Mabinogi Connect Review: March 17, 2026

2026-03-18 03:48:20 | 조회수: 133
(수정: 2026-03-18 03:55:58)
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Some questions asked after the presentation may have been reorganized by topic, so the order may differ from the original broadcast.

Due to editing and the inclusion of personal opinions, there may be slight differences in vocabulary or meaning compared to the actual live stream.

Purple text indicates personal opinions.


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Survey Results Announcement

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Communication & Operations Feedback

- Received a formal request for a meeting during a protest held in front of the Nexon building in early March.

- A meeting with Milletians will be arranged for April 25th to facilitate discussion (scheduled after the Saint Bard and Sacred Blade renewals).

- Feedback regarding the Test Server will also be heard.

- The setting will be intimate, with participants seated close together without a formal stage.

- Participants will be selected via a lottery after open applications (further details to be announced via notice).

- Invitations have already been sent to the organizers who requested the meeting.

- An online survey will be conducted simultaneously.

- Instead of a regular live stream in April, this event will be broadcast online.


I am concerned about how the lottery for Milletians will be conducted.
I understand the previous Eternity testers were selected by an external agency; I hope there are clear criteria for selection rather than just picking random users.
For instance, the MapleStory Showcase 'Crown' categorized users by in-game specs for separate lotteries. I believe similar restrictions are necessary here.
If it proceeds like previous lotteries, we might see a high number of 20k–40k total level "jumped" characters being selected.
Furthermore, there are instances where the current state of the game isn't fully grasped during these talks. Frequent sessions like this are needed to hear users' thoughts on ongoing issues.

Come to think of it, if they pick people like they did before, will I be excluded because:
1. I am a developer.
2. I recently uploaded a Magnum Shot comparison video on YouTube?


Combat Analyzer

- The Training Dummy is not a Combat Analyzer (it was brought over from the Phantasmal Sight/Phames Progress system).

- Practice Missions are scheduled for an update in June.


Fuery Fighter (Brawler Arcana) Balance

Fury Fighter Balance

- Monsters with low mobility take high damage, but combat efficiency drops significantly against highly mobile monsters (e.g., Brontanes vs. Reinen's Miir).

- While an update to increase skill range improved efficiency, it wasn't sufficient. Damage coefficients will be increased this Thursday (Force Skill coefficient buff).

- In "stationary DPS" scenarios, it is currently similar to other Arcanas.

- Exceed Stages 2 and 3 include a pursuit mechanic, but Stage 1 does not. If performance remains lacking after the coefficient adjustment, pursuit capabilities for Stage 1 will be considered.


I'm curious about the actual metrics. I want to see data on just how "weak" it is. Also, regarding Exceed skills based on Somersault Kick and Pounding, I wonder if Defense/Protection is applied multiple times to these multi-hit skills.


Saint Bard Renewal

Saint Bard Renewal

- Currently in development, so only verbal descriptions are available (no video/images).

- Using Healing Touch / Echo of Salvation will heal allies and damage nearby enemies simultaneously. Echo of Salvation may receive an additional effect that targets enemies within the healing range separately.

- Goal is to make solo play easier when equipped with a Healing Wand.

- A renewal of Astrology Card effects (specifically The Hanged Man) was considered, but skipped this time to avoid disrupting existing user builds.

- Based on the Tika Wood Healing Wand, the damage reduction rate will stay the same as before, but will scale upward with higher-tier weapons. (Previously, there was no way to increase Damage Reduction besides the Incomplete Dreamy Crown Halo).

- Some might worry that increased Damage Reduction lowers difficulty, but this ties into the Sacred Blade renewal.

- New Hybrid Skill: A multi-hit skill targeting a single enemy with a small splash radius. Upon hit, it heals nearby allies and provides a "Veil" effect. It applies a debuff reducing Defense/Protection and Magic Defense/Protection to enemies, scaling with Healing recovery amount.

- Shifting from "high contribution before combat" to "active contribution during combat" by utilizing recovery stats.

- Healing Wand Spirit Weapon and Special Upgrades will now boost recovery amounts.

- Erg bonuses are still under consideration.

- Ranked Tika Wood Healing Wands will be added to dungeon rewards.


