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buff revamp
#21
Alloy Wrote:Is it really needed to make haste, booster, or shadow partner last only 3 minutes?

its debatable, but to treat DM differently then the above would be unfair. the original statement i posed was questioning one of the outcomes of having to increase the buff duration of skills, which is making DM stronger. IMO, it should have been 5 minutes, but i dont program for nexon so my words have no real meaning.
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#22
Just make certain buffs have longer durations. This isn't an "All or None" option here. You make a good chunk of them last 3/5/10min and keep certain core ones (ex. Dark Meta) their current duration. It's not like Majesty now suddenly lasts 3 minutes instead of its current 30sec. I fail to see the problem here.
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#23
Dudewitbow Wrote:its debatable, but to treat DM differently then the above would be unfair. the original statement i posed was questioning one of the outcomes of having to increase the buff duration of skills, which is making DM stronger. IMO, it should have been 5 minutes, but i dont program for nexon so my words have no real meaning.

No, what would be unfair was to treat buffs that require a tradeoff in the same way. If I added to that list Soul stars, we'd have practically inifinity stars, but otherwise, it should stay at the time it has, because you have to use 200 stars beforehand. Just like the 30 seconds hyper dealing nice bonus poison damage, with a cooldown to counter spamming it.

Just select what you need, it's not making all the same treatment, and Demon Slayer isn't the only one with those.
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#24
How about just making some buffs ON/OFF, and some have different durations?

Examples:

Booster: ON/OFF
You're just boosting yourself to fight, what's the big deal? No one even ever attacks without Booster.
Still dispellable by bosses just to annoy you.

Wind Booster: 10 minutes duration (currently lasts 5.5 min at max level)
It's a party support skill, considered a mild buff, you should rebuff your party every now and then.
Still dispellable to annoy you.

Magic Guard: ON/OFF
Same case as Booster, any mage that has it is never without it, ever. Unless you're a Cleric killing low level mobs.
Still undispellable by bosses, the way it is now and we waited so long to be.

Shadow Partner & Mirror Image: ON/OFF
Another skill which screams "battle mode on!", and you'll never want to attack without it, unless you're killing low level mobs.
Still dispellable by bosses just to annoy you, maybe make it use a summoning rock again.

Dark Metamorphosis: 3 minutes duration
This is considered a "berserk" buff, which will boost your power for a short amount of period, shouldn't be ON/OFF
Undispellable

Infinity: 1 minute duration
This is considered a "berserk" buff, which will boost your power for a short amount of period, shouldn't be ON/OFF
Undispellable, has a cooldown

Feline Berserk: 3 minutes duration
This is considered a "berserk" buff, which will boost your power for a short amount of period, shouldn't be ON/OFF
Undispellable, has a cooldown

Advanced Bless: 10 minutes duration (currently lasts 4 minutes)
This is considered a milld buff, like most party buffs should be, same as Wind Booster from before.
Dispellable.

Sharp Eyes: 10 minutes duration (currently lasts 5.5 minutes)
Another mild buff, just like Advanced Bless and Wind Booster.
Dispellable.

Well, you get the drift. Basically there are 3 categories:
-ON/OFF, these are self skills, your way to enter battle mode, dispellable unless essential like Magic Guard
-Party buffs with long duration, dispellable
-Berserk buffs, short duration with cooldown, undispellable, gives you a sort of glorified state for a short while
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#25
LegendGospel Wrote:Feline Berserk: 3 minutes duration
This is considered a "berserk" buff, which will boost your power for a short amount of period, shouldn't be ON/OFF
Undispellable, has a cooldown

For the record. I'm pretty sure Feline Berserk loses its cooldown with Unlimited, along with Call of the Wild.
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#26
I really dont like the idea of buffing the duration of skills in maple. Some skills just give too much advatange over others, why shouldnt they be needed to recast them to continue having that bonus? In wow you have silly skills like 5% stat bonus or something for 30 min, thats like our version of maple warrior, thats probably why its so high aswell (900 sec maxed).

If anything they should only apply this long duration to self skills and force you to cast party skills more often, that I could agree on, but obviously some skills like kaiser majesty should stay at its current rate. Still defeats the purpose of rebuffing tho, like shadow partner cast time is pretty long.
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#27
Even Wrote:I really dont like the idea of buffing the duration of skills in maple. Some skills just give too much advatange over others, why shouldnt they be needed to recast them to continue having that bonus? In wow you have silly skills like 5% stat bonus or something for 30 min, thats like our version of maple warrior, thats probably why its so high aswell (900 sec maxed).
And yet if they don't have a cooldown they're up 100% of the time anyways, so you're "some skills are too good to have a longer duration" point is moot. That also goes for skills that have a "cooldown," (think Call of the Wild where when maxed it's duration = cooldown).

And then you have skills like Maple Warrior and Magic Guard that have really long durations for almost no reason. I don't think I've ever used all 600 seconds of Magic Guard before since I just recast it with Booster and Meditation. I think the few cases I have made it through were in bosses where I don't always use my macros.

Even Wrote:If anything they should only apply this long duration to self skills and force you to cast party skills more often, that I could agree on, but obviously some skills like kaiser majesty should stay at its current rate. Still defeats the purpose of rebuffing tho, like shadow partner cast time is pretty long.
I don't get what you mean by "the purpose of rebuffing." You would still have to rebuff, it just wouldn't be every two minutes. If you're not going to make buffs last longer, at least give party buffs full-party (so long as they're in the map) or full-map range.
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#28
Jamesie Wrote:And yet if they don't have a cooldown they're up 100% of the time anyways, so you're "some skills are too good to have a longer duration" point is moot. That also goes for skills that have a "cooldown," (think Call of the Wild where when maxed it's duration = cooldown).

And then you have skills like Maple Warrior and Magic Guard that have really long durations for almost no reason. I don't think I've ever used all 600 seconds of Magic Guard before since I just recast it with Booster and Meditation. I think the few cases I have made it through were in bosses where I don't always use my macros./QUOTE] This is probably the main reason why buff duration of stolen skills were reduced in the first place. Phantoms were used for multi mule while grinding, 180 sec hs was too good for being a stolen skill, therefor it was nerfed to 108 sec (40% less duration) so it would have the same effect, but you need to cast it more. Do you want mules to be easy to use?

Example:
Person 1: Hey person 2, can you hs me for 4 hours?
Person 2: Sure, but I will be playing a different game meanwhile so wont be hsing you more than once every 10 min.
Person 1: Thats fine, it last 15 min anyway Big Grin.

Thats what I mean for being too good to have longer duration. Selfbuffs can be debatable but skills like HS, SI, SE, Adv bless & all other party skills that make a difference should not be increased, they are already past 3 min atm and that should be more than enough.

Jamesie Wrote:I don't get what you mean by "the purpose of rebuffing." You would still have to rebuff, it just wouldn't be every two minutes. If you're not going to make buffs last longer, at least give party buffs full-party (so long as they're in the map) or full-map range.

Rebuffing takes time and can cause death if you dont do it in the right spot, an example of this is at root of abyss boss vellum. If you as a mercedes stand next to his tail and rebuff (a merc have an avg of 5 to 8 sec of rebuffing time) you can easily die, removing the purpose of rebuffing eliminates the fear factor of rebuffing since he can 1hko you within those 5 to 8 sec if you arent careful enough.

And if you people really want to remove the need of rebuffing too much, buy a pet that can do it for you. I have 3 pets that give me w.att bonus so I decided to buy the rebuffing skill on them since its my only main char. Obviously this wont be cheap to keep perm for GMS, but in EMS pets never lose their skills (they learn skills instead of using items) so all you have to pay for is the water of life. I put my longest casting spells on this and my rebuffing only includes decent se, booster, spirit surge and mw atm (Ignis Roar, Water shield & ancient warding on pets). This will also help your survivability, for some classes at least. You could almost say that these 3 skills I got on my pets are passive skills, since they will always be on, even if Im stunned.
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