Buccaneer Class Changes

Discussion in 'Closed' started by IamMia, Feb 19, 2019.

?

do we need the infinity usage of transformation?

  1. Yes

    88 vote(s)
    54.3%
  2. No

    49 vote(s)
    30.2%
  3. Neutral

    25 vote(s)
    15.4%
  1. nosebleed
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    nosebleed Well-Known Member

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    I understand y'alls POV. You wanted the strength gap between Buccs and other attacker classes to become less significant, but also wanted the mechanics and game play of Buccs to remain the same (same skills used). Seems totally reasonable to me. I too wanted the approach to buffing classes to be different. The goal shouldn't have been to make these 3 classes equal or stronger than others (the original hierarchy should have remained the same) or to change the mechanics involved with how they are played (the skills used), just to minimize how significant the gap in strength was through adjusting the current (former) main skills percentages and such. Shame it hasn't panned out that way, but at least there is the possibility for things to change/revert according to the announcement post.
     
  2. smilinsphere
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    Can someone clarify the whole "SI is useless to buccs" thing? As far as I'm aware, attack speed boosts still affect Demolition, at least according to this site here: https://ayumilovemaple.wordpress.com/2009/09/06/maplestory-attack-speed-reference/

    demolitionspeed.png

    Since all knuckles have a base Fast(5) speed, and booster gives +2, that would mean that buccs would still receive +1 speed from SI, yes? It probably doesn't give as much of a difference to Demolition, as it does to barrage+DS, but still a difference regardless. Maybe this info isn't completely accurate to Royals (but the date does roughly line up with our version of Maple), and if that is the case maybe someone who's more knowledgeable on the subject could clarify that :)

    Anyways, I think I have to agree with the sentiment that infinite transform presents some issues with the playstyle of buccs. Having a level 15x Bucc myself, I can say that the wide amount of skills is what made them probably the most fun class to play in all of pre-bb maple (Except for maybe Dual Blades lol). And while buccs needed a decent buff in their skills to be actually useful damage-wise, I feel like it could've been done without turning them into a one-skill-wonder like NLs and Heroes. Here are my thoughts on a way to maintain the overall damage buff on buccs without sacrificing playstyle:

    • Return and modify the cooldown for Transform. Maybe have a the cooldown timer be it so when you have both 3rd and 4th job transformation skills maxed, you have a cd timer and a duration time of 120 seconds for both skills. This pretty much means that you can still always receive the other benefits of a transformed state, but still only restricted to using demolition when in 4th job transformation, and free to use the barrage+DS combo while in 3rd job transformation. Optimally, you'd want demolition to be a fair bit stronger than barrage+DS combo, either by buffing demolition a bit more or by lowering barrage and DS a bit, whichever option ends up more balanced in the end.
    • Have a +damage% boost for Energy Charge. If we leave the main damage skills the way they are now, we'll still need another way to maintain the overall dps buff Buccs without having perma transform. One way to fix that is replacing the +20 wep attack bonus with an overall +damage% bonus, sorta like what heroes have with combo attack, but not to the same degree. The +20 wep attack buff when you have full charged energy is pretty much useless since it's going to be overridden by a potion buff when bossing, and even if you're just grinding, you'll probably just wanna use a gizer instead, which gives 25 for 30 minutes, rather than the 50 second intervals you have the energy charge buff for. It probably wouldn't be a bad idea to give energy charge's duration a slight buff as well, maybe to around 90 seconds or so. Regardless, this would give a bit more thought into how you would play bucc, making it so you need to effectively time using transform while having fully charged energy to gain the most amount of damage, as well as focus on other mobs while bossing to help build up energy faster.
    So yeah, those are my thoughts on this whole thing. Also didn't think I was gonna type all this when initially writing this :p
     
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  3. Exenet
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    As someone who mained a bucc during the era of perma trans, using that ability came with sacrifices at the time with using up a TL, and limited to trans only skills. So there was a trade-off in abusing this feature with being unable to dragon strike and such, although shockwave had its endgame uses. Now theres practically no drawbacks to being transformed all the time but I don't necessarily think thats a bad thing.

