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Rydian wrote on 2016-08-22 06:02
Ran this dungeon with a group, recorded it.
[video=youtube;H25mbDE020Y]https://www.youtube.com/watch?v=H25mbDE020Y[/video]
1 hour and 45 minutes of footage, trimmed into 17 minutes of the most interesting bits.
This isn't even all the deaths, just the interesting/funny ones.
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Osayidan wrote on 2016-08-25 02:03
Seems like nexon is keeping with the trend that hard/challenging = give it so much HP/def that you want to fall asleep.
Can't they do something more interesting like unique and very dangerous skills, or monsters that work as a team. Anything really.
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ironwoman wrote on 2016-08-25 15:17
Quote from Osayidan;1297847:
Seems like nexon is keeping with the trend that hard/challenging = give it so much HP/def that you want to fall asleep.
Can't they do something more interesting like unique and very dangerous skills, or monsters that work as a team. Anything really.
They did with this one. Keep in mind that what he showed wasn't even the "real" phantasm dungeon, and it really needs a group of dedicated end game players to run efficiently (my group was able to clear the real one in 30 minutes).
So what's different about Phantasm then? First, we have gunner mobs with multi aggro. Now that may not sound that special, but when paired with multi aggro, and constant barrage of shooting rush, it becomes problematic, hence why sand burst is actually able to find light in this content. There are also mechanics in the dungeon that prevent you from using your easy way out (aka pets), though you can still find ways to get around it. Also, the dungeon doesn't allow you to use Nao, Guardian Stone, Adv feather, or balloons. So no, it's not just "hard/challenging = give it so much HP/def". This dungeon, from my perspective, is not "difficult" but rather more punishing. In the scenario where your party messes up and gets wiped out, you basically failed, simple as that. One critical mistake and you're done.
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Rydian wrote on 2016-08-26 02:13
Uh, Ironwoman, we had the gunners and were using sand burst and shit. The main differences are the number of mobs (not the type as far as I know) and the revival restrictions.
Also "this isn't real phantasm" is not a valid counter in any way against "so much HP you fall asleep"... because phantasm isn't the only dungeon in Mabinogi and "so much HP you fall asleep" was happening. This exists, and multiple times there were monsters who simply had so much HP that they became a chore. It happened multiple times, I even highlighted when it was going on.
Though I'm more annoyed with the devs making mobs bypass parts of the combat system instead of balancing stuff. If a skill is so OP that you block it off in a dungeon in order to make it difficult (Lullaby), that's a serious sign that balance is needed.
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ironwoman wrote on 2016-08-26 02:49
I know what mirror world is like, along with the mobs (I've done Phantasm many times now). When I was talking about real Phantasm, it was to emphasize that what you were running wasn't even something that is totally ultimate and the real one was worse. My next point was that it wasn't simply adding HP and Defensive stats, but there are things like additional debuffs for the players to consider/ find a way to deal with. In my opinion, disabling lullaby was the right choice the devs made. Here's the reality: every content in the game can be run without lullaby, even Alban Heroic SS. In a game where the content developments are becoming less beginner oriented (even the revamped dungeons are less beginner friendly now), to the KR team, the lullaby serves as a skill that allows weaker users to gain breathing room in contents that they may find difficult. When a player has more than enough resources to run Phantasm (the main population the KR team decided to look at), lullaby turned out to be not THAT important. And the complaint was that mobs were too easily manipulated by the tools that the high end users have. So they decided to also restrict a couple of strats that end game users have been using: pet summons, disabled by the phantom's roar (which can also be bypassed using several methods). I also appreciate the idea of putting gunners in the mobs, because it gave what mobs didn't have before (at least not a lot): crowd control.
As for the mirror world, you get a LOT of breathing room here. Why? Naos. Balloons. May not sound like much, but I'd say this distinction is the biggest between the mirror and the real one.
I know not everyone is happy about the update, but overall I'm pretty satisfied with the dungeon update, gotta give some credit to the KR team.
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Rydian wrote on 2016-08-26 06:09
Ah.
But disabling Lullaby is like shooting a sick kid instead of proper treatment. It's an admission by the devs that it's overpowered and renders difficulty void.
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Konrad wrote on 2016-08-26 09:51
I don't think that "proper treatment" is possible any more, at least not for the time being. I may have said this before, but broken player skills are only the effect of balance issues and fixing things for good would require starting from monster aggro patterns and overuse of passive defences. I can't say much about Phantasm, as I've never been there, but at least it's not a turn for the worse.
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Chiyuri wrote on 2016-08-28 23:02
kinda sad that not a single video on youtube seem to show the video that play when you enter boss room. Everyone just skip it.