That is fair, but I'm not actively trying to ragebait people I'm providing a point of view from the other side of the aisle and attempting to argue that the changes were good, albeit extremely late.
The admins are definitely at fault for the change and I wouldn't call it a fix. This is a regression purely for the sake of regression in the current state and with very little guidance as to what might come as improvements outside of Super Transformation later. In what world are you living in where Bucc's provide more multi-target damage then a warrior? Perhaps it's been a while since you had to participate in CWK or LHC on your Buccaneer? Having multiple classes provide different utility is fine and I see no issue with anything in Buccaneer's current kit. Again, and again, and again, if there was a sentiment that Buccaneers were overpowered then changes could've been made that do not make them feel clunky. This 60 second cooldown could've easily been bundled together with other changes so it didn't feel as bad for existing Buccaneers. I'm not saying Buccaneers didn't deserve a nerf. I don't really care. I only care that the freedom to use two core skills was taken away for 25% of the playtime with no other change for no reason other than "that's how it used to be"
Sure, freedom. While we're at it, make Charge blow not remove charge for 3rd job pallies so they have the freedom to use it all the time, coma and panic not consume combo orbs, and how about cannon and torpedo no longer require ship?
If they could make those changes while adjusting everyone's damage to be relatively close together that would be a lot fun wouldn't it? Okay minus the ship one that's just weird man. Changes can be creative and fun without making it feel clunky and certainly without taking away existing identities. That's my main issue with Super Transformation being nerfed in the current state.
There's also so little to go off of like how many people who play this game even contribute to skill change posts anyways? Is staff just basing skill changes to certain number of people's opinions? Like I literally see the same 20-30 people actively contributing to this thread In Discussion - Class/Skill - [Feedback Request] Skill Changes and Balancing | Page 47 | MapleRoyals.
Clunky how? Class never felt clunky to me when it was 120 second uptime 240 second cooldown, so i dont think anything would change with 180 second uptime 240 second cooldown.
Okay Uncle Rico Hopefully we get some cool changes later and they get reverted in 2033 so you can use this argument again!
Corsair has entered the chat. Bishop has entered the chat. Paladin has half entered the chat. Shad has half entered the chat.
I've already answered multiple times so it just feels like ragebait or something now. Nice chattin' We'll see how it goes with Phase 2 and Pink Bean dropping with in the next 5 months.
Actually the car to super transformation analogy would work better if say you car suddenly stopped every 3 minutes for one minute. Good luck wherever you end up.
Sair can manage their ship's survivability. Buccs are put into a timeout for playing the way they are meant to. Bish doesn't attack and has useful skills other than infinity. Pally doesn't get locked out of crash ever. Neither does shad with smoke, the map cooldown is great at curbing chainsmoking and cheesing bosses. what are these disingenuous comparisons?
Bucc was never "meant" to be in super transform 24/7. They were buffed to do so by the royals admins, but the class itself was never DESIGNED with that in mind and after 7 years of shad/bucc meta, we see why.
Perma transformation is the best bucc change from gms to royals. It made it the most beginner friendly class and everyone benefitted from its usefulness without being the strongest class in the game. I don't care that it wasn't designed that way, It was a bad decision and we are not playing old gms.
The problem is, when you take a job that is already powerful, buff it's damage, give it access to it's best skill 24/7, it just becomes fundamentally more broken than it should have ever been.
No, I'm talking about bucc. It was always a strong but underrepresented bossing job even back in pre-big bang GMS.