    First thing I'll address is that with this, the viabiliy for buccs to reach HTs arms and zak top right arm are now fixed. Bad enough they were at bottom of the attacker class tier, but being unable to reach certain bosses at will is a majorly overlooked design flaw.

    As a follow up to the previous point, I dislike how some people think you have to spam demolition and overlook the bigger picture. While many were encouraged to just spam demolition because its single dps is higher than barrage-ds, the overall dps is higher with barrage-ds in certain bossing situations. On the floor level, dragon strike can hit up to 4 zak arms so if you care about doing more damage you'd consider that instead. On HT, right side wing position has dragon strike hitting up to 4 parts as well and I can say from experience I have chosen to do this in many situations due to it being overall better for damage. In these cases I don't see why you would shackle yourself to just be an NL when you obviously have options on situations that call for it.

    Now I want to mention something thats a bit underrated with this change, and it seems that normal transformation is now more useful. Of course in the endgame thats not the case since before you'd only use it for the speed/jump increase. But it now makes 3rd job more viable for grinding. I can say from experience that even though energy charge was near infinite in old source, it was still a pretty lackluster training experience and I'm sure more availability to shockwave has addressed this.

    Lastly, I find the whole argument for TL transform kinda silly. In my experience I've rarely used TL for transform in new source since it was better to save it for skills like smokescreen/ress/echo in boss runs. Doesn't matter much if you get to skip a couple minutes of cooldown to get a bit of extra single dps in the overall scheme of things, especially when you're at the bottom tier.

    Overall, I am for most of these changes but certain things still remain to be seen. I personally pitched for higher flat damage rates on demolition if it kept the cooldown, but this also seems fine. One drawback though is with the dragonstrike buff, energy orb is now practically useless, but it was barely used anyway despite having higher single dps than dragonstrike. These buffs may definitely change the overall meta for the better and thats what we're all hoping for. Buccaneers are an important class for that to happen since SI is a major factor to bringing up alot of the other lower tiered damage classes. Since the class has been very unpopilar post-new source, that wasn't able to happen. I've been advocating for these kinds of buffs to the class since 2016, so I'm glad its been done finally.
     
    Last edited: Feb 20, 2019
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  4. OrcaGel
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    OrcaGel Well-Known Member

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    Corsair's are way stronger than NL's at Krexel due to raw damage and positioning.
    What's wrong with wanting to play a class the way its been used for the last few years? Why use Power Strike when you have Blast?
    Why?
    People are going to use what works best. That's why 3 weak class got damage buffs. People care about damage and the most optimal combination of attacks will be mainly used so it does change how the class is played.
     
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  5. IamMia
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    I were at horntail.
    Barrage+ds is okay at the boss.
    You can attack wings, heads etc. Just arms arent such easy to hit.. But then you could use your cooldown on transform and we can deal 100% of time damage....

    Oh no wait we..., oh i fallen.... Coming... Oh fuck that falled again.. I can ... Jump ... Fuck that fallen again....

    That main reason why we cant Ht without any ragelevel is that we have no infinity stance... Just why? I cant understand that...
    Would make a bucclife more easy then this transformshit...

    Btw. I am still not talking about that barrage+ds is not needed. But demo is in most cases better and can abused now by infinity transform.
    Bucc gameplay were better as you have to use both. Because that what a buccaneer is... Not a 24/7 sayajinslave.... I cant understand why you even like it?! Barrage+ds combo looks cooler then demolution with bugged animations...

    Now i have to use this crap the holetime...

    What would NL say when they get a buff?
    Flat damage plus avenger deals more damage as tripplethrow now?

    Its not the philosophy of a NL as it not is for buccs now. Gameplay is destroyed in my opinion and i have no reason to play my bucc anymore... Rip maincharacter level 160.. Rip gear, rip any motivation to play a new class like shadow or pala...

