Bucc nerf protest

Discussion in 'Feedback' started by Daniel11, Jul 2, 2026 at 7:44 PM.

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Do you agree with super transformation nerf?

  1. Agree

    37.8%
  2. Disagree

    62.2%
  1. hvpark12
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    hvpark12 Well-Known Member

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    @Al3x see no one know u bc ur #4 bucc now go get back ur #1 place
     
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  2. procrastinya
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    procrastinya Well-Known Member

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    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.
     

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