Only thing why im bit mad/sad is that i started scrolling my kc, cuz i had little luck with 30%. Ive been super unlucky with 10% and ws and i spent total 35-40 ws for this sht kc and now stats is 109/2slot. My plan was to finish it and trade it for rc and now its cheap asf cuz people panic-sell etc. ik price will be normal if we give time for it but still, need wait and scared to use ws for that thing
“Just adapt or change class” is such a clean, elegant answer that it almost sounds useful until you think about it for more than three seconds. Yes, obviously people can adapt. Everyone understands that. Nobody is under the impression that the game client physically prevents them from pressing different buttons, changing gear, rerolling, or abandoning a character they invested time into. That is not the point being discussed. The point is whether the change itself is good, proportional, justified, and healthy for the class/game. “Just adapt” does not answer any of that. It skips the actual discussion and replaces it with a motivational poster. A player can adapt to a bad change. That does not magically make the change good. A player can change class after months of investment. That does not magically make the design decision reasonable. A player can tolerate clunky mechanics, weaker performance, worse scaling, or identity loss. That does not mean those things should be immune from criticism. By that logic, no balance discussion should ever exist. Nerfed too hard? Just adapt. Class feels worse to play? Just adapt. Bugs? Just adapt. Poor design? Just adapt. Server deletes your character? Adapt by making a new one. Brilliant. We have solved game design. The issue with this kind of reply is that it treats every complaint as entitlement and every balance concern as laziness. That is convenient, but it is also lazy. Players are allowed to say, “This change makes the class worse in a way that does not improve the game.” That is not the same thing as saying, “I refuse to adapt.” Also, “change class” is not some minor adjustment. In a game where characters require time, funding, gear, progression, familiarity, and sometimes years of investment, telling people to casually abandon a class is not serious advice. It is forum shorthand for “I do not care about your point, but I still wanted to post something.” If a class is overtuned, nerf it. If it is unhealthy for the meta, adjust it. If something is clearly broken, fix it. Nobody reasonable is arguing that balance should never happen. But balance is not automatically good because it is a nerf, and criticism is not automatically invalid because the player can technically reroll. “Adapt” is what players do after a decision is made. “Discuss whether the decision makes sense” is what this thread is for. If the only response to every concern is “adapt or quit,” then there is no reason to have feedback threads at all. We can replace the entire balance forum with one locked post that says: “Whatever happened is correct. If you dislike it, play something else.” Very efficient. Completely useless, but efficient. huh?
By the way, it seems like many people agree with this post, so it's clearly not "pointless." So far, I haven't seen a viable argument other than "this is how it was in GMS" or "just adapt." So what's the point of feedback, then? and by the way I started playing around February my bucc is about 176 after LOTS of grind on him and pally, what about newer players? or not "True pro buccs" that just wanna enjoy this job? What if I don't want to invest into another job hours of my life becasue the job I play now makes no sense for the content that I love?
then don't play. i've seen more positive reactions than negative to this change, the only real negativity i've seen are people upset about the shadower changes being too light. this is also only the FIRST wave of changes. there are more coming, so we don't even know what the entire set of bucc changes are. This patch seems to be incomplete because they didnt want to keep people waiting for anniversary any longer.
I am simply sharing my feedback and have highlighted several valid points that have yet to receive a logical counterargument. I would be more than happy to debate these specific points if you have a constructive counter-response beyond simply telling me to "stop being negative." This might not be important to you as a player in the server but it is for me and many others apparently, I believe this nerf makes no sense but I'd be happy to debate with anyone about the points mentioned in my post.
There are probably some mean-spirited people out there who are enjoying the complaints from Bucc users following the changes to Bucc. I won’t go so far as to name names, though. Ultimately, the people who dislike it when the top meta gets nerfed this way are the ones who were using it, while the ones who are happy about it are the ones who weren’t using it. So what happens next? The same thing will just repeat itself with the new top meta. What I truly lament—as others have mentioned above—is that such drastic changes are even allowed in a game where it typically takes players several months to a year to adapt. It’s just like those unscrupulous companies that get you hooked on a convenient service, then raise the price or stop offering it altogether. Far from complaining about this, those who tell others in the same situation, “Stop complaining and just adapt,” are nothing but true slaves, aren’t they?
That's all well and good but every time I even tried to mention anything you simply deflected instead of trying to offer a counterpoint and it seems like you'd rather just complain and look for an echo chamber because you invested time into something that was quite clearly overtuned and overbuffed and didn't think that the admins would actually do any nerfing.
I feel like this is disingenuous because it's splitting people into exactly 2 camps. I'm happy about the changes because the thought of just sitting in super transform 24/7 spamming demo does not appeal to me as someone that played buccaneer back when GMS was actually pre-big bang. I personally feel like the people complaining don't realize exactly how broken 24/7 uptime on super transform is in the grand scheme of things because they never had to experience playing bucc without it. Bucc is so much more than just super transform and people don't even realize it because the changes they made initially that led to that meta/playstyle went overboard in an attempt to increase the playability of a class that was already super playable but, like corsair, required some actual gameplay instead of holding down a button like one would on most non-pirate classes. NL spams tt, shad spams their bstep/dark sight/assassinate macro, etc. Buccaneer as a whole was designed with the idea that you'd be linking skills together which is why certain skills have an increased delay when trying to spam vs when trying to combo skills together.