    I even cant believe that there are 26 votes on yes... I really cant... Maybe 10 by bots 6 are staff and the rest have no bucc or at least no bucc on 135... Or just a si mule...

    Most endgame buccaneer follow the truth path of beeing a bucc and this way is now cutted down by 30 levels...
     
  6. Cynn
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    Cynn Donator

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    Thank you. I didn’t know demo was affected by SI.

    @IamMia does SI affect Demo for you?
     
  7. IamMia
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    IamMia Donator

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    Dunno.still using barrage plus ds becaus transform is still level 1 and demo 21...

    Spreset did not happen and i wont pay any nx for spresets...Heros got an reset buccs not. Thats maplelife...

    I try not to be mad anymore... This discussion ends in an useless agumentations from that demoabusers...

    Whatever classchange ruined a little bit playstyle and thats it.
     
  8. JacobSCA
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    Yes, SI affects demolition, it's very noticeable.
     
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  9. iSlayDogs
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    Yes si affects demolition. As long as either si or booster runs out. The delay in between demolition becomes significantly greater
     
  10. smilinsphere
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    While I understand what you're getting at, the problem still remains. After all, as you said yourself, this is only "in certain bossing situations", not the overall Bucc experience. As far as I'm aware, the two examples you gave with Zak and HT are the only bossing situations that barrage+DS can maybe have higher dps than demo. Not only does this situation not apply to pretty much every other boss in the game, it doesn't even apply to majority of Zak or HT. Once you hit Zak body's, that no longer applies, as does HT preheads or whenever you aren't able to attack 4 body parts at once. What you claim is "the bigger picture" here isn't actually the bigger picture and doesn't actually apply to the majority of the Bucc bossing experience. For example, if we look at NL's bossing style, even though you're pretty much gonna be just spamming triple throw the entire, there still gonna be bossing situations where you might need to throw an Avenger or use Ninja Storm to help maintain a clear shot for triple throw. Despite that, most of what you're gonna be doing is holding down the triple throw key for NL's, and that's essentially the new issue for Buccs with demo, perhaps just not to the same degree. To me, the bigger picture for Buccs is how they play overall in most situations, i.e. having a large amount of unique skills available to you and having to switch between said skills throughout the entirety of a boss to maintain good damage. As many of us already stated, the current transform mechanic no longer encourage this, thus making buccs less fun to play overall.
     
  11. Geyforlife
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    Geyforlife Well-Known Member

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    Many of you guys seem to forget that barrage + DS is actually stronger than demo. So the trade-off is between having increased range or increased damage when choosing barrage + Ds or demo.
     
  12. smilinsphere
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    buccchartthing.png

    Not according to the dps chart they posted with the update. :)
     
  13. Exenet
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    Overall I'm neutral on this decision because many old source players like me did abuse perm-demolition to our advantage, but it still didn't make buccs some of the best attackers at the time. And I understand the transform cooldown was an intentional design decision, despite alot of the classes design being flawed. I personally wasn't sure if this was a good idea legitimately, since it does change that design but on the other hand I don't think its a really bad one since it was previously available unintentionally. Even if the bossing utility is situational, barrage+ds is still the go to for grinding scenarios and as far as the overall bucc experience, I'll point out some things.

    First, I don't know why NLs are the only class to be brought up since just about every other class spams one or two moves thats optimal for bossing and dps. Practically all the warriors and BMs function that way as well. And Buccs barrage+ds functions similar to MMs Strafe+Snipe and Shad Bstep+Ass, which is their optimal go to combat method. Some classes do go further with dps situations like Drk zerk, Sair boat, and Shad bombing, but Buccs experience doesn't go that far. Main difference being their highest single dps move is locked under cooldown and it was still weaker than most of the attacker classes. And to reiterate, one good thing we can agree on is this is a convenient fix to barrages reach when it comes to HT arms and that top zak arm. Its undeniable how flawed it is to further cripple the classes ability to "hit" things at will when they're already the weakest attackers.