Every time debuffs are improved, people say Saint Bards have less to do. Conversely, in inexperienced 8-player parties, Saint Bards are overwhelmed. Since survival duties previously shared with Sacred Blades are moving to Saint Bards alone, I worry they will become excessively busy.
Without Sacred Blade's 'Sacrifice' to mitigate damage, Veils will break faster. Even with higher Damage Reduction, I believe the cooldowns for Healing Touch and Echo of Salvation need adjustment.
Also, if they have to constantly apply debuffs with a Healing Wand while managing Astrology, it might become too chaotic.


Sacred Blade (Paladin Arcana) Renewal

Sacred Blade Renewal

- Currently in development; verbal introduction only.

- Goal is to reach efficiency levels similar to other DPS Arcanas.

- Designed as a "Tanky DPS."

- Attack skill coefficients will be buffed.

- Damage scaling based on Max HP (in addition to Defense) will be added.

- Holy Water priorities for existing setups will be maintained.

- The "Sturdy Dealer" concept means Defense stats will now translate into damage.

- Iron Will Strike: The Defense/Protection reduction effect will be removed.

- The "Sacrifice" mechanism (taking damage for party members) will be changed.

- The 'Sacrifice Gauge' may be renamed. It will become a dedicated resource for using 'Retribution of Sacrifice'.

- The mechanic where you take damage when party members are hit will be removed.

- The gauge will now charge whenever the Sacred Blade attacks. Once full, Retribution of Sacrifice can be used.

- Noble Sacrifice Relic effects will be changed.

- Using Noble Sacrifice will grant passive gauge recovery; holding the Relic will increase this recovery rate to allow more frequent use of Retribution.

- New attack skills will be added to fill the gaps caused by long cooldowns. Considering a combo-style skill usable up to 3 times, with animations changing upon consecutive use.

- Long pre-delay on skills will be shortened to fit a faster DPS tempo.

- Sanctuary: Constant taunt will be removed. Instead, it will deal DoT in an area and reduce your own durability consumption during the duration.

- Instinctive Taunt will retain its taunt effect.

- The 'Focused Taunt' Technique will be modified to reliably pull aggro from major boss skills/gimmicks/patterns. Cooldowns will be adjusted for better usability.

- This allows Focused Taunt to handle patterns even when a Sacred Blade is not present.

- Other DPS can swap a Technique slot for Focused Taunt to handle gimmicks, while Sacred Blades can do so natively with their skills.

- Boss patterns and skills will be adjusted accordingly.

- We recognize the damage gap between Two-Handed Swords and One-Handed Axes. We are considering buffing One-Handed Axes to match Two-Handed Swords.

- Regarding Technique slots: We are considering removing slot requirements or adding more slots. A survey will be conducted.

- As Sacred Blade's role in protecting the party decreases, Saint Bards will take over protection via Veils, while Sacred Blades focus on DPS.


This is such a massive change that it doesn't feel like the Sacred Blade we knew.
I expect a significant exodus of existing Sacred Blade players, and "alt/farmer" Sacred Blades will likely find it much harder to play.
Director Choi mentioned DPS players needing to sacrifice a Technique slot for Focused Taunt as a penalty, but Leader Kang's mention of increasing slots or allowing all Techniques might negate the Sacred Blade's unique advantage. The two leaders need to align their vision.


Windmill Damage Standardization

- Scheduled for April.

- Skill coefficients that varied by race will be unified.

- To align with the Sacred Blade renewal, Elf Windmill (420%) will be increased to match Human/Giant (500%).

- Skills with racial discrepancies like Smash will be addressed sequentially, but Windmill is the priority for the Sacred Blade update.

I believe cooldowns are also different between races; will those be fixed like Magnum Shot was?
Smash was mentioned, but Combat Mastery, Ranged Attack, and others need a comprehensive review as well.


Melodic Puppeteer Bug

- A bug where Spirit Weapon effects were not being applied will be fixed this week.

- The Relic effect for Interlude Slash was only calculating based on the character's base stats; this will also be fixed this week.

They said they would implement updates to the live server only after stabilizing them on the Test Server... is the server I play on not the live server?
Or did no one discover these bugs, so they weren't even reported?


Other Arcana Balancing

- Balancing for other Arcanas will proceed **sequentially** after the Saint Bard and Sacred Blade renewals.

- However, after seeing the chat during the Saint Bard segment, the plan was changed to **updating them all at once** after the April renewals.

- The goal is to conduct a batch update starting around May.

- This includes renewals for Dark Mage's Snow Storm, Lightning Chain, etc.

It looks like the developers wanted to do it sequentially, but shifted to a batch update because users kept demanding it in the live chat.


Movement Speed

- There are no plans to unify movement speed across all races for the time being.

