In reality, many changes in the game have long since moved beyond the purely original design. Some prefer to stick with the old ways (perhaps the earliest version / RMS-2019), others enjoy innovation (RMS-2026). Some prefer mindless single macros, others enjoy real-time decision-making. It may simply come down to the ongoing debate between "pure ST, play it simple" and "skill-based play." First, I don't see any compensation for the 60s interval in this patch. Since this change was made, logic dictates that "the inconvenience of that 60s gap must be reflected in an overall DPS increase" — yet in practice the result is something like 97%–98% single-target DPS, which is effectively a nerf. Furthermore, this kind of testing is quite irresponsible. Given the variety of content in the game today (not even counting what hasn't been released yet), at minimum the following scenarios need to be considered: LHC rotation, VL, AUF, HT/Zak — and in many of these situations the DPS would be even lower. This change transforms Bucc from "full-time ST" to three modes: ST / Charge / Normal — which raises the question of how much DPS the improved skill expression is worth. My view is that correct decision-making should maximize DPS at 100%–110% (varying by boss situation), especially since this change already makes Bucc unsuitable for multi-client play. (Personally I enjoy this kind of change that limits multi-client play through game mechanics rather than rules, even if the server technically allows it — though I wouldn't mind keeping "full-time ST" either, since I'm a Sair player and Bucc is just an Echo mule for me.) So why is the DPS lower? It's clearly not just a single skill damage factor. As someone who has also played Bucc through its full arc, I won't claim the following is exhaustive — but here are some points for discussion: Demo under ST is the primary single-target skill with iFrame and ranged properties — There is no skill that has both of these properties at Charge/Normal states. Snatch under ST is an important magnet + damage skill — again with no substitute in Charge/Normal. Without Demo's iFrame, the only option is the 90% Stance from Charge — but the duration is too short, and entering Charge without Demo available is difficult. Reaching the claimed 97%–98% requires too many skill points. Looking at these points, possible solutions emerge. The following are only my suggested approaches, not an exhaustive list: (Option 1) Revert to "full-time ST." (Option 2) Address the above issues while only considering ST and Charge states. Since the goal is higher output in ST, why not make Snatch/Shockwave non-ST skills (Charge or Normal), and make Dragon a ST skill, while slightly buffing Demo and Dragon. To address the lack of a single-target ranged skill outside ST, expand Barrage/Blast's hitbox to handle HT/Zak at close range — similar to the DRK/Hero hitbox changes in this patch. Buff the substitute 3rd/2nd job skills so they remain primary damage tools in Charge state even post-4th job. Significantly extend Charge duration. And since two states are now being differentiated, would it make sense to further extend the ST cooldown to 360s? (Option 3) Seriously differentiate the ST / Charge / Normal skill sets. Normal state focuses on 2nd job skills — rework Backspin Blow into an AoE displacement skill / remove Rush effect so it can be used alongside Sommersault Kick; fix Double Uppercut so it can be used alongside Flash Fist. Expand Blast/Barrage hitbox; extend Charge duration. Make Snatch/Shockwave non-ST skills (Charge or Normal), and make Dragon a ST skill. And since two states are now being differentiated, would it make sense to further extend the ST cooldown to 360s? (Option 4) Perhaps there are even better options that align with the concept of "Bucc as a job that switches skill sets based on the situation." Regardless of how changes are made, at minimum "harder play environments must come with a corresponding DPS increase" should be the baseline. The 100%–110% figure is just a rough feel-based estimate. The suggestion regarding 3rd/2nd job skills didn't account for whether it might over-buff Bucc before Lv120. every individual detail in these suggestions can be modified and freely combined into another Option package.
Did you think we don't have the data on this? You're just discrediting your argument by saying things that aren't true at all. You don't know 'some people' that have deleted their lvl 170+ characters because of a game update we did. Nobody has deleted a lvl 170+ character in 2026 at all. For others in this thread, I have posted more details about my thoughts behind the buccaneer changes here: https://royals.ms/forum/threads/fee...ges-and-balancing.205730/page-46#post-1630823
Wouldn't have looted auf helms on bucc. Lucky me I haven't mir it yet. RIP people who spent hundred billions on buccs. Spoiler: was saving for later but don't care now casually scrolled with STR scrolls
Why are we not nerfing NLs dmg and avoid when they are the highest dmg output class in the game instead we nerfed shitty ass buccaneers???