    Now I want to bring up the Energy Orb situation. Sadly no one else seems to be bringing it up, but this point is one that I feel is most relevant in this debate and keeps me neutral. This is the final skill thats usually maxed out for Buccs and had its uses in single dps situations. Compared to dragon strikes 810%, this move was bumped up to 900% damage. I know many haven't been able to reach this level on their buccs. But the ones that did get energy orb, never really used barrage+orb, despite it being more optimal than barrage+ds. You may ask why, but from what I understand it came down to preference and convenience, since the skill requires buccs to be energy charged in order to use. With a shorter range and diminishing mobbing damage, the only other advantage it has is that it can be used in the air. So despite having a 90% higher damage percentage in single target(most bossing situations), those players still stuck to using just Dragon Strike. Why is this important? This point brings up that players would rather have convenience than whatever the optimal method may be.

    And yes while theres a large amount of unique skills, sadly this game isn't designed well enough to accommodate for all of them. And with the energy orb situation, the players don't seem to either. You can probably tell that I'm leaning towards more of keeping the perma transform feature, but I wouldn't mind personally if it was removed in favor of higher flat damage increase on demolition, which is what I suggested in the feedback thread a while back.

    I'd say just wait and see what happens to the new meta, but I think this issue is blown a bit out of proportion since the side against it are just quoting the same thing while neglecting the positives. Players still have their options in the end too. The goal is to increase the population of bucc mains so lets just wait and see after that happens.
     
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  14. IamMia
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    your right too, but i think we dont get any anger here and wouldnt have start to discuss when the transformCD still was there and we just get an damage buff.

    Demo not only from 400-> 500 Damage
    Buff it like 400->600 Damage
    and let the transform as it is.... usefull since level 1 instant of useless until reach like 10 SP in it.

    i agree everyone would be lovely and fine..

    Greetings MIA
     
  15. smilinsphere
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    Yeah, most of what I was referring to in my previous post was regarding to Bucc bossing experience, which I probably should've done a better job mentioning, oh well ¯\_(ツ)_/¯

    But yeah, grinding is a bit different when it comes Buccs, and is in my opinion more fun to do than bossing since it takes advantage of a lot more of their skills like Corkscrew blow, backspin blow, and stun mastery. At the very least Dragonstrike is still very much useful in that context due too it's range and AoE, but even with perma transform, it still might mean Demo is still a better option compared to Barrage for single target damage, though I can't really confirm this for sure since I haven't really tested it. Regardless, bossing is still a very popular aspect to all non-mage classes on this server, so I still find it important to examine them in that context.


    I mostly mentioned NL's simply cuz they're a good example and one of the more popular classes on this server, but you're totally right that they're not the only or even necessarily the worse example of 1 skill playstyle, as Heroes and Bowmasters are easily just as bad in this regard. Really at the end of the day, it's not so much that only having 1 or 2 primary attacking skills is really an issue, more so the issue comes with how mindless it is to use said skills. Admittedly, this is mostly an issue with how a lot of bosses and other mechanics of this game are designed (which is a whole other issue in of itself), but if you compare say, Heroes and Dark Knights, they both mostly use a single skills for their attacks, but because of Drk's Beserk skill, they're a lot more interesting of a class to play as since you have to focus on HP levels and all that. So going back to Buccs, it's not so much that they need to have a bajillion attacking skills at the ready, barrage+DS combo and Demolition are mostly fine as far as attacking skills, but having to focus on something like properly timing transform or building up your energy meter makes them more interesting and nuanced to play.

    Well, top right arm for Zak (which I assume is the one you're talking about) is always a pain in the ass for all warriors, I think it's kinda meant for Ranged characters, since Buccs are primarily close range, it'd make sense for them to struggle with it. As for HT arms, I sadly haven't been able to HT a whole lot of with my bucc, so I'm not really as familiar with attacking placement and all that, but I'd hope if it they ever do re-implement the CD on transform, they'd either fix the map or maybe add a bit of range on Barrage to help them hit the arms better, not dissimilar to what they did to Blast for Paladins.

