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Change Mana Reduction and Flee skills of Atealan Classes? (and even base classes)

 
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3/7/2020 23:15:40   
Guchi
Member

Ever since the release of Atealan Classes, a lot of armors experienced rework or revamp with their skills which made them useful at the right situation. While changes have had happened, it seems that the Mana Reduction and Flee skills are still intact with Atealan armors and base classes. Over the years, these two skills are practically useless. Maybe it's time to completely change these two? Just like what I have recently discovered with the Dragonbase classes where the two skills are completely reworked.

While devs are of course, ever busy which is highly appreciated for their commitment, this is just a mere suggestion :D

I hope these two skills of the Atealan armors would be changed in the future while still keeping intact the unique characteristics of each armor.
Post #: 1
3/7/2020 23:54:30   
  Verlyrus
DragonFable Boxcat


I am aware that Flee and mana targeting skills are not useful. However the classes are still very complete even with them. Therefore, this is a low priority issue, but it is something I am aware of.
AQ MQ  Post #: 2
3/8/2020 0:17:27   
Kurtz96
Member

Many classes have a mana attack. At this point, as long as the class is complete and not in desperate need of that skill, I'm fine with these skill just being kept around.
AQ DF MQ  Post #: 3
3/8/2020 1:24:55   
Guchi
Member

Thanks for the replies :D I definitely agree that they are already complete classes and changes are NOT really a priority especially they have some skills rotation. I just discovered the dragonbase classes and pondered with these two skills for the Atealan classes.
Post #: 4
3/8/2020 4:03:08   
TFS
Helpful!


The Atealans really don't need a buff, IMO, they're already among the strongest classes in the game even with the largely useless kicks and mana strikes eating up skill slots. There are plenty of far weaker classes that deserve attention more than the Atealans. In fact, a funny combination of mechanics leads to -Flee skills being the weak point of the hardest boss in the entire game and as a result there are probably a couple people out there who actually would miss them if they were gone lol.
DF  Post #: 5
3/8/2020 7:17:11   
BluuHorseOfficial
Member


On the topic of Mana target skills, it would be nice if DoomKnight had it removed. The existence of that skill on DoomKnight and a bug regarding mana strikes is what caused a change to make Frallmar heal damage even from Fire hits as a quick fix, but removing the Mana target from it would solve the problem at large and make it easier to make similar challenges.
DF  Post #: 6
3/9/2020 8:32:30   
mahasamatman
Member

I think the proper solution to the mana-damage skills is to make many enemies actually USE mana. Like half of the enemies at the IatEoT, for example.
That is, however, much harder to implement.

_____________________________

His followers called him Mahasamatman, and claimed he was a god.
He never claimed to be a god, but then, he never claimed not to be a god.
Circumstances being what they were, neither admission could be of any benefit.
Silence, though, could.
DF  Post #: 7
3/9/2020 12:04:58   
BluuHorseOfficial
Member


That's really not going to make much of a difference because you would be too busy trying to work around the actual mechanics of the fight to use that skill and when you do manage to, you won't deal any significant damage to the enemy mana. It would also be disgusting if challenges were based around that like Minx Fairies.

< Message edited by BluuHorseOfficial -- 3/9/2020 12:05:30 >
DF  Post #: 8
3/13/2020 23:11:07   
ergotth
AQW Lore-titician


Perhaps if these skills simply dealt bonus damage the more the enemy have of it, so if you drain teh enemy's mana, the damage decreases, as for Flee, it could decrease it temporarily for the same effect, all it would need is for future enemies to have more varied flee statuses.
DF AQW  Post #: 9
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