Just some quick fact check. Dragon Strike does not provide iframe. Even before the update; Warriors are hands down the best RG characters in the game. Hero and DrK are the best in CWK for handling bottom bosses. All warriors can easily get into Zak and Krex parties as much as other classes, especially Paladin. For VL and lhc , warriors are also very welcomed, arguably more than NL and SE. Apologies but this is going to be a bit long. During ST downtime, Bucc has several options. Single-target: Barrage + Dragon Strike Barrage + Orb Barrage + Blast Barrage + Shockwave Barrage + Double Uppercut Mobbing : Dragon Strike + Orb Dragon Strike + Shockwave Dragon Strike + Blast Dragon Strike + Somersault Kick The issue is that while these options exist, they are not practical in actual contents. For single-target, the damage is not too bad if you can actually reach the target, but the only practical option is Barrage + Dragon Strike. Without Demo, Bucc loses a lot of reach, which matters in content like top Zak arms and HT arms/hands. Orb is not a good replacement because the animation is too long. Blast has even shorter reach than Barrage. Dragon Strike is generally better than Shockwave in almost every practical situation. Double Uppercut has very low damage output, and Barrage into Uppercut feels awkward to execute. For mobbing, Dragon Strike + Orb is very awkward because the animations do not flow smoothly back-to-back. Shockwave’s cast animation is so slow that is better to just spam Dragon Strike instead. Blast and Somersault Kick both have short reach and low damage output, so they do not really solve the downtime issue either. Also Blast can only hit up to 4 targets. Being clunky does not mean the class has no buttons to press. Is the fact that off-ST options are very awkward, short-reach, low-impact, and simply unreliable. Apologies if I missed out any options or combinations. If there are better off-ST rotations that I have not considered, please do let me know, because I am genuinely testing how Bucc is expected to play during downtime.
Well then they better buff mages and Archers so we can have more than 3 on the server. Maybe we can guide beginners to them. Instead of suggesting them to be their mules for their Bucc. Hell maybe these these Buccs can make a new character and feel the sting of someone kicking them out of a party cause someone has a mule. You only think it's the best Bucc change because, you directly benefited from it at the determent of other classes. Please tell me, without saying that another class was better at it something that a Bucc actively was terrible at. Like a Drk in Auf An archer in Rose Garden A mage in bossing. A Sair in crowd control Face it a Bucc was a jack of all trades AND a master of some. Completely needed to be balanced.
Bucc's big weakness is its reliance on Super Transformation. it's been brought up before and fallen on deaf ears: Bucc needs ST to perform decently at content. it plays like a worse warrior out of it and it's SLOW. take Rose Garden pre ST nerf: to make good time I have to stay transformed all the time. I can't rely on power stance from bubble because its meter builds from number of attacks and a Dragon Strike+Snatch macro only hits twice, I could use Demo or Barrage for multiple hits on one monster but the point of RG is mobbing against the clock. then come the bees. ST slows you down, can't use mounts unless you want to cancel ST to chase every bee and you still get the cooldown from a right click, you can snatch bees but again, it's all reliant on ST in any content. Buccaneer's strength is its weakness. DK doesn't get invited to endgame content because they only have half of their HP to work with for very little benefit. this could be fixed reducing boss damage or introducing higher tiers to Berserk for decent damage increases, not by giving Stance to Hyper Body. I never took an BM to Rose Garden so I can only assume they used Fire Arrow+Arrow Bomb stun with Puppets for crowd control. MM can rely on Pierce and Eagle. if they're still too weak then they need a buff or stop making LHC mobs resistant to player debuffs. Arch Mages and Sairs are limited due to their class design and that's on the original game and the staff. Bottom Line: Buccs didn't need this punishment, it's not a nerf anymore, it's a punishment. if they needed to be balanced then staff should've fixed what macro made them overpowered, not the skill that made them playable. overall it looks like you're actually mad at the meta the playerbase created and the staff is slow to adress. they fixed chainsmoking with the map cooldown but still nobody is taking a random unwashed BM because they already have their washed SE mule. HP washing is just another problem that the leech economy created and the staff just goes with making Arrow Bomb suck for low levels. I haven't gone back to RG since this patch and I don't plan to. it sucked back then and it's going to suck harder now. I did change my x3 Demo out of necessity to Bar+DS+SW (shockwave gets blocked by platforms btw) during 3rd job Transformation. this only works on flat maps and it's terribly slow so no RG, no golems, no HT, no Zak, no Auf or VL. end.