    Yeah, Energy Orb is a bit of a let-down as a skill overall. I always viewed it's existence as something Nexon added just because they wanted to have an energy ball/Haudokun-like attack for their brawlers, but they didn't really do a very good job of implementing it. Honestly, it should've been like a charge up, straight-line attack similar to Marksman's piercing arrow, rather than being a slightly stronger and faster Dragon Strike. Anyways, I think some of the issue of why people don't use it has to do with the fact that it used to be completely broken and unusable in old source, so people never bothered adding points in it. Partially becuase of that, it's seen as kinda an afterthought skill, considering that Buccs require a lot more investment in a lot more skills than most other classes, and it's not gonna be any better than DS until it's pretty much maxed out, which as you stated isn't until a pretty high level. It does make me wonder if it did work during old source when energy charge was broken and the meter filled out really fast, I'm sure it'd been used a lot more, maybe even maxed before DS, and it might have still been used more even after new source fixed the energy charge bug, but that's all speculation. Perhaps with a slight boost in the energy charge duration like I suggested in my first post on this thread, that might make energy orb a skill more worthwhlie to invest into. All-in-all, I don't think the Bucc would change very much if they flat out removed energy orb, because at the end of the day, it's essentially fulfilling the exact same thing as another skill does, not really changing how they really play, whereas transformation and demolition fulfill a more unique role for Buccs.

    That's sadly true for a large amount of things in this game :(

    But yeah, hopefully in this long slightly ramble-ly post, I sparked some more thoughts on this subject. But yeah, as mentioned previously, we really just gotta wait and see what people think about it. So pretty much what I'm saying is go play bucc, they're a cool class :8):


    crimony, this post was longer than I thought :-/
     
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  16. Tim
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    Tim Administrator

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    Hello Buccaneers and Buccanots!
    First of all I would like to thank everyone for leaving their feedback so far, I'm happy that there are many people that care and are interested in these changes. Some of the later messages have even made me re-check my calculations and update my charts as I didnt properly take the multiplier for barrage hit 5 and 6 into account for them (I did for my final calculations, however I hadn't updated them in my graphs yet which is an oversight from me).
    You can view the updated charts here:
    https://royals.ms/forum/threads/4th-job-skill-changes.135025/

    I'd like to address a couple of topics in this post starting with how the damage per second (DPS) chart is supposed to be read, additional context on why we made the changes we did followed by the importance of fact checking and calculations before you post feedback and the difference between emotionally loaded feedback and constructive feedback.
    I will also quote and reply to specific posts made in this thread.

    Graphs
    As mentioned in the 4th job skill changes thread the DPS chart are calculations of single target damage output of similarly funded and equipped characters with all their affecting party buffs like MW20, SI, SE, Echo and the same w.atk potion (heart stopper on 140, onyx apple on 200). The most important detail of these values is that they are single target damage outputs in their ideal situation. This means these numbers are not the exact values that these characters would be doing in a real game-situation like bossing. You have to deduct time (thus damage) to cast buffs, re position after being hit by the mobs, move to not stop attacking at the 100 attack limit in one spot, etc. These circumstances differ per class, thieves have a lot of avoidability for example, and warriors have access to a 90% stance rate which makes their damage output over time (a longer time frame than the calculated and displayed second in the charts) closer to their ideal calculated damage output than other jobs that have to re position more, fall down more at certain maps, in short; spend more time on buffs and positioning.
    A prime example would be Corsair's battleship. Yes in their ideal situation they out damage everything heavily however in order to keep their battleship alive they have to anticipate big damage dealing attacks and dismount and remount which makes them lose DPS unlike other classes.

    This is also the case for Buccaneer. Their DPS may seem above that of warriors for example, however in a bossing situation they may not deal more damage than a similar warrior as the warrior can sustain its position longer and lose less time that can be used for dealing damage.

    Why these changes
    We decided on buffing Demolition, Barrage, Dragon Strike and the Transform skills for various reasons. First of all you should keep in mind that we are limited in what we can offer as we're working with a client that hasn't been fully deconstructed by anyone in the private server community. You can't simply make changes to a skill in the WZ files and have the client pick it up as working even if the functionality of the suggested change is pre-existing. An example for this would be: You cant make Transform do 10% critical damage as a mini-sharp eyes if you were to wish to do so even though another skill (sharp eyes) can do this. such edits are limited by client restrictions.
    We sought out and pursued edits we could do and would be possible with our game client.
    Our goals for Buccaneer were:
    1. Make their damage output competitive with most other classes which was the reason for all the buffs we did this patch
    2. Make sure we don't make their main 4th job skills obsolete
    Furthermore we wanted to add the mobility and options of their skill set permanent to give them that little boost of re positioning at bosses and grinding on non-boss mobs by giving them access to (Super) Transform at all times.
    We managed to incorporate all three goals for these buffs by boosting the damage values for Demolition, Barrage, and Dragon Strike to the point where they would deal competitive damage to the other jobs and to each other (referring to the Barrage + Dragon Strike combo vs Demolition) as we believe that all 3 of these attacking skills have their value in different places in the game. Some examples have been given by other players in this thread already but to remind you of one of them:
    In bossing situations like Zakum you cant reach some of the top arms with barrage, now you can use demolition for them and still do similar damage output. At the lower part of zakum its more beneficial to barrage and dragon strike as you can hit multiple arms that way ultimately leading up to more damage output.

    TL ; DR would be: Barrage and Demolition have an attack range difference and similar damage output now making them both viable when used properly.

    Feedback
    While we understand everyone's passion and appreciate the feedback on our changes and game philosophy as a whole This thread started out not the way I expected when I initially wrote 'Please let us know what you think' and that our update is subjected to change. Some posts made in this thread are heavily emotionally loaded, biased towards a subjective opinion (e.g. I prefer the look or play style of x so x is the best for the game), factually wrong or even borderline flaming. Some of these false statements were even mindlessly adapted by other posters that followed up on them. Thankfully there were some more players that objectively contributed their knowledge and opinion for which I'm grateful. Please try to check your facts or do your calculations before you make false statements as we all strive for a better game play experience together. We can only achieve that by constructive criticism!

    Thread
    I will now answer or remark some specific posts from this thread:

    Barrage and Dragon Strike combination when performed perfectly and while having Sharp Eyes is slightly more damage output than Demolition, the skill that has more range. So I wouldnt say it's not recommended.

    You don't have to use Demolition, the damage output was near identical (less than 3% difference) even before I caught my mistake and edited my graphs.

    Super Transform was never permanent. There was a glitch that broke the cooldown of skills like Super Transform while using Time Leap in the old source which was fixed, as it was a glitch of course. Saying that it was deemed too op and removed makes no sense as the damage output of the old Demolition with Super Transform was still in the lowest end of the DPS charts. I highly doubt that any buccaneer was able to do 32M damage per minute / two minutes on Bigfoot like you claim as per my calculations they would only do 12.26M DPM with Demolition in ideal situation with all buffs, onyx apple, godly gear and lvl 200.
    As explained above Barrage and Dragon Strike do have their purpose. You don't have to consider them as a melee version of Night Lord as that is just one of their current options (and viable in certain situations)

    lvl 1-10 Super Transform lasts 60 seconds, lvl 11-20 lasts 120 seconds so there is a benefit to putting more SP in the skill. Saying that Demolition is a specific amount of attacks and doesnt benefit from SI (anymore) is a false statement and I have no idea where you even got that from, luckily other people already pointed that out for you but please check your facts before you make such statements to avoid looking silly.
    As explained above skill builds that include all 3 attacks from 4th job are most beneficial for buccaneers to do optimal damage at different bosses and areas.

