Page 22 of 28 FirstFirst ... 122021222324 ... LastLast
Results 421 to 440 of 549
  1. Default


    I know adding a % skill to increase damage wont fix Buccaneers, but at this point, if Nexon doesn't drastically change what they did to Buccaneers, that % damage boost Hamad is suggesting would make them not sux damage-wise at least.

    So what you suggest is instead of 35% plain dmg increase they add an uber broken version of Crew assembly thats as good as haste, adds 35 att 95 str and 55 dex, adds damage by attacking along you and locks some skill so thats a must to use yours to then use any of the new ones? Yah ok, sounds sweet.

    I would be satisfied if Stun mastery added a chance to stun ALL mobs, even bosses for a period of time. Being the only job that can stun bosses alone would make them a must for bossing. Just like Now bosses are inmune to magic crash for some time after someone cast it on them, bosses could be inmune to stun for a period of time after a successful one.

  2. Default


    Yeah. the combo now for shads is either rush--> boomerang--> rush


    or Steal boomerang--> steal boomerang, which is significantly pomegranatetier than Bot + BS. they took out shadower's only other mob move so that they could use their 2nd job one forever. wonderful. And we can't even jump back onto plats with assaullter anymore. yay unity!

  3. Default


    Now, remind me what Buccaneers' optimum single-target DPS was again?
    On a 0% defense single target, they have 3181%/s using Barrage.
    Buccs are still pomegranate-tier DPS, as evidenced by:
    Heros with a Fast(4) weapon have 5900%/s, going up to 7016%/s with the equivalent of a Fastest(2).
    Dark Knights with a Fast(4) weapon have 2626%/s, going up to 3041%/s with the equivalent of a Fastest(2).
    Paladins with a Fast(4) weapon have 3370%/s, going up to 4011%/s with the equivalent of a Fastest(2).
    Demon Slayers with a Faster(3) have 5395%/s, going up to 5861%/s with the equivalent of a Fastest(2).
    Arans with a Fast(4) have 5023%/s, going up to 5929%/s with the equivalent of a Fastest(2).
    Fire/Poison Arch-Mages with a Fast(4) weapon have 6801%/s, going up to 7341%/s with the equivalent of a Fastest(2).
    Ice/Lighting Arch-Mages with a Fast(4) have 6983%/s, going up to 7895%/s with the equivalent of a Fastest(2).
    Bishops with a Fast(4) have 4256%/s, going up to 4832%/s with the equivalent of a Fastest(2).
    Battle Mages with a Fast(4) have 4550%/s, going up to 4828%/s with the equivalent of a Fastest(2) (Like they'd ever get there, though).
    Evans have 9621%/s, JoeTang will not tell me what speed it's using. Fairly irrelevant.
    Shadowers have 4876%/s with Edge Carnival using Fastest(2).
    Night Lords have 3871%/s with Quad Throw using Fastest(2).
    Mercedes with a Faster(3) weapon does 5534%/s, 5592%/s with a Fastest(2).
    Bow Masters with a Fast(4) weapon do 5263%/s, 5265%/s with a Fastest(2).
    Marksmen with a Fast(4) weapon do 6733%/s with Snipe+Pierce, 6838%/s with a Fastest(2).
    Wild Hunters with a Fast(4) weapon do 5461%/s, 5446%/s with a Fastest(2) (lolwut?).
    Corsairs with a Faster(3) weapon do 5013%/s, 4959%/s with a Fastest(2).
    Mechanics have 4816%/s, JoeTang will not tell me the speed.
    Cannon Shooters have 3199%/s.
    Blade Masters have 2496%/s with a Fastest(2).
    Buccaneers are absolutely pomegranate-TIER DPS.
    Therefore, give them a good move to replace barrage that's available in 3rd job (maybe getting a buff in 4th, I don't really know/care).
    I believe that's already done by a Demon Slayer skill, I forget the name, but it looks like a hand dripping with green ooze reaching out of the ground and spraying crap everywhere.
    And yes, I'm fine with doing that.
    Subject to nerfs, of course, but the idea is what I'm concerned about.

