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G13

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Post by Candy Tue Jul 27, 2010 2:01 pm

I'm already pretty ticked about the class restrictions with G13. It sucks for the stronger players who are well-rounded and caters to those who have stuck with the idea that pure builds are better in this game. [Sorry for the harsh words to those in guild who have pure build characters.] I see the pros and cons for both sides, but I enjoyed this game mainly because of the versatility of the gaming structure. Game feels pretty pointless if what they're implenting in Mabi KR ends up being officially released.

Anyway, here's a short video summarizing what's in G13. LoL @ the paper sheep.
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Post by Trillz Tue Jul 27, 2010 2:50 pm

Class restrictions? Mad
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Post by Candy Tue Jul 27, 2010 3:41 pm

It's only in beta testing in the KR server, but the idea is that you choose 1 of 6 classes: Knight, Wizard, Bard, Merchant, Alchemist, Adventurer.

At our current generation, we're all considered 'Adventurers'- We have a variety of different skills [a jack of all trades, if you will] we can use with no penalty or restrictions. Choosing a class will prohibit you from using certain skills, for example: Knights won't be able to use advance magic skills [but bolt magic skills can be used] and Wizards won't be able to windmill.

Choosing a class, however, opens up new skills that gives a boost to your stats. Knights will get a massive strength boost, wizards will get a boost in intelligence etc etc. Nexon is also releasing enchants directed toward specific classes.

These changes aren't permanent. From what I understand, you can change classes every time you rebirth. I'm not sure what happens to bonus stats to other skills [i.e. life skills] and how they apply to class changes.

At any rate, I personally think this is crap and ruins the game for senior/more advance players who understand the current game mechanics. What's the point of being versatile if now we're being forced to pick a path? [Even if it's temporary.] I guess this is their way of letting new players or players who can't play the game well, to somewhat 'catch up' and not feel left behind. Kind of disappointing in a way. :S

Guess it's time to start looking for a new game to play. Mabinogi has officially turned to crap.

Here's the discussion thread in the Nexon forums: http://forum.nexon.net/Mabinogi/forums/1/5225911/ShowThread.aspx

And one more thread: http://forum.nexon.net/Mabinogi/forums/thread/5253921.aspx
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Post by Trillz Tue Jul 27, 2010 4:57 pm

whaat thats rlly dumb

so what if im a wizard w/ r1 wm? the skill just dissapears?
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Post by Candy Tue Jul 27, 2010 6:44 pm

The skill doesn't disappear. I think you just can't use it until you switch to a different class. I'll post more when I get more info.
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Post by Haku Tue Jul 27, 2010 6:51 pm

Yeah, I definitely don't approve of this, but I can live with it. It's mainly dependent on what adventurers can/can't use that will make me P.O. or whatever. I heard on the forums that you can only train Leap Attack as a Knight, but you can use it as an adventurer. And personally, I don't want to constantly have to change classes just to train a skill kthx. I know Metal Conversion is only for alchemists, and Idk who would want to be an alchemist when they can't even use charge(Alchemist = Fail against range w/o this). Adventurers won't be getting those Mastery skills either, making specialized classes more OP. But then again, there are down sides to specializing in a class(one of the reasons I wouldn't want to be knight class to train leap attack). I mean, if you're a wizard and you're in a room of Lycanthropes, you can't use windmill, so good luck. I still think adventurer will be the best since you can use whatever whenever, but I don't think the whole classes is necessary. I thought Mabinogi would kind of be the game where no one is restricted to any skills(one of the reasons I play, since it's unique from most games), but apparently that won't be so anymore. Guess I just have to cross my fingers that this doesn't go outside of testing into the real game.
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Post by FinalPrayer Tue Jul 27, 2010 7:12 pm

Here's the information I've gathered up until now...


*Class System Implemented
Upon Rebirthing you may now choose a class. Unknown whether or not this will be provided with free-births.
There are several changes to your character when you change your class the pro's and con's are as followed.

Pro's:

Increased Stats pertaining to your 'Class' upon rebirth.
Increased Stat increases pertaining to your 'Class' upon level up.
New skills become available.
Some skills that were previously capped are now available for rank up.

Con's:

Decrease in Stats not pertaining to your 'Class' upon rebirth.
Decrease in Stats not pertaining to your 'Class' upon level up.
Some skills become unavailable.
Base stats provided by unavailable skills no longer apply to your stats.
Can no longer train certain skills, but are still available for use.

There are currently six classes.

Adventurer
This is what we are currently

Knight
Melee Focused
Ranged is limited but usable
Limited to Bolt Magics
All Combat Related Alchemy becomes unavailable
HP and Str are increased upon Class change
HP and Str increase at a faster pace while leveling
MP and Int decrease when leveling

Wizard/Mage
Magic Focused
Melee is limited
Ranged is restricted
All Combat Related Alchemy becomes unavailable
MP and Int are increased upon Class change
MP and Int are increased at a faster pace while leveling
HP and Str decrease when leveling

Bard
Ranged/Music Focused
Melee is limited
Limited to Bolt Magics
All Combat Related Alchemy becomes unavailable
SP and Dex are increased upon Class change
SP and Dex increase at a faster pace while leveling
MP and Int decrease when leveling(?)

Alchemist
Alchemy Focused
Melee is limited
Limited to Bolt Magics and Meditation
Ranged is restricted

Merchant
Life Skill focused
Increase in production success rates(?)
Severely gimped combat on all classes

Plus a nifty chart that shows you which skills you can and can't use with each class. I cleaned it up after I saved it off the forums.

[Legend]

Dark gray = unrestricted.

Light gray = restricted (can use but no skill exp).

White = unavailable (can't use nor get skill exp).

G13 Skills_by_class_combat
G13 Skills_by_class_magic
G13 Skills_by_class_life
G13 Skills_by_class_alchemy




Disclaimer: The information was gathered on the [Nexon Forums] and could be wrong. I am not to be held liable. Very Happy Furthermore, it's in beta testing, meaning these things are subject to change.
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Post by Haku Tue Jul 27, 2010 7:44 pm

Look at how Under powered bard is. Can't even have half the life skills for ranking, or even have Tailoring even though the title gives the most dex in the game(+30). As you can see there is no skill a bard can use that an adventurer can't. Can't use barrier spikes to protect them when ranging, can't use leap attack to follow up a magnum...I'm pretty sure the stat bonuses an adventurer gets with its skills will surpass the Bard's dex easily, seeing they won't be getting dex from Blacksmithing, Potion Making or Tailoring, or even be able to TRAIN handicraft, weaving, metallurgy, PRODUCTION MASTERY etc. Another way nexon under powers range. Meh.
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Post by Candy Tue Jul 27, 2010 9:39 pm

Guess it was a good time for me to switch jobs. I won't be nerd raging [as much?] about this when the time comes. haha~
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Post by ftwinz Tue Jul 27, 2010 10:36 pm

Thanks for the news, Candy, and for the nifty table-editting, Final. Gives an awesome glimpse into what major changes might come / get complained about and possibly changed later.

For the most part at this point, it seems being an adventurer (and thus, multi-talented) is the way to go, unless training skills requires us to be of a particular class.
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Post by Candy Tue Jul 27, 2010 11:16 pm

Using certain skills is gonna suck like adv magic skills. They'll get a 30% nerf if you're not a wizard. FAIL FAIL FAIL. Don't know why they can't just give an additional 30% bonus to them instead. -___- [might as well make mages even more over powered...]
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Post by FinalPrayer Wed Jul 28, 2010 1:25 am

Hahaha.... So about the 'Class' system in G13. The Korean players got
pissed that they intended to make mabi a class based game. So they
started a huge protest for the last few days and managed to get Nexon
Korea to 'revise' the system.

It's fairly illegible through a
translator but essentially they'll be removing the skill restrictions,
while making skills easier to train pertaining to the class of your
choosing. Everything else remains the same.

Man, this makes me laugh, now we should get the Korean players to protest the loss of our Advanced Play. G13 Tongue

Link is here: [Nexon Forums]

Seems credible...
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Post by Candy Wed Jul 28, 2010 8:10 am

Amen.

"안녕하세요.카드반입니다.

먼저,지난 주 테스트서버에 선보인 장래 희망 시스템에 대한 뜨거운 반응과 관심에 감사 드립니다.여러분들께서 보내주신 우려의 목소리는 충분히 전달되었습니다.장래 희망은 가급적 많은 분들에게 도움이 되는 시스템으로 개편할 계획이며이에 앞서, 조심스럽게 소명의 말씀을 드려봅니다.

장래 희망 시스템에는 다양한 성장 방식의 제공이라는 명분, 그 이외의 의도는 포함되지 않았습니다.

처음부터 마비노기를 아껴주시는 여러분들을 위해 기획되었기에,많은 분들이 반대한다면 지금의 장래 희망시스템을 고집할 이유가 없습니다.

다만, 네번째 챕터 업데이트를 차질 없이 준비하기 위해 불철주야 개발에 매진하다 보니,여러분들의 우려를 조금이라도 빨리 덜어드렸어야 했는데그러지 못했던 점 죄송스럽게 생각합니다.

장래 희망 시스템은 금일 테스트 서버를 통해 아래와 같이 개편될 예정입니다.

http://www.mabinogi.com/C3/post.asp?id=A9XX4878038X12X1

앞으로도 마비노기에 대해 많은 관심과 사랑 부탁 드립니다.감사합니다."

G13 C32

G13 C3

Yea. I read the first sentence and it gave me a headache. So I stopped reading. My Korean reading fails. hahaa~At least I understood what I read. XD

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Post by Heath Wed Jul 28, 2010 12:52 pm

Card is a half.
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Post by Candy Wed Jul 28, 2010 1:52 pm

The Korean forums were flaming. Lots of protest and angry players. Looks like Nexon is now implementing stat boosts and no restrictions.

I think they implemented too many things too quickly in the game and simply ran out of ideas. They were looking onto other games and throwing them into Mabi, hoping players would stick around.

Will gather more info when I can.
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