Maybe the move is not to ask dissatisfied buccaneer players to adapt, but to ask them to quit. Think of it like this. Old school bucc is designed as the sister class to another highly technical class, corsair. These old school buccs enjoy high damage multipliers and great utility on their skills, and the drawback is that these skills can't simply be spammed because they have their own internal cooldowns. There aren't that many bucc players, but those who do play bucc understand and enjoy it. Then buccs are updated to have 100% transformation uptime, and the result is an easier, stronger class that no longer has to contend with the drawbacks that their skills were designed to have. As a result, more people who don't actually want to play with the bucc's original mechanics end up making buccs, and the class becomes far more popular than corsairs. The bucc's 2nd-3rd job skill progression still gives hints that buccs are meant to choose skills dynamically depending on their bubble/transformation state instead of spamming one button over and over, but many of those players never got those hints because they leeched all the way to lv120. Once the 100% transformation is taken away, these buccs are left playing a class that works as designed, but no longer matches the NL-like playstyle that they signed up for. The fact is that buccaneer now has more players than it deserves to have. The same would have happened if the balance team removed berserk requirements from DK for several years, and then added it back. Or if they removed ship HP from corsair for several years and then added it back. The simple fact is that the true version of old school bucc can never support this many players who expect it to be something that it never should have been. If you made a bucc because you liked the idea of being a mostly invincible attacker with an HP washing discount who can hold down one button and use 0 ACPs during zak main body, then there are too many of you, and you should quit. And I say that without malice, genuinely. This situation is not really your fault; all the blame lies with the original decision to drastically change the buccaneer's core identity and leave it that way for such a long time. I mean, fuck it, I'd main DK if they didn't have to zerk, and I'd main corsair even harder if they didn't have to dismount. I'm not above all this. In fact, something like this literally happened to me in GMS when they gave me a potion that raised any new character to lv70, I used it on a Battle Mage, and I was like "wtf do all my skills do", struggled for a while, and then quit. The class wasn't meant for me and I recognized that. GMS would probably receive similar backlash for their constant class identity overhauls if they actually had a playerbase
the concept of "class that has many skills and weaves them together in different combinations depending on temporary states" is not as fundamentally rotten as "class that does either really bad or really good damage depending on a party buff that's not part of their kit" or "class that has really shitty attacking skills but can deal good damage by manually dropping and exploding their money"
Dang, it's quite clear a lot of people are just talking out of their asses here. There are multiple issues with the transformation nerf, both in philosophy and in what they actually did. Let's get a few things out of the way first; The team making these changes is trying to make the experience better than the original, but keep the feel as close as they can to the pre-big bang version of the game. But make no mistake, this is Maple Royals, not GMS. They are adding on to it with their own philosophy while adhering to the design and philosophy of the original game. E.G the latest patches containing buffs and nerfs for multiple classes. People saying adapt or play something else are actually just ignorant and don’t actually understand what they are talking about. And they aren’t adding anything to the conversation. Adaptation is something that can happen when you have different tools to replace the previous set of tools. The way it is right now, it’s just a straight downgrade. There is nothing to compensate for or adapt to. Adapt, in this case, just means take the hit on the character. So, let’s talk about the patch. First off, the statement about it just being a transformation is fine and understandable. I have my own thoughts about this thought, but I will add those near the end since they are less important and a lot more niche. I’ll mostly expand on Daniel11’s bossing part since I feel he did go over other aspects pretty well and I don’t feel like writing an entire novel. As Daniel11 explained without Super Transformation at its old uptime what tends to happen is that you’re now reliant on your bubble, which gives you “a mere”60% stance (which in itself doesn’t make sense, because it’s a mechanic you have to gain by doing damage and it stays active for 1 minute, while other melee classes gain a superior 90% stance by pressing 1 button in Warriors, or those who have it inherently with high luk + shadow shifter such as Shadowers). With the old uptime of Super Transformation, the stance gained from the bubble was more of a cherry on top for the few frames you’re vulnerable at the end lag of Demolition. So they need something to keep the bubble up after the nerf. As for my own nice addition on the nerf, the entire reason I chose Buccaneer when I started playing on this server is because of the cooldowns that let you access tech called transform canceling. Thinking a lot more people would be doing this, however, during my entire playtime here, I found maybe a handful of people who actually transform cancel during bosses. Even less than that actually used transform cancels on other moves than barrage into demolition. This tech gave an extra layer of “skill expression” in this “skill-less game”. Being able to use different combos in different situations outside of just optimizing pure damage. E.g., During VL, being able to extend your iFrames when you realize your Demolition is about to end, when a rock will drop. There are more combinations of moves possible for different situations, but it’s not the topic for it, nor is it anything that you can do anymore. My ideal wish would ofc be to make transform cooldown even lower, significantly lower damage, and the iFrames. Having to upkeep the damage by successfully transform cancel into different moves, but this is just my own head fantasy. Setting that aside, I can agree with the philosophy of treating Super Transformation as an actual transformation, opening up Snatch and Demolition as moves, as more powerful options to use for a limited time. The way they did it has taken a lot more away from what Buccaneer does than may seem on a surface level, without getting anything back to adapt to. And it’s not like the staff doesn’t know about these things. Look at the corsair buffs. They very clearly understand this concept. While the nerfs are understandable, getting no compensation buff or QoL fixes leaves the character feeling gutted. Guess here's to hoping phase 2+ will have different changes for buccs.