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Make "weapon booster" skills passive
Most classes have a skill, usually in 2nd job, which increases their attack speed by two levels.
This skill is a self-buff (no party effects) with no cooldown.
Most other no-cooldown self-buffs have been changed to be passive or a toggle, but the "booster" skills of all classes have remained active buffs that need to be recast every 3 minutes or so.
I see no reason why it needs to be that way.
So, I suggest these skills become passive.
Note: I'm aware many classes still have some other active no-cooldown no-party buffs that should become passive. However, please let's keep this thread about "weapon booster" only. Create other threads for your class-specific skills.
Comments
1. Zero's Long Sword/Heavy Sword Mastery and Demon Avenger's Overwhelming Power
Zero doesn't have a "Booster" skill, but instead, their "Mastery" skills passively give Attack Speed, let alone more than 1 stage. While Demon Avenger's Overwhelming Power was originally an active buff skill that gives Attack Speed and then converted into a passive skill in the Heroes of Maple update. So using the first piece of evidence, we could suggest transferring the "Booster" skills' Attack Speed to mainly "Weapon Mastery" and "Weapon Expert" skills as well as some other passive skills as substitutes for some classes that have their "Weapon Expert" skills being atypical. The problem is, this would mean having to put the "Booster" skills' Skill Points elsewhere, which is especially problematic for classes that get their "Booster" skills in their 1st Job. Which brings us to the second piece of evidence.
2. Kaiser's Blaze On and Blaze Wizard's Word of Fire
Blaze On and Word of Fire are the "Booster" skills of Kaiser and Blaze Wizard respectively, but unlike all other "Booster" skills, Blaze On and Word of Fire also give Weapon Attack and Magic Attack respectively. So what you ask? Using Blaze On and Word of Fire as inspiration, what I'm suggesting is replacing all "Booster" skills with the new "Arms Training" for non-Mages and "Reflex Training" for Mages. These skills would passively give +1 Attack Speed stage as well as a little bit of Weapon/Magic Attack, while the 1 remaining Attack Speed stage, if there is any, would have to be put in either their "Weapon Mastery" or "Weapon Expert" skills. In the case of Shade, his Spirit Bond 2 would have a little bit of Weapon Attack added, since Shade doesn't have a "Booster" skill and instead has Spirit Bond 2 as compromise. This would solve the problem of SP reorganization caused by the removal of "Booster" skills. The problem is, this would create a little bit of power creep in the game.
So what do you think?
1. Could make the skill give a useless stat like def (more of it with each level), or a useful stat like movement speed (makes more sense to link the speeds together, but it would probably need to be taken out of whatever skill gives it now), to justify it having 10 levels.
2. Could merge it with mastery, and have the joint skill have 20 levels (with the mastery increasing more slowly per level, of course).
Oh yeah, I forgot that "Mastery" skills used to have a max level of 20. But there's the problem of some classes having their "Booster" skill in their 1st Job.
Then the "def" solution could work for them.
So let me get this straight. What you're suggesting is merge "Mastery" and "Booster" skills' SP together into a single skill, but if a class has his/her "Booster" skill in 1st Job, instead add some other stat so that the first 9/14/19 levels would no longer be identical? Although having said that, Angelic Buster would already be all set, because her booster passively gives max HP.
Yes.
The thing is, as I wrote in the opening post, they changed all other buffs that don't have a cooldown and aren't party buffs to be passive (or toggles, if there are situations in which the player might not want the buff to be active). Nexon itself decided there's no point in forcing people to press the button every 2-3 minutes, for a buff that can have 100% uptime anyway. They don't need to "re-evaluate" all skills. As OdysseyTwo and I worked out above, Booster itself, or Booster and Mastery, are the only ones that need changing.
Booster has little cast delay, thats a main reason they changed other skills to passive, the cast delay.
That's not the only reason why other buffs were turned into passive skills. Another reason is Ursus.
No, because some other skills had their cast delay reduced or removed. But everything that could become passive and not need to be cast at all, was. Or almost everything.
How would it hurt to make explorer booster skills passive as well?
Yes, they're easy to cast, but what's the importance of having to cast them, at all? Save everyone the key assignment, the periodic keypress, the choice at Ursus.
Also, you do know Maple Warrior is a party buff, right?
I'm aware, thanks for that info. why mention this? we're talking about cast delays on skills and passive skills. They didnt make maple warrior passive because it's a party skill, but everyone gets maple warrior type skill.
Because no party buffs were made passive.
there are some instances where you dont want a buff turned on or casted.
ok? but it did have a cast delay, which they reduced.