Would also love to see pally uncapped if possible, and threaten slightly buffed too. It feels like more of a flex and a bit of a waste (if I'm being honest) to Auf a pally relative to other classes atm That same argument might also apply to mages, although I personally have less experience there. Pallys are kinda the "magic warriors", so thematically there might be a common thread here if both were to be uncapped. I'd also be curious if damage was uncapped in general for all classes. I could see very strong shads, buccs' on their last line of barrage, and marksmen also benefiting from this which would be fascinating.
I know this is a joke but I think alot of people don't understand it's more about the fact that we liked the brainless gameplay with the pre nerf, being able to play royals stress free maybe watch something in the background. and now that thing is gone and I know for myself I don't like this new version of bucc. I don't like having to manually click skills because there are macro limits and there are 6 ways to attack based on which monster you go against and which trans you are using. you chose to play sir and you knew what you're getting. we didn't choose this it was forced upon us. and now I believe many will abandon this class and you will see how the prices for king cent drop because less people are interested in having this playstyle. there are still other brainless classes in the game like shads and nightlords that I believe players will transfer to. so in my opinion as many said here it's gonna kill the class and it will be used as a tl/si mule
just thinking about it make no sense, this whole change to buccs, yes they did nerf end game buccs at the end of the day. but those who get it worse are the unwashed beginners bucc, at level 135 unwashed bucc has around 7k~ hp so when they try to do Zakum they have to 3x demo because they can't touch the body itself. now what are they suppose to do at level 135? attack for 120 seconds and just wait 120 seconds until they can attack again? also it changes the whole bucc build that we used to, now barrage is much more important at early game and needing to level up 3 attack skill (barrage, dragon strike, demo) + 2 buffs (si, super transformation) making it almost impossible to play bucc at early levels and remember, it's just to start play the character, without mw, snatch, hw. bucc just going to have hard time playing at early games, lhc? yea sure just after you got dragon strike + snatch + barrage, so if you want to do it early on, you can't level up your barrage. take in mind that at this level bucc has super transformation 1 (used to be 60 sec unsure about now) that means bucc with those bosses will be useless for at least 1 minute. this nerf says do not open bucc unless it's not your first character. of course you can always do hp quest to gain that hp. but people at those levels who were grinding for hours just want to start actually bossing. but apparently, they can't due to the fact of not having enough hp. instead of listening to the community and facing the actual problem about the high dps you just changed the mechanic and made it harder to play as early 4th job and lowered it dps by a lot on those levels in my opinion instead of nerfing it should've been buffing the other jobs. making one worse is no fun, making the other better could've been much more enjoyable and healthier to the game. At the end of the day, this is a game and most of us play it after long day of work and we just want to have fun, ruining our characters is not the way to balance the game
I honestly didn't understand why Hero got buffed (Rage + Enrage + Potions) + (Brandish range) While the so-said weaker warrior didn't get a coin Pally received a really strong buff times ago, the Armor Crash, and people believed it would be a requested member of groups Nah, it just became a new buff mule just like bishop Some changes could make it become at least more viable, such as sword/bw skills and buffs become only one (so you could just pick whatever weapon you want) Uncap Blast and HH somehow (either uncap 199k or increase a line) Give a shield warrior some reason to be a shield warrior, not only because of it's attack Also a hint about what they mean with "- Finding a better purpose for Soul Arrow" Just make it work just like NL skill, making it "infinite arrows" for a while, but maintain the attack bonus
why? (the origin) 50.1%~60% => 100% dmg under 50% => 200%dmg under 40% => 200%dmg under 30% => 200%dmg under 20% => 200%dmg (after) 50.1%~60% => 160% dmg under 50% => 200%dmg under 40% => 210%dmg under 30% => 220%dmg under 20% => 230%dmg
I've a 200 corsair. Just wanted to let you know since you can cast Air Strike whilst on the ship, you can cast that right before dismount and it'll function like casting Octopi before dismount. Also the avoidability buffs.
stackable rage is surprising, i thought there was a general consensus from the endgame playerbase that it would be a bad idea transform downtime is good, perma transform was always a lame way to buff buccs. if they're underpowered now, then buff untransformed buccs, nerf shads, un-buff heroes sairs got exactly what we wanted
I actually like the intetions and with the exception of one of the skills changed(and one is to come) the direction these changes take, from me bravo. Now I gotta state some things for now, for the future and my personal output for the Hero vs Drk situation. 1.- Several very experienced players warned about buffing 2nd job party skill buffs for years now, Its just TOO OP. I would LOVE if some staff member could publicly said what was the reasoning behind that idea?, its pretty obvious that this change creates a new mule, specially for warrs that can reach high HP at a very low lvl, and this applies for the upcoming HB change, personally I like the idea of HB reworked into giving new utility, but again, being a 2nd Job skill creates the same problem, for me these 2 should be locked somehow behind forcing the said hero/Drk TO BE ACTIVE , like you guys did with the blind(MM) change, I could trow some ideas, like "having rage/HB active trigger the att/stance buff(like hex of the beholder does) as long as the said hero/drk deal dmg" but really any idea that keeps them from being muled would work, so take it with a grain of salt. 2.-As many people said b4, the relation between Hero and Drk is delicate, and I like to adress something that Im not seeing anyone saying on top of that. 1st thing 1st , yes I stated this b4 a ton of times: "Regardless of how much easier Zerk has become in the past years, its still an incovenience so it has to come with a rewrd along to it, for me Drk should ALWAYS be stronger than Hero " , but I agree another plain buff to Drks dmg wouldnt be the best thing, so since now you can add new thresholds to Zerk the best thing to do is to add at least 1( 2 would be nicer IMO) new zerk range along with the new "safety zerk" , wich could be 240% dmg for 40% Hp (and perhaps 250-260 for 30%) wich can give Drks the lead again in terms of dmg while having a tradeoff and FITS PERFECTLY WITH THE CORE IDENTITY OF THE JOB. Another thing that has always been a problem and no one is mentioning is the weird relation Drks and heros always had with each other, summing that up , aside VL runs, having both a Drk and a Hero in the same run has no only not purpose but its always have been detrimental. and as far as I remeber these are the only 2 jobs that cant see each other in boss runs, so despite I totally get the idea behind not letting Rage and Blood stack, makes sense, it seems OP, but, theres another POV you guys could be looking at: Are warriors in general strong or even close to be top tier dmg? No , is the 38 wa buff to heros making them stronger than even shads at single target? Even without testing it yet, Im very shure it does not(lets not even compare with Nls or sairs), and for Drks is kind of the same thing, having blood stack with rage(asuming is smtg you did for design and not due client limitations) makes them pointless to be togheter, since having a hero has 0 benefits for a Drk in the same party, youre indirectly reinforcing this problem, and making them THE ONLY JOB TO NOT BENEFIT OF RAGE, doesnt make much sense to an already underperforming job IMO, let them stack, is not like using blood doesnt have a tradeoff for itself LOL. -Dont simply add stance to HB pls. -Add horizontal range to crusher please, I sugested it for a very important reason. -Do the same thing you did to aura of the beholder to heal please
Cause youre taking this from hideen street probably, this numbers are not the ones royals have, previous to this patch was Under 50%hp 210%dmg, over 50%hp 100% dmg with yesterday patch is: Under 50% 210% dmg. between 50.1 to 60% hp 190% dmg Your sugestion is a nerf for both these ranges and woudl only make Drks stronger than heros at under 20% HP wich is not something you can perform in any boss that matters with the exception of Zak.
understand, so... My advice will change to 50.1%~60% => 190% dmg under 50% => 210%dmg under 40% => 220%dmg under 30% => 230%dmg under 20% => 240%dmg
im not really seeing how this is a devastating nerf to bucc. Si+TL is still amazing. You can now party with corsairs to carry your DPS loss instead of bucc/shad story. And now more heros/drk will need si so boom, there you go. You are now the utility class to melee, as was the intent of class design. Pretty much like SE is to NLs. As players of a small private server, it's our job to playtest this, as staff is short-handed. Go play the game instead of freak out prematurely, gather data, and post with logical reasoning instead of just crying. Bucc mains, add me. Lets go bossing together; the Corsair fleet will take our Bucc family back into the Navy where they belong. Those shads didn't love you, they just loved your TL
imagine they removed the ship HP mechanic, everyone made a corsair, and then they reverted the ship to make it breakable again. you'd have an overwhelming majority of fake corsair mains sobbing that their class is now unplayable