    As mentioned their skill variety and 'identity' didn't get disrupted, all skills are still viable in their specific situations. Time leaping your transforms hasnt really been a meta playstyle as the cooldown on time leap is too large for that and is often kept for Resurrection, Echo or other party skills like Smokescreen.

    1. I believe Time Leap has always been the Pirate's party skill. It is often kept for Resurrection, Echo or other party skills like Smokescreen and not for their own use.
    2. & 3. No its not as it does more damage when the target is in reach of barraging + dragon striking
    4. You can still opt not to transform and barrage / dragon strike or transform while doing so, or even transform and do demolition only. that's as unique as it gets!

    This is false, Demolition is affected by speed infusion. Please check your facts.

    All the skills you put SP in are useful in their scenario, you even prefer to use these skills and they are technically the highest DPS if you execute the combination of barrage and dragon strike perfectly consistently.

    Given the mobility and option to make their 3 attacking skills viable by doing this transform cost change we managed to hit the targets we set out for the buccaneer buff, I hope the explanation above helps clear that up.

    At this point you're just flaming, saying that we didnt think about our decisions, mock our game knowledge and make ignorant statements regarding the game characters and jobs that we have (I have two buccaneers, one with 30k hp at lvl 126 for SI purposes and one at lvl 186 for actual gameplay). There are other staffmembers with buccaneers and game knowledge about them and we have made our decisions on the changes we can make with our client restrictions and extensive game knowledge of all classes keeping the game and damage ranking integrity in place.

    I would implore you to think more before you post if you want to pursue any creative position in life as your feedback hasn't been very constructive and mostly factually wrong and overpowering with emotional load. I dont think restricting feedback to just buccaneers makes sense as the buff of a class affects the whole game including the people that dont play buccaneers themselves. Ps. 5 hours per day are rookie numbers!


    The DPS chart isnt wrong, but I hope the extended explanation regarding the damage output in their ideal situation without dismounting etc. written above helps you understand that.

    paladins are hard capped at doing 199999 damage with blast while the other classes (since they do multiple damage lines) can exceed that damage in the same time frame. A Blast and Brandish attack have the same attack speed however Brandish can hit 2x 110k for example which would total 220k where the blast can only do 199999, they ran out of growing potential in that aspect on such a high lvl of equipment, buffs and atk gear.

    They are similar in damage output in a realistic situation now compared to other classes, I wouldnt call them pretty weak.

    False, there is an additional difference, uptime of the skill (60 seconds vs 120 seconds)

    I'm sure many third job pirates (marauders) would disagree.

    So far opinions seem split, feedback is usually given when people disagree, out of all the people that play the game only a handful have expressed their concerns with these changes on this thread so far.

    Your poll results are also split near 50/50. Saying that every bucc wants back the cooldown is false.

    False, lvl 1-10 super transform lasts 60 seconds, lvl 11-20 lasts 120 seconds.

    Feel free to use your whole keyboard!

    Diffferent situations require different buccaneer playstyles now, even if you dont choose to do the optimal DPS the difference is still a small % margin between Barrage and Dragonstrike vs Demolition. Also didn't you just say Damage<playstyle?

    You are correct, If you optimally combine Barrage and Dragon Strike vs Demolition you would be around 7% better DPS single target damage (if you have sharp eyes)

    Please check your facts as transform and super transform last 60 seconds and 120 seconds at their varying lvls. not 20 or 30 seconds as you stated in this thread so far. You even went as far as saying you checked it which you clearly haven't done.

    You'll be happy to learn the mechanics and hierarchy are still very much the same in that case!

    You're correct, certain skill combinations are more effective than others based on what you're facing, thanks for your insight

    We wanted to keep the transform skills the same and share the opinion that third job grinding (although not often done because of leech) would also benefit a lot from the mobility and additional skill usage Transform provides.