- It will remain a distinct racial characteristic.


Doubts Regarding Development Direction & Improvements

- The development direction for the first half of the year is focused on renewing existing content based on the voices of Milletians.

- Since Milletians have different and often conflicting opinions, renewals will be done step-by-step. While progress might not be immediately visible, it will be steady.


Brie Legh Time Limit Removal

- The removal of the time limit for Brie Legh has been put on hold (the time limit will remain).

- We apologize for the hasty decision made in the previous broadcast in an attempt to let more users enjoy the content.

- In the future, decisions affecting Mabinogi's culture will be made cautiously after hearing the opinions of Milletians.


Raid Renewal

User opinions on Raid renewal

- **Summary of User Opinions (Image):** Raids are a pillar of Mabinogi content, but current raid rewards have become too cheap. Related items need a renewal.

- We view this as content meant to be enjoyed for a long time. We are preparing a direction that encourages active play.

- While we originally prepared raids for everyone to enjoy together, as Milletian specs have risen, it has become an "exclusive league" (to the point where the term "poaching" is sometimes used).

- There are significant concerns regarding lag. Renewing raids presents technical challenges involving lag and engine complexity.

(Referencing code complexity during bug fixes: the codebase exceeds 10 million lines, and fixing one part often causes errors elsewhere, making debugging difficult.)


Matching System

Matching system suggestion

- **Summary of User Opinions (Image):** Update the Matching System UI; make the difficulty and rewards for the Matching version the same as regular dungeons (especially since Practice Mode will make current Matching versions irrelevant); allow use of other content while waiting for a match.

- We agree that Matching Mode loses its meaning once Practice Mode is released, so we plan to adjust it to have identical rewards and difficulty.


March Update Guide


Apostle Sub-Skill Training Improvements

Apostle Sub-Skill training renewal

- Maximizing efficiency for solo training (allowing training without a party).

- For sub-skills like 'Shield of Trust: Footsteps of the Enlightened', which previously granted 2x training with party members but only 1x solo, we are fixing it so solo training provides the same efficiency.

- Patch goes live this Thursday.


Stardust Blast & Flare Usage Improvements

Stardust Blast, Flare, Veil renewal

- Renewed to allow individual On/Off toggles for each effect.

- Damage efficiency varies depending on whether Stardust Blast or Flare is triggered.

- Update goes live this Thursday.

- As an Alchemic Stinger user, there were certain skills I "sealed" (avoided using) because of Stardust triggers; after this patch, I think I'll be able to use them more often (specifically mentioned 'Dust Shot').


Alchemic Stinger Skills Arcana


I think this is a great patch for Dark Mages. However, Content Leader Kang Min-seok’s comment was strange.
The image shows a toggle for Blast, Flare, and Veil, not for individual skills. He said this update would allow Alchemic Stingers to use previously "sealed" skills, mentioning 'Dust Shot'.
But all Alchemic Stinger skills trigger Flare, and Magnum Shot—which accounts for over 30% of total DPS—triggers Blast. Is he suggesting we should turn off Flare for Flame Burst, Hydro Pierce, and Tri-Assault (which even have Relics)? Or turn off Blast for Magnum Shot?
Wait... you said you play Alchemic Stinger yourself? Was that a slip of the tongue? Or does internal testing show that turning one off actually results in higher DPS?

Also, wouldn't it be better to just remove the cooldown on Flare and Blast? Are there bugs like 'Continuous Attack' or Flare triggering itself?
Wouldn't it be easier to modify them so they don't trigger 'Frozen Blast' effects and then remove the cooldown?


Status Icon Click Interruption Fix

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- This is a UI-only issue, so it will be fixed.

This issue has been reported constantly since Brie Legh Phase 2 opened, and they’re only patching it now...
Were they just not aware of it?


Teh Duinn Hard Difficulty Added

Teh Duinn Hard Difficulty added

- These dungeons have the same difficulty as the original Teh Duinn Hard (pre-Near update).

- Primarily used for farming Gold.

- Solo Passes can be purchased from the Researcher for 100,000 Gold each (limited to 10 per week).

- 4-Player Passes can be obtained by chance when opening reward boxes using 'Near' after clearing a Teh Duinn mission.

- Reward boxes are identical for both Solo and 4-Player versions.

- Added this Thursday.



Tara Auction House Improvements

Tara Auction House Improvements

- New items added. - Adjusted prices for items with high minimum bids that do not align with current market values. - The drop rate for end-game tier items is approximately 0.5 per week across all servers combined. - We aim to increase interest and anticipation for Tara Auction House announcements, as engagement is currently low.


Since it only runs on Channel 3, if we assume one server, that's 0.5 items every 4 weeks—roughly 1 item every 2 months per server.


Modest Reforging Tools Gold Sale

- Sold by NPC [Brady] at Port Cobh.


Status of Promises from Previous Broadcasts

Paid Power-Leveling (Gold-for-Run) System

- Measures were taken in February, and sanctions were applied last week. - We plan to further strengthen the detection system. - We aim to ensure healthy combat gameplay is established in Erinn. - Since applying 'Refined' rules could negatively impact party play, we will focus on enforcement without applying Refined rules for now. However, if this is ineffective, we will consider Refined or 'Brie Legh' style restrictions.


Crossbow Piercing Renewal and Bow Discrepancies

- Defining characteristics of Bows vs. Crossbows: - **Bow**: Can use Fire Arrows. - **Crossbow**: Can run while using Archery skills. - Currently, Bow and Crossbow specs have been equalized, meaning Crossbows now have the added advantage of running. - Movement (Running) differs by race: - **Human (Bow)** --- Archery Skills: Walk --- Alchemic Stinger Skills: Walk - **Elf (Bow)** --- Archery Skills: Walk --- Alchemic Stinger Skills: Can Run - Humans have historically found more merit in Crossbows. As a racial trait, Humans will continue to walk with Bows and run with Crossbows. - Elves are Archery specialists. To ensure they aren't forced into a specific weapon type, Elves will be able to run with both Bows and Crossbows while using Archery skills. - Since this removes the unique advantage of Crossbows, we will allow Crossbows to use Fire Arrows as well. - This will be implemented as quickly as possible. - While Fire Arrows are a niche mechanic, we prefer making them available for Crossbows rather than removing the content entirely. - If Alchemic Stingers receive the damage boost from Fire Arrows, they become significantly stronger than other Arcanas, which is why they were disabled in end-game dungeons. - However, since they are useful in Field Raids, we believe renewing lower-tier content is the right move. - There are requests to provide distinct advantages for Bows vs. Crossbows (similar to the Line Brake mechanic), but as this is time-consuming, we will equalize the gap for now and introduce differences later through skill updates. - While we cannot give an exact date, the update is expected within April.


People have been asking to either differentiate or equalize Bows and Crossbows for a very long time. Saying they'll "close the gap" now because "differentiation takes too long" makes it feel like they've just been ignoring the feedback until now.
And if Fire Arrows were the Bow's advantage, but now Crossbows can use them too... what's the point of a Bow?
For Human archers especially, the lack of Fire Arrows makes Bows look completely inferior. Let's compare the specs based on Max Damage upgrades:
Soul Liberated Bow
- Min Damage 101 + Bow Mastery 15 = 116
- Max Damage 208 + Bow Mastery 30 = 238
- Critical 37, Balance 39, Durability 25
- Effective Range: 2100, Piercing: 3
- Fire Arrows: Yes | Magnum Shot: Walking | Arcana Skills: Walking
Soul Liberated Crossbow
- Min Damage: 117 + Crossbow Mastery 10 = 127
- Max Damage: 218 + Crossbow Mastery 20 = 238
- Critical: 43, Balance: 18, Durability 30
- Effective Range: 2100, Piercing: Level 3
- Fire Arrows: Yes | Magnum Shot: Running | Arcana Skills: Running
Summary:
Bow Advantage: 21 higher Balance
Crossbow Advantage: 11 higher Min Damage, 6 higher Critical, can RUN during Magnum and Arcana skills.
So, from a Human's perspective, it's considered "fair" that Crossbows win in everything except Balance?
Users asked for: 1. Freedom to swap Spirit Weapons between Bows/Crossbows, or 2. Give them unique traits or make them identical.
By removing the Balance penalties from old enchants and equalizing everything else, you've essentially made the Bow a strictly inferior version of the Crossbow.


Lack of Content After Completing Weekly Brie Legh (Apostle Brightness)

- We will monitor the situation after adding Teh Duinn Hard difficulty and take further action if needed.


Airborne Commerce Bug

- Wyvern altitude issue: Cause identified. - The server does not have a Y-axis (height), but the client calculates it. - Time discrepancies in calculation occur when the airship's altitude changes (e.g., over hills), causing Wyverns to spawn incorrectly. - Update scheduled for April.


