#Ailments and Triage

14 messages · Page 1 of 1 (latest)

quick blade
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well, a lot of the Ailments that were suggested, I don't see being added any time soon. As for cross class gear, that suits 1 talent type is unheard of, so its unique in that regard.

However, we do have a cleric, and a Harmonic Saint, from what I gathered, your suggestion is more 'realistic' treatment of wounds and Ailments while also dishing it out as debuffs. This doesn't go well with the 'fantasy' idea of the game, now again its a good idea, but it lacks kindof a fantasy vibe. If it backpacked off of Cleric, like if Cleric was upgraded to Triage Cleric or Field Medic even Holy Cleric as you basically become a Harmonic Saint later, and had its own specific types of weapons/gear I can see this working, and seeing how Cleric is underpowered by a large degree unless you are a Saint or have insane healing gear, or both, it can use some love, maybe with some elements from this suggestion. Cleric also lacks progression so again elements here can be added in, like does one go into the realistic healing or the use of magic? They can probably whip up a story behind this too, that involves the church in some degree, and the field of science (as these were issues in our own past history where the church would attack people for studying the human body).

In a way we do kind of see a resemblance of this in G22? Where you have to in a way, become a Triage medic, but very briefly to counteract a illness (trying to not spoil the story). Also most healers in the game have medical equipment around them, herbs, and beds, so to add onto that, it is possible, but we never delve into it nor touched upon it in the game.

rustic fiber
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Well in terms of a fantasy vibe and medicine, its hard to say what goes hand to hand, im not trying to portray any vibe with this suggestion, its just a medical event, and nothing more. As for magic, I hadn't outlined any magic plans, as magic goes as far as it needs to with healing. And I think it can stay where it is, Since this suggestion is focused around the actual science of medicine not the holy arts.

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I also had ideas in mind, for poison, ailments, and the use of Staves as a non magic weapon, with physical skills. Starting with a "Staff of the Serpent".

quick blade
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hmmm maybe a subclass to add onto Alchemist? Like a healing cylinder that shoots needles, and revamp the tower cylinder to be a healing auto turret that you deploy?

I'm more less giving ideas, but Alchemy I think would be a good basis to start on as it has constructs, with a guard cylinder that can double as your backpack or crest idea, theres alot of already pre-existing assets, modifying and implementing new skills would be much easier than making an entire gear set from scratch. I do like the idea of having such a skill set, just we have so many talents already, it might be best to find what suits it best and add onto that.

As for debuffs towards your allies and on enemies, its hard to tell what is being debuffed in this game, as UI effects do not show that much detail on units around you, sadly this isn't like FFXIV where I can see who has what in the party menu, or select them and shows a list of buffs/debuffs. So in a way this would call for a rework of UI elements (to a small degree).

fallow relic
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I love the idea of a more in depth health system and I love it when games do this in general... but I think it's many years too late to suggest this sort of thing to Mabi. It is way too fast paced of a game these days and most of what these suggestions will do is just cripplingly slow down the game and it's going to make a ton of people upset, IMO.

I also think it's pretty hard to balance status effects in general, especially in a game like Mabi where everything is either completely trivialized because we're too strong, or everyone gets demolished in seconds. There no real inbetween anymore and all more status effects is going to do is irritate people.

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I kinda miss the days when the old wound system and bandages actually had meaning in the game. it's not a terribly complex system, but I miss the days when it was actually encouraged to use camp fires in dungeons to actually sit down and have people treat each other's wounds.

quick blade
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if it is being balanced around PvP I can see this being annoying, but- thats when PvP should have its own isolated balance away from the game, a lot of games do this, Mabinogi isn't one sadly, but maybe it should consider the option, as gear shouldn't be the determination of ones skill, but rather skill itself.

Other than that, if status effects were implemented, it does poke another problem, that other talents would also need their own effects. Like elemental damage for instance with mage, ice/fire damage and post effects (granted ice does have a after effect, it slows targets), and most melee skills should have a crippling/wounding effect, as for bows (depends on the arrowhead) could also have its own set of status effects.

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actually, this would make EK... very powerful...

fallow relic
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I mean we already have a ton of status effects, but the vast majority of them have been slowly rendered kinda pointless, IMO. Against mobs, everyone kills everything so fast that the status effects just don't have time to be useful. When was the last time knockdown gague reduction was useful? or reducing an enemy's movement speed? Bleed used to be useful when enemies could still get into deadly, but not anymore. I used to like having three different bleed effects I could proc from a smash. I don't even know how many monster skills silence even blocks anymore.

rustic fiber
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While balance is always an issue i believe having these ailments and status effects applied across the board regardless would be beneficial in balances interim, as for killing things quickly I would only reccomend doing higher level content, As for mages and magic, many of them already have effects that deal damage, and for bows, arrows already do specific things like knockback, and bleed, while arrows can generally have an armor penetrating effect. Either reducing armor with subsequent shots, or just dealing flat damage penetrating armor. But in either case, these statuses are mainly to provide use and bonuses to the healing effects such as becoming more resistant and stronger for having such wounds healed. And is mainly centered around field medicine, While old players might be upset, to say that the game would suffer because of that and that it is to old to have such changes added, is a believe a point of stagnation that no amount of time would heal in terms of an outlook and that renders any if not all changes to mabinogi further, pointless. Truly the original post is designed as a fun event, but I am willing for more in depth discussion about, actual skill attribution and classes that can attribute to it as a further update, as I believe these to be small changes and additions that would make combat more in depth for an immediate few. But the longer term addition of combat classes that utilizes it such as an assassin, monk, or other class that may encounter such ailments and have use for such things. As again this focus is only centered around melee and combat classes, not magic or holy arts.

fallow relic
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I think here's a big question for the overall design then. Are these treatments meant to be performed while in combat, or in between rooms/encounters when people have a moment to breathe?

fallow relic
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Many of the things you suggested actually already exist in Mabi to some form or extent, though usually simplified. Problem is as they are, many of these things are not really effective or relevant in the game's current state.

Bandages and First Aid used to mean something in this game. Mabi actually has a wound system that although very simple and abstract, was meant to reduce your ability to fight over a long period of time by reducing your maximum health. Everyone slowly recovers wounds on their own, faster if you sit down and rest- but dungeons(the old classic ones, not sure if this was implemented in any content beyond that) prevent natural recovery of wounds. It used to be a thing to actually use campfires to rest in the middle of a dungeon to heal and recover. First aid too, has an interesting interaction where it's only half effective if used on someone who isn't resting, which means self-care is always half effective- you only get the full effect of it when you have someone else to help treat you while you're sitting down. Healing supplies used to be limited as well, as inventories were a LOT more limited back then.

That entire system has been irrelevant for a long time now because between things like constant level ups, transformations, pets with healing effects, and players being able to carry thousands of full or comprehensive recovery potions, to name a few things.

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Smash inflicts either a bleed effect, a concussion that prevents enemies from casting magic(but not other skills), or a defense reduction depending on what kind of weapon you're using. That's something that was tacked onto the ability several years into the game's life though, and I'm not sure if enemies were ever given this version of smash to inflict those statuses on players.

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Triage, as you suggested it already largely exists within Fighter's Respite ability, albeit without the ability to recover wounds. However it was never updated to scale with how crazy high everyone's health and stamina values have gotten over the years. Hell, it even has a chance to cure yourself of being poisoned, so you didn't have to use an antidote potion or live with a big chunk of your health being sapped away.