  4. Default


    Something I noticed and never really liked about buccaneers is how they are a mix of 2 concepts. The energy charger and the transforming one. you gotta charge energy to use some skills, and transform to use another ones.

    I wish Nexon started over their changes to Buccaneers and focused on one of these 2 paths. Personally I like the idea of an Energy charger pirate over a transform one. Move Energy charge to 2nd job, then Move Barrage to 3rd job and turn it into a gattlin fist skill to give you a move which can build energy up pretty fast to keep energy charge up all the time. Give the EC bubble all the buffs that the old transform and ST would give.´Change stun mastery as i said before, Revert fist of rage to demolition but keep its speed.

    There are so many freaking changes I can think of for buccaneers I can't believe they decided to make them into such a plain and similar to others job.

  5. Default


    i always thought barrage should have been a melee range version of hurricane
    with awesome flashing fists appearing by your character pummeling your foe

    also, retain the ability to walk while using it.

  6. Neutron Male
    IGN: Kill/Nozomi
    Server: Bellocan
    Job: Hayato/Shadower
    Guild: Random
    Alliance: Random
    Farm: Never going to touch this
    New_York

    Default


    I wonder if bucs would of been happy if nexon simply copy and paste the monks skills from dfo.

  7. Orbital Bee Cannon
    IGN: GatlingPunch
    Server: Bellocan
    Level: 200
    Job: Gear 2nd Pirate
    Guild: Virtues
    Alliance: NARs

    Default


    Nah. Monks were also mediocre in that game as well, compared to the facerolls delivered by any class with natural elemental attacks or naturally high critical damage/rates. Strikers are more in line of what your proposed Bucc change needs, with their scary high base damage and naturally high critical hit rate and giving the proverbial middle finger to anything that can damage them or push them back.

  8. Default


    Or better yet, combine them into one single mode. Charge energy to enter transform state and then allow further charging once you get Super Transform so you continuously build energy to maintain the state and ascend to the next transformation (of course after a set limit of maybe 180 seconds or more, the transforms run out of energy because you can't maintain that high energy for that long, but maybe then you get deleveled to a lower state of transformation and can ascend after a cooldown of maybe 20 seconds?). IF they're aiming for DBZ/one piece combination, that's the way to do it. Buccaneers had SO much potential and Nexon just doesn't have the imagination to utilize it. Either way, this theory crafting isn't going to get us anywhere but the disappointed garbage dump, so I'm just going to say "Screw you" to nexon and move on. No way they're going to change any of the animations.

    Still interested in the following though:

    1. Why does Nexon think that Thieves and Pirates NEED a complete overhaul? What makes our classes so special that they don't get to have the same treatment as other classes? Are we just that crappy that we needed a new design?

    2. What do the KMS thieves and pirates think of this overhaul? Are they just as pissed off about the aesthetic changes as we are? Do they Love them? Do they hate nexon for taking away utility and unique-ness in exchange for better skill animations and generalized skill sets?

    3. Is there a chance that Nexon has heard and read any of the above and thought "Oh pomegranate we may have screwed up? Or "Oh hey I think we're the biggest baddest class makers in the world?" And that they may change more things (like the pineappleing animations and pineappleing 2 hit energy recharge.) before they release?

  9. Default


    Why hasn't anyone mentioned that the majority of Buccaneers in KMS do not like (Super) Transform because it covers all the NX they've bought? That's basically the fundamental reason they've removed it.

  10. Default


    I don't know why nexon never use a route system for skills , as example a corsair can go the ship path by using your skills points on getting the ship + raising the ship skills , and who prefer summon can go for the summon path spending skill points on kraken .. etc.
    This why we would see 2 style of one class.

  11. Default


    Cause knowing nexon, one of the builds would be far greater in DPS than the other and people in maple are obsessed with the whole DPS thing, meaning if you took the other path you would be called a nub no-lifer that sucks and is a waste of a life form and not be accepted by the general community, much like how if you don't have a weapon that isn't perfected, your damage is considered nub and you won't be accepted into boss runs.