2nd Title Acquisition Improvements

- Update scheduled for April. - We believe it's too early to introduce 2nd titles higher than the current "End-game" tier. - We will make existing titles easier to obtain by increasing sources for Essence of Erinn and Title Boxes.


Dungeon Logout Penalty

- Additional update scheduled for March 26.

Why is this coming back after it was removed during New Beginnings (New Rise)?...


Skill Cooldown Reset on Brie Legh (Apostle Brightness) Retry

- Update scheduled for the first half of the year. - We considered resetting all skills, but decided some should remain restricted (e.g., Card Oracle, Transformations). - For example, if Card Oracle resets, players could keep retrying until they get specific buffs like Piercing, which we don't view as healthy gameplay. - Transformation skills will not reset to maintain the concept of "once per Erinn day." - All Technique skills will reset, but active buffs may be cleared (to prevent using Pragarah, retrying, and immediately having it ready while it's still active).


Aroma Bear Diffuser Visual Improvements

- Scheduled for April.


Real-time Promise Improvement List

- Visible on the Milletian Suggestion Board.


How are we supposed to access this without searching?... Please put a link somewhere visible on the homepage main menu.


Taillteann Farm Macro Detection

- Improved on February 12, but we will conduct another review.


Rising Anger Skill Effect

- In the last live stream, it was incorrectly stated that the Act 2: Rising Anger Echostone effect wasn't working due to Reforging level expansions. - This Echostone effect stacks with Reforging; we confirmed that changing it to Level 20 actually lowered the total effective power. - We decided to maintain current performance and apologize for the confusion. - We will organize and provide information on other skills that have stacking effects. (Director Choi said this only applies to Rising Anger, while Leader Kang said other skills are involved.)

Please let us know which one is right through the next communication or Dev Note.


Windows Environment Transition Issues

- Fix put on hold. - Since a specific Windows 11 update, DirectInput used by Mabinogi is no longer supported. - Fixing something that is no longer supported carries high risk and takes significant time; we will prioritize other fixes first.


Sacred Blade: Use of Various One-Handed Weapons

- Put on hold. - There's a spec discrepancy between dual-wieldable one-handed weapons and one-handed weapons like Axes. - Instead, we will allow applying Sword appearances to Axes. - There are rumors this will be a Gachapon (Kit) item. While we can't be explicit, we are considering having NPCs sell appearances previously provided as content for Gold.


So items from events will be sold for Gold, but items from Kits will be added back into Kits as new items?
If you're trying to be generous, why not just let One-Handed Swords, Blunts, and Axes share appearances?
Just be honest and say you're selling them to boost revenue.


Wing and Prestige Motion Priority Adjustment

- Scheduled for the first half of the year.


Dungeon Reward API and Labeling

- Labeling and UI-related transparency will be addressed in the second half of the year.


Long Loading Times with Hyper-Threading On

- Fix scheduled for March 26.


Ping System Implementation

- To be introduced with the Golyat Dungeon in September.


New Armor Set Effects

- To be introduced with the Golyat Dungeon in September.


Additional Content

Grandmaster Bug

- Once again, we apologize. - Fixed via emergency maintenance and hotfixes. - We are striving to respond faster to bugs, even if we can't release perfect updates every time. - We aim for more stable updates and rapid fixes in the future.


The Grandmaster selection error looked like a null pointer exception when data was missing. If it was a first-time feature, just checking the list once after the patch would have prevented emergency maintenance. It's a QA issue again...
When will we have a monthly update where fixing one thing doesn't break another, especially in the main content?
Main content should be checked meticulously, even if you miss bugs in obscure areas.




Thunder Stardust Issues

- There were comments suggesting that Thunder only triggers Stardust on the initial hit rather than every strike, making it inefficient.

- We will investigate if this can be improved after returning to the office.


Thunder 1st hit 2nd Flare.webp

Flare Trigger Probability and Ratio by Skill

I'm not sure exactly what the comments said, but I tested it myself.
First, Thunder hits 6 times total when fully charged (1 Lightning Bolt + 5 Thunder strikes).
As seen in the first GIF, Flare can trigger even on the final strike of Thunder. So, technically, the feedback as read is incorrect.
So what is the real problem?
I tested Windmill, Flame Burst, and Thunder in succession. (I initially tried Hydro Pierce, but the cooldown was too long, and I increased the sample size from 30 to 50 Flare triggers).
With a 30% Flare trigger rate (14+16%) and 40% Flare damage (15+25%), the expected DPS contribution for a single skill should be around 12%.
However, actual results vary based on Critical triggers and the fact that a 30% chance doesn't guarantee 3 out of 10 hits.
Human Windmill has a 3.5s cooldown, which is longer than the ~2s Stardust internal cooldown, allowing for a Flare trigger on almost every use. Its DPS share was 11.2%, with a 25.5% trigger-per-hit rate.
Flame Burst has a 6s cooldown but hits 3 times per cycle, so it can't trigger Flare on every single hit. Its DPS share was 9%, with a 20.3% trigger rate. Still, since the gap between cycles is long, it triggers once per 3-hit cycle.
Thunder drops multiple hits rapidly, and more bolts drop while the others are still landing. The probability that the Stardust internal cooldown is active is very high. Consequently, its DPS share was only 3.7%, with a hit-per-trigger rate of 7.8%. It will likely be even lower with Vivace active.
The core issue here is multi-hit skills.
Currently, multi-hit skills only check for Stardust on a single hit; the remaining hits are wasted because they occur during the Stardust internal cooldown.
Like the pre-nerf Star Knight (Blaster Lancer) skills Overdrive or Annulment, multi-hit skills should trigger Stardust based on the total sum of damage, or check the probability on the first hit for the entire sequence.
While multi-hit skills have higher average damage because they offer more chances for Crits or Continuous Attacks, if Stardust contribution is the issue, it should be calculated based on the total damage sum on the first hit.


Is Counter Punch Canceling Intentional?

- Counter Punch canceling was not an intentional design choice.

- There are conflicting opinions: some find the controls tedious, while others find the complexity fun.

- We won't delete it immediately just because it wasn't intended, as it has become a core part of the Fury Fighter (Brawler) rotation.

- If a time comes where this "active" playstyle deviates too far from our vision and needs adjustment, we will improve base DPS accordingly.

- Similarly, skills like Lightning Smash can currently be used during knockback; this was also unintended but left in for player convenience.


Fury Fighter Counter Punch Cancel Comparison.webp

I don't main Fury Fighter, so my proficiency with Counter Punch canceling is low. The image above is for comparison; I know you can cancel the recovery of Upper or cancel the entire animation to go straight into Drop Kick.
I know the controls are very busy, so I recorded the GIF to show the effect. I'm sure many of you are much better at this than I am.


Grandmaster Selection

- Since the selection process lasts until dawn, placing a burden on Milletians, we will refine this during the renewal process.

- Will it be done before April? Or fixed by the next Grandmaster cycle?

Looking at things like this, it feels like they don't design from a player's perspective...


Alchemic Stinger Arrows/Bolts & Marionette Miniature Holy Water

- Update scheduled for April.

Alchemic Stingers have been begging for Arrow Holy Water since the start of Brie Legh (Apostle Brightness). It certainly took a long time.


Melodic Puppeteer Skill Misses

- We will consider improvements during the development process.

Why are fixes that were applied to other talents missing when a new talent is released?


Rage Impact Improvements

- We believe the fundamental issue is the lag caused by the Extra Equipment Slot system.

- We are considering improvements so that using Rage Impact doesn't cause gear-swap lag or allows usage without weapon-swap penalties.

Fury Fighters often use Magi Graphs for Dash Punch, Upper, and Drop Kick, along with Combat Mastery Echostones.
The Magi Graph duration is crucial when using Rage Impact.
Star Knights (Blaster Lancers) use either Mounted Damage or Main Target Damage Echostones, or Combat Mastery.
Neither has room for Cooldown Echostones without using the Extra Equipment Slot.
Please think from the perspective of someone actually playing the game.




Overall, it feels like they play the game lightly or just for testing, rather than deeply experiencing it.
I know life is busy, and when you develop a game, testing it over and over makes it stop being fun.
Friends of mine enjoyed the games I made, but I didn't because I had to test them too much.
However, they often try to move forward while being unaware of the actual in-game situation.
If they don't know, they should at least set topics and invite users for frequent discussions.
There's a saying: "Customers don't know what they want."
But if someone who doesn't know the market says, "Customers don't know, so I'll do what I want," they end up making something nobody uses.
Please look into the players' actual status and, for the love of God, improve the QA.

LT라바뉴(@LT_labanyu)

Translated by Gemini AI.

Original Link: https://mabi.labanyu.com/t/patch-note-review/45

2026-03-18 03:56:33
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