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Buccaneer

Buccaneer representative. Tell me everything

Hello, I'm Kyo! I am the Buccaneer representative on the Maple Leaf Council! Please send any issues, ideas, questions and suggestions to me. Together, hopefully we can create a better playing experience everyone in the future.
Feel free to leave your comments here, or private message me. You can also head over to the forums, and reach me through the councilor contact form.

Edit: Figured I should post my update here as well. Updates here

August 7, 2015

38 Comments • Newest first

Tricks122

@xaznninja I think you may be misunderstanding what I mean. A lot of the better bossing classes need less 'work' because they're better; my Night Walker, assuming I played her even somewhat regularly, would surpass my Buccaneer easily. It's not solely a matter of funds, but a matter of the returns for work involved. Not only do many classes have an easier time soloing various bosses than we do(Leading to easier ways to improve), they make more out of the improvements. It's just disheartening, to say the least, when many other classes have an easier time getting through the game, an easier time self-funding, etc. Partying with friends can also be difficult, because a lot of the time(Speaking from my personal years of experience, which may not be for everyone), it's one heavily funded person dragging 'x' number of anchors in the party in the vast majority of circumstances(Even players with similar funds tend to have one person drag the rest if they're playing a good bossing class).

While our weaknesses shouldn't keep us down, acting like they don't seems silly to me. They do when it comes to the facets of the game; it shouldn't keep our drive down, but us not giving in shouldn't mean that we act like nothing is wrong. I'm not saying you are, but realistically, when someone asks me if they should make a Buccaneer, the only thing I can honestly tell them is "If you enjoy it, you should, but if not then there's no redeeming quality whatsoever, and even if you do enjoy it you're out for a tough road in comparison to every other class.". That can be said about very few classes to the same degree that it can be said about Buccaneers.

My bad, I guess Heroes have a longer range. Could've sworn I heard them complain about it, but I guess it must just be the complaints about the mobs. I might be spinning in circles a bit at this point, but hopefully the conversation is still helpful/insightful to a few people.

Reply August 11, 2015
XAznNinja

@tricks122 The way you described Kaisers needing a lot of funds is what I meant when I said every class. Every class DOES need a lot of funds if they want to do everything this game has to offer, Kaisers are not an exception to this rule. Its not something that can be avoided you're right, which is exactly why I want some changes too. I'm just saying we shouldn't let our weaknesses keep us down. There are other ways to get stronger other than spending NX or soloing bosses. Whether it be partying up with friends or taking advantage of events, you just need to put in the effort.

Heroes have enough attack range to stay out of the reverse bomb attack. The only class who can't are Buccaneers at the moment. Tons of classes suffer from not being able to deal with the mobs efficiently, but we are the only class that is troubled by the mobs AND the reverse bomb attack.

Reply August 11, 2015
Tricks122

@xaznninja All classes don't need excessive funds. The problem(As someone who doesn't spend NX regularly) is that the returns for playing a 'bad' class are absolutely abysmal; since I'm self-cubing through my own means, playing a number of other classes(Bowmaster, Night Walker, Zero, Wild Hunter, Shade, Cannoneer, Dark Knight... the list goes on) ends up giving me better returns that can't be argued and will bring me farther. Considering there's a large hurdle around 200k range where your 'progress' in terms of new bosses halts, having access to classes with good damage and good utility makes it a lot easier; don't get me wrong, it hasn't kept me from trying for 5-6 years now, but it's something that can't be avoided. There's a reason many Buccaneers packed up and made a Shade, let alone other classes.

Also, I'm pretty sure that Heroes have to do a similar tactic to us(A few other classes may as well; mainly thinking Hayatos, but I'm not sure). I could be wrong, but when I messed around a bit on mine before job changing to a Paladin, they seemed to have only slightly more range than us; they also lacked a way to clear summons as well, and I've heard many complain about Gollux being incredibly difficult for them. I think "fun" is an important part, but the problem lies when your 'fun' is because of poor design and challenge. It's great that you're having fun, but the game could be better if classes were fairer in terms of power gaps and the game was simply hard to boss with in general(Instead of being hard due to lack of funds in many cases; the difficulty setting on more bosses would be great). I mean, then I could play a class I enjoy without the annoyance that my work would be rewarded much more for playing another class; sure, I might not have as much fun... but then I could use the success to kick-start my other class instead of having the grueling, unrewarding(Minus mentally) journey of being a Buccaneer.

