to rank.

    At higher rank Synthesis it should require less items or less gold value items to make a fixed recipe item or random item respectively.

    At higher level fragmentation, the minimum amount cap of fragmented materials should be increased at higher ranks allowing consistent amount range of materials obtained. Ex. instead of the range being 0-10, it becomes 50% of the max range, so instead of 0~10 it will be 5~10 at rank 1.

    Metal conversion

    Making more out of unknown ores, increasing the amount of items obtained from a successful minigame and higher chances of gems.

    Summon Golem

    Obtaining stats from this skill to make it worth it. ex. hp+str, hp+protection.
    AI similar to the real golems or at least intuitive AIs that can take care of its own.
    Being able to heal a summoned golem, buff them or use potions on them.
    Make their skills go r1, cough windmill
    a bit of stats, mostly on protection.

    Barrier spikes

    Skill able to give stats per skill rank. hp+defense or hp+stam (up to 5)
    Higher protection, higher hp, higher damage if it gets 1koed by a monster
    Being able to choose how many barriers will be summoned as well the shape of them (circular, square,line, triangle, parallel, or just customized by used.

    Battle alchemy:

    Sandburst

    Adding stats per rank. will+dex or will+luck maybe?
    Adding additional damage (magic or attack) to a monster that has been blinded.
    Being able to splash it if there are more monsters in front of you.

    Wind Blast

    being able to splash-knockback monsters with this skill

    Hydra transmutation

    Increase the range at higher ranks
    Unable to break the Barrier Spikes created by a person.
    Slowing the monsters a bit so they don't run out of range too fast.

    Dual guns:

    Flash launcher
    Mini-invincible frames the moment you kick a monster so another monster don't cancel your skill right at that moment.

    Bullet Slide
    Make it a knockback splash-ish? so once you're on shooting rush or bullet storm cooldown you can use something something that can extend your life while smashing the shooting rush button to get rid of the 15+ monsters you've aggroed before.
    Getting a bit more knockback range and faster animation to escape the monster you're facing.

    Bullet Storm

    Fix the red arrow and displacement bugs
    A bit more range/radius to it to use it efficiently
    and a 12 second cooldown instead of 15 to have a better combat flow after 2 shooting rushes or so since after shooting rush there needs to be a skill that manage the mobs that were provoked more available.

    Shooting Rush
    Fix the red arrow and displacement bugs
    having a mini stun after landing so there is an opportunity to run away from the huge amount of mobs aggroing the user while he/she either tries to reload, use a shooting rush/bullet slide/grapple or sit the for the rip.

    Grapple shot

    Increase the grappling range as well as if the monster moves, you get carried with it.
    Fix the movement bug that leaves mid-way leaving a huge gap between the monster you grappled and you so the usual combo (Flash Launched) can't be performed as intended.
    Auto-defense frames to avoid the the skills to interrupt the skills so often because that's one of the reasons people rarely use it, a rock hits you and it cancels your Grappling.
    A bit more stun once it successfully damages the enemy so it gives the player time to land the flash launcher since usually the monster reacts sooner and the combo is broken by its hit.
    Give a debuff to a grappled monster to it can be used often for debuff purposes as well. Like a damage increase? slowing the monster? defense reduction?

    Reload
    Enable continuous reloading even when hit by a monster, but cancel it when knocked back.
    or
    Give a small chance to insta-reload while attempting to reload while being hit by a monster. (sorta similar to shockwave)