Nice to see the amount of care going into MapleRoyals. Not sure how difficult the following is to implement technically, but am interested to hear opinions about creating a "dodge" mechanic for all classes by making: right arrow + down arrow = duck down and move right simultaneously left arrow + down arrow = duck down and move left simultaneously This introduces questions about changing directions while ducking, too: Should a player be able to change which direction they are facing while ducking and moving without having to stand up briefly, or should a player have to stand up briefly? Currently, a player must stand up briefly to change the direction they are facing while ducking, and cannot move at all while ducking. Should a player be able to move backwards (keep facing the initially chosen direction, but move in the opposite direction without having to stand up) if changing the direction they are moving while ducking? 183 Bowmaster, 163 Bishop, 150 Nightlord
Not to mention removing buccs mobbing and pinning capabilities (snatch) for 1/4 of fight time, which is the entire role other than DPS. Both LHC and RG ruined.
pre patch, drks were already not very sought after in certain content due to the nature of zerk and the inherent risk of run failure they bring along. it is worse now, i don't see any reason someone would recruit drks over heroes for bossing content now that hero can provide so much value with their rage buffs, considering that heroes and drks still have similar playstyle, just slightly more dmg now.
It is in fact what I signed up for, because my bucc existed before the update that added 100% super transformation uptime, and a temporary ST is probably what anyone who played ACTUAL OLD SCHOOL GMS signed up for when making a bucc on an OLD SCHOOL MAPLESTORY SERVER. I found that update to be extremely jarring because bucc was a very technical class in 2nd and 3rd job, and then it abruptly transitioned into a class that was so braindead that all the players who leeched their bucc to lv120 didn't even know that they were playing a class with a high skill ceiling. I'm a big fan of reverting the super transformation = magic rock change for lots of reasons: buccs remaining a technical class from start to finish, actually being able to see your character's cosmetics sometimes, energy orb having a theoretical use, super transformation now feeling more significant when active, and a more noticeable feeling of progression as each new skill improves your single/multi-target DPS. That said, you forgot to remove the magic rock requirement, lol
Not sure why some players are unhappy about the drk changes. Sure, drks didn’t get buffed anywhere near as much as heroes did, but the changes are still positive. I don’t think every class can realistically receive proportionate buffs. With the new berserk, I'm just glad I no longer have to feel bad about overpotting by 1k HP, especially in VL (often during Garg spawn to play safe), since damage dealt is still decent.
because now now one would ever take a drk to any content. DRK does less damage than hero now and also give nothing to the party (hb is nice but no one care). The heros 12 ATT buff to the entire party is broken AF and no one would give it up to take a drk somewhere. Sure for now you will see DRKs get into CWK until people make their heros but DK is gonna be 100% dead soon because of this update.
To be honest, I’m disappointed with the changes to Bucc, and like others have said, I think it’s become more of a hassle. If we’re going to accept these changes, I think they should at least make adjustments to “Energy”. While Bucc can’t activate stances at will, I believe the skills used during transformation protected it from the hassles typical of melee attackers, just like other melee attackers. If they’re going to create a period where transformation isn’t possible, I’d like them to reduce the vulnerability caused by the lack of a stance. To be honest, there’s absolutely no fun in this charging mechanic, so I think it should be nearly permanent, or at the very least, the charging time should be shortened. If the goal is to preserve the unique experience of the third job, it would be fine to strengthen this aspect in the fourth job. Besides, the fact that there are periods when the character isn’t transformed has likely sparked interest in utilizing "Energy"-related skills (mainly Orb) among some players. However, if the charge runs out during the crucial period when the transformation is over, that would simply amount to a downgrade compared to being transformed.
"See if we can introduce a 'Battleship Buster' skill to destroy a Battleship on purpose, starting its cooldown for a full HP version" This sounds great (and thank you for listening for this change), but could you make it just cancel the boat if you're stunned or have sed on you at that moment? This is since as a corsair you need to manually cancel your ship during stuns and seds by right clicking the icon at top right and I have cancelled countless apples while trying to do that. Just to tackle two problems at once with this new skill. (Context: During stun or sed you cant toggle boat normally and if you dont manually cancel it, your boat gets hammered unnecessarily during these moments) Could you also make it manually cancel the debuff called hyperbody? - just joking I have the same experience. In general, one of the main reasons I stopped playing bucc actively and switched to sair was the transform change and lowering of the bucc skillceiling. It just became boring to me. Imo the bubble shouldnt run out while you arent using the bubble skills, like during transform. This way when you detransform, you could have bubble to fall back upon since it should be at full power and last until you can transform again, giving a powered up state and unique skills for each moment. I have heard the argument that currently bucc doesnt have enough points for energy orb, but these could be adjusted.
First thoughts on the balancing patch: 1. SI nerf is also a nerf to corsair/drk/ST users 2. Rage buff is a buff to NL and Shad (classes that don't need SI) New Meta: 1x hero with flamesword, SE, 4X NightLords (can substitute with CR or Shads) 2nd Best: 1x hero with flamesword, 5x shads (note: these shads are high CGS and hit cap with rage+attack pots) Note: SI has reduced DPS and for it to be a viable choice in a boss run it needs to "support" an attacker (drk/corsair/Stonetooth pally/hero). Will SI + an attacker match the DPS of 2x NL's or 2x Shads? Most likely not. Whilst the Rage‑stacking buff alone isn’t a major balance concern, combining it with a transformation cooldown and reducing SI DPS creates a serious risk of long‑term imbalance and could ultimately reduce the number of DRK, Buccaneer, and Corsair players. TLDR: A Bucc (with now lowered DPS) supporting a corsair/drk/stonetooth hero/pally does not equal the strength of 2x NLs or 2x Shads and will create imbalance over time.
It's not a 2-3% nerf for bucc but up to 25% in cases where you are only using demo to attack or only demo can reach. Bf, left horntail arm and top right zak arm for example. Just undo this terrible transformation nerf If we're stacking attack buffs add in concentrate too
the average bucc player when they have to contend with 10% of what the average corsair player goes through on a regular basis
so instead of making this game fun to everyone, making those jobs all at the same level, making hero for example stronger to be able to keep up with bucc, you guys just made bucc worst and took the fun out of things, same with shads. In my opinion, nerfing is not the way to balance things. making players who played some characters for years change to different one because it's almost unplayable or just so bad is not the right call. you should've buffed the other character to their level making the game still fun
like i said i didnt even install this game cause just from reading what u did i understand what you done to shad and bucc is just killing a class this is not balance this is just killing a class i think i am done with this game good luck everyone <3