    This is your opinion, someone else prefers to be transformed and thinks that looks cooler! Luckily you can do either now as its not a requirement to be transformed to do the best damage with Barrage and Dragon Strike combination.

    I hope that you learned more about the reasons for our skill buffs and that the opinions of others can be genuine. Don't forget that facts and constructive criticism are key!

    Lastly
    Thanks again everyone for their feedback and thank you for reading my post. If you want me to clarify certain topics even more feel free to let me know! I hope my outdated graph didn't confuse you too much.

    - Tim
     
    Last edited: Feb 21, 2019
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  17. nosebleed
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    Thank you for the response and especially for explaining all of the details behind the graphs @Tim! Definitely makes more sense now. It may help if you paste that into the changes thread you linked so that others can better interpret it too. I'm not sure if this is the place to be asking this question (apologies if it isn't), but how about in 'less than ideal circumstances', were any changes made in terms of the 'rankings'? Like, say without SI, would the warriors/bucc DPS rankings remain the same as they were prior to the buffs?
     
  18. Josefu
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    That's good to hear then. I agree that most of the comments are being laid down without much backup of testing the changes and differences before they make their own statements though...and so was mine when I blatantly said that this change disrupted their identity.

    I'm just afraid that this could possibly led to a misdirection that replicate the post big bang scene again which was really a heartbreaking scene to see as there's no words from the authorities on how they came out with the damage chart which many of us assumed it's based on spamming demolition, so I encouraged the buccaneers to express their opinions in this regard hoping that some clarifications may pop up.

    Anyway, I still can't say much about this as I'm not a buccaneer main but I just want to say that your clarification is really appreciated. :)

    But I think those buccaneers who prefer to solo stuffs usually just use time leap for themselves for transformation prior to this change...anyway, I guess the buccaneers have less worries for time leap usage and have a preference to pick their own poison now where both offers similar damage output with distinctive usages depending on the situation...though some may still miss the urge of the old playstyle where one is forced to alternate between two forms in order to maximise their damage.

    I'll leave the rest to you guys who are on a better situation to discuss about this topic as I've shared enough of my opinion as a bystander who likes to see the buccaneers around. :D
     
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  19. IamMia
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    IamMia Donator

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    Yea those update was emotional tim your right.
    It was a change nobody counted with.

    As least i see that now a little bit clearer.

    I can use transformation in every situatioms is a pro fact and the damage doesnt matter, both attacks are simple same.

    The problem that i falling 24/7 in Ht down is still not solved with that. Many people wished a update with infinity stance what would make a big sense on gameplay.
    I dont mind in graphs as much ~f2 I can deal damage and thats okay.

    Overall and after i calmed down i have to say:

    Pro: transformation is flexible now
    Damage buff is pretty nice (barrage+ds)

    Con: transform dont feels like an ultimate anymore
    No damagedifferens between those attacks
    Still on rangemode on HTruns


    Btw its 50/50 but the 50% people who say the are fine with the transformupdate said they like it but they dont need it.

    The 50% of the No to transformationsupdate people really dont want it.

    I guess its different between saying yea its okay and no i hate it.

    Because we have 50% now who are sad.
    Otherwise we had 100% that would be fine with that damagebuff.


    Anyways thanks for your reply tim. Many points makes sense. I am still against that noncooldowns because the gameplay aspect and that wouldnt change i think. A infinity stance is what we are looking for.
    I would prefer a highdamagebuff on demolution as damagepeak like it should be used. But on this way we can choose between range and melee all the time without damageboost.

    I will test it more in future!
    That magicrockthing blocks my etc space ~f12~f4
     
  20. Dave Deviluke
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    Dave Deviluke Forum Moderator

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    Respect to the 2.2k words reply

    Very detailed explanation of the changes
    Thank you for the hard work~

    We need more words of appreciation to the admins for buffing the jobs - Buccaneer, Shadower and Paladin
    Not easy to balance and implement the skills
     
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