Let's remove sair's battleship hp and make them cool down for 1 min every 4 min Also, the smokescreen nerf is actually a nerf to bucc cuz shadower will never need TL again. Shadower themselves are not being significantly affected. As a shadower main myself, I can't think about a situation that I have to party a bucc with me. Bucc is totally an SI mule now. (And TL mule for echo, of course.)
why are ppl calling bucc no brain lol if u wanted to sit in super transform spamming demo by all means go ahead but the dps is so bad might as well switch to a ranged char - havent played enough recently or at all post nerf so i cant say anything about the changes but bucc + animation cancels definitely had a higher skill ceiling than most of the other playable cast
let's just make shadower dark sight cooldown 1min every cast so you can only bstep during the cooldown period to make everything balance again
Let’s assume, for the sake of argument, that these changes do make sense under Tim’s balance criteria. Even granting that, it doesn’t change the point that these changes still don’t make sense as a decision, because most of the community didn’t see Buccs as something that undeniably needed fixing (still open to nerfing damage output, like some people mentioned above). I think that’s the core issue, balance changes should exist to keep the community happy, not to satisfy a standard of “correctness” the playerbase itself never asked for. A nerf is justified when something is CLEARLY, visibly unbalanced, and that was never the case here. The real problem isn’t whether the math checks out on paper. It’s that the devs changed something most players never actually asked for, and now a big part of the server is unhappy over a class that wasn’t seen as clearly broken in the first place.
being able to look at your lil avatar uguu being able to use all your useful skills during transformation
Lol, I also play Sair. Sair is in a good spot, just kidding! Just some other thoughts about bucc nerfs: Through Tim's post about his thoughts on the Buccaneer changes, he mentioned that Corsairs lost their "core value," which was their damage output while dismounted. However, they can still use other skills like Rapid Fire to achieve a similar result when off the mount. The damage output is obviously a lot lower, but it’s not a complete drop from 100 to 0. Most importantly, Corsairs actually get to choose whether they want to be mounted or dismounted (most of the time and with some practice). The current patch has drastically changed the Buccaneer's playstyle and quality of life. The class is simply not broken enough to get such a drawback. Why Buccs suck right now is that for 25% of the time, they don't even have a weaker version of a skill to deal with different situations. On top of that, it's a melee job without a reliable Stance skill. In the current patch, it’s just a disastrous experience when Transformation is on cooldown and you have no energy bubble. Maybe just go to the toilet, take a small break and come back when Transformation is up again.
I originally opened a bucc because it was meant to be a cheap main to begin with, that didn't require a lot of investment to start bossing with (unlike say shad or nl with expensive washing), I created a bucc after jumping from my nl due to mesos cost (charging stars, gear, washing) The bucc was great did it's job, it wasn't a top damager by any means but it was simple class to learn and did decently well with like 4b investment The only thing In my eyes that was op about it was the synergy with shads, so you could do 4x smoke to and do a ton of burst that way in a party lik on ht, that's why it became buccshad story I also made a shad in order to duo att either in ht or nt content, ever since I made my bucc it was reliant on the full time super transform status, I never played before that was a thing, and if I did I wouldn't have made a bucc because it no longer was chill to play, this is a 20 year old game that I play to chill, bosses here can take from 15min to over an hour, and it's mainly hold X button to macro, move a bit repeat, rely on iframes to keep it simple for longer NLs and shad rely on shifter for this, warriors get stance, mages are irrelevant, and archers just hurricane till end of times and get smacked around (mm don't count) This change makes bucc just makes the class not fun and relaxing, having to time your main dmg vs lower dmg with only 3 macro slots available while also duo attacking just ain't it (worse if multi clienting even more clients) I was really looking forward to coming back at the Anni event but the change literally took the will to play my main (bucc 195) , not sure I'll even want to max it at this point to make an echo mule.. Rant out
Many people complaining do not know the 2019 balancing updates. Attached - https://royals.ms/forum/threads/4th-job-skill-changes.135025/ Their explicit reasoning was "DPS balancing" but the hidden objective was to create job diversity. Now in 2026 the data is probably showing the admins that there are way too many active buccs compared to other jobs. (Reasons being ease of play, low hp washing requirements, demolition ignoring weapon defense, long macro/no knockback/repositioning issues). You are getting the 2026 balancing issues wrong. In 2026 its not about DPS. Its about the effort of playing bucc being 10x easier than all the other jobs out there, resulting in imbalance of buccs in the server. Edit: Their focus on balancing effort across all jobs was evident with the smokescreen meta being nerfed and then the next brain dead meta... Bucc demolition.
How many people have a bucc character ready for Ht/VL vs a NL/shad/paladin for Ht/VL? Bucc = No need to wash. It’s a afk bf killer in early 4th job. It was a LHC powerhouse from 150-200. You can afk demolition in auf/Ht/VL. Bucc characters could respond to lengthy discussions whilst in HT and VL/auf. How easy was it for you to solo auf with the pre nerf bucc? Everyone had the same idea. These changes were needed.
2.4k thieves 194+ 2.3k pirates 176+ I don't know how many thieves 176+ but it would only be more than pirates. anyone who has cleared VL on bucc knows that you never did. As easy as shad, NL, and hero. Look at my signature. Please if you wanna discuss bucc, at least play it.
That data doesn't show active players. (Like all the unwashed NL/Shads that have moved to bucc) I've had friends eating lunch/dinner/typing away whilst doing VL as a bucc. That says enough lol. Most solo multi-client aufers use Bucc to pin + its long macro. I can put my 2c in. Its not a bucc only forum, its a mapleroyals forum. Maybe the changes to bucc are hitting a nerve for you because it won't be as easy to play anymore?