While I enjoy the mental aspect of surpassing challenges... gimping a class to promote 'fun' is never a good idea.

Reply August 11, 2015 - edited
XAznNinja

@tricks122 Yes the quiver skill gives Bowmasters life steal. All classes need "excessive" funds to do well. People seem to overlook speed and other factors when it comes to damage. Even if a Kaiser is doing 30m per line, they will still out damage Buccaneers at 50m lines. You're right some classes will simply do better with the same level of funding, but you can't let that keep you down from trying. With enough funds and character control, any class can be viable. At the time I had a 50% success rate at Hell Gollux WITHOUT dying. I consider dying a failed run because I didn't want to lose experience. But there were a few reasons why I only had a 50% success rate. First, I didn't want to lose experience so I didn't really have that much practice. In that video we had an event that gave us a 30 day safety charm so I was more inclined to try it out. Second, I didn't have enough damage at the time. Currently with safety charms practically being free, I had tons of time to practice and boosted my success rate to around 90%. Even though every class can do it a lot easier than us, I can argue that I have a lot more fun killing Hell Gollux than anyone else. After all, we are the only class that needs to be that up close and personal vs hiding in a safe spot damaging away.

Reply August 11, 2015 - edited
Tricks122

@xaznninja The first time I played a Kaiser, they could already do that. But it seems Nexon didn't learn at first; regardless, Nexon is at least attempting to form the basis of the class around that state a bit more than Buccaneers were, at least in my opinion. Especially when Buccaneers had two states, larger cool-downs, etc, to hold them back. I get your point though, but Nexon would have to put in effort to have updated us; seems like they were more concerned with releasing a new class with borrowed mechanics instead, I guess.

Oh, the whole quiver swap thing with three different arrows or something? I've never played one, but I think that just demonstrates what I mean by 'drain skills lead to unbalanced classes'. Kaisers need excessive funds if I remember correctly, though, but still, I think it just shows that classes need to have drawbacks, and those classes have a mix that is too good in comparison to others, similar to the good aspects that Night Walkers have. Funneling every class into the same requirements is a bad choice, honestly; even with funds, some classes boss much easier with similar funds, to a level that it's just insane. I mean, in your Gollux video you said you had a 50% success rate(More or less), if I recall correctly; a lot of other bossing classes would have much higher success rates with similar funds, which tends to be a problem because they don't have significant drawbacks in other areas.

If Nexon actually listens, we've done a lot of the thinking ahead for them. If history repeats itself, we'll get screwed again, and it's not like we aren't used to that by now.

Reply August 10, 2015 - edited
XAznNinja

@tricks122 Their Final Form isn't as fleshed out as you make it to be. In fact before the recent updates (when they were first released) their Final Form was just as limiting as ours. The only mobility they had in Final Form was their teleport and their slow Dragon Barrage rush skill before they got the recent update to allow them to use all of their skills. Kaiser's mobility even now is far better outside of Final Form, which is why you see most Kaisers not use it. Final Form is really only used for ignoring damage reflect and if you had a Shade in your party with Soul Split. (Gigas Wave hits 3 mobs while in Final Form vs only 1 mob outside of Final Form) In the end, these Transformation-like skills all have the same concepts and ours could have ended up as good as theirs if it was kept.

With the Reboot update Arans get a nice boost to mitigate that shortcoming as well. Bowmasters have a skill called Blood Arrow, its far from bad. In fact, Kaisers and Bowmasters are among the best when it comes to damage output. Any class can be "good" at bossing, it just requires funding. I think I demonstrate this quite well in my [url=http://www.basilmarket.com/MapleStory-Buccaneer_vision__normal_lotus-Boss-Video-31184.html]Normal Lotus[/url] video.

That is just another update we need. If we do end up getting these attacks back moving some of our buffs to be passives would be great. Lets just hope the game developers think that far ahead for us.

Reply August 10, 2015 - edited
Tricks122

@