  12. Default


    If they doubled the power of Shade Split and shoved that onto Bandits as well as keeping it on Hermits (or not, whatever their opinion on the skill is), it'd be fairly decent. It's got a damn fast castrate, and it hits twice without ShadowPartner, it'd be perfect for racking up cash via Pickpocket, doing decent mobbing during 3rd job, and make an excellent all-rounder/filler during 4th job.
    If they had to remove Foreign Spell for Shade Split, I doubt many people would mind.
    One can dream... ;-;

  13. Orbital Bee Cannon
    IGN: GatlingPunch
    Server: Bellocan
    Level: 200
    Job: Gear 2nd Pirate
    Guild: Virtues
    Alliance: NARs

    Default


    Those bloody NX whores.

  14. Default


    It's an interesting thought. Between more new classes and multiple routes for (some of the) existing classes, I prefer the latter by far. However, they're already constantly addressing the gaps between jobs. Just imagine how hectic it'll be when there's balance issues to address within jobs too.

  15. Donator Straight Male
    IGN: ShinkuDragon HoukaPhoenix BoshokuRaven
    Server: Scania
    Level: 152
    Job: Batman
    Guild: IDissOrtis
    panama

    Default


    that's where you counter with usefulness, one build could be the DPS build, the other could be more supportive.

  16. Orbital Bee Cannon
    IGN: GatlingPunch
    Server: Bellocan
    Level: 200
    Job: Gear 2nd Pirate
    Guild: Virtues
    Alliance: NARs

    Default


    But then Buccs will need a dual build (aka ability to access a different SP build) so one isn't stuck with the "support" build or "DPS" build forever. That's going to be a whole new can of worms for the game. I know other games have dual builds, but for Maplestory this will be entirely new, and possibly scary for some players.

  17. Default


    I was thinking about that too , knowing them have a problem with balancing.
    About the community i am sure some people would not care the damage (Bucc Players is an example).
    About boss runs i think you are over reacting ^^" maple already entered the solo bosses age from long time ago , people doesn't care that much about your dmg , and guilds should not say to a guildy don't come your damage suck o.o".

    After all i just said that idea knowing nexon would not do thing like that xD , the maybe make fifth advance but not this.

    Yeah i can see this comes out of nexon , if they don't make the route bossing route - mobbing route , they will just add a big gap between the both routes ending one of them to be useless.

    After all its hard to know nexon's future plans , i just wish its not more classes , the current classes category almost done , all what left is : Legend Thief (Mostly will be released this dec in kms) - Legend Pirate - Resistance Thief - Special Warrior Mage Archer (Same as DB and Cannoner , unless they see them are not needed because thief and pirate are the only class with 2 branch Sin & Dit Sair & Bucc).

    Releasing more classes can be fun , but it can be annoying in the same time , they should of bring new ideas , not new classes .

    Unless they make the Skill reset is an ingame item same as the other games :)
    They have to stop being greedy with sp and ap reset , why a dex warrior have to wait one year for an event to give him ap reset , the cash shop ap reset is unfair price xD.

  18. Default


    Splitting routes generates less money and is less interesting than new classes. For example, if Outlaws have two routes in 3rd job, it would mean a person would need to create two Gunslingers and level them to high 3rd job to play both routes. If they invested those ideas into a completely new character, a person would make one Gunslinger, and one new character. What sounds more profitable? Recycling the 2nd, 3rd, or even 4th job of existing characters into a new route with two or three different skills that share cash inventories, or creating a brand new character with different ideas that people haven't tried to death yet with its exclusive cash inventory?

  19. Default


    Two words:
    SP RESETS
    Suppose someone's all Nx'd up and they've gotten their favorite hairstyle and eyes and soulbound weapon and-
    They find out their class branch sucks hard.
    For whatever reason, they just hate that classbranch now.
    And damn, that last SP reset event JUST happened!
    But-
    What's this?
    SP resets in the CS?
    And they're just 3k for each SP?
    TIME TO STEAL MOMMY'S WALLET!

  20. Default


    KMS has SP resets from their hot times every other month. They also give out free full SP Resets any time they adjust skills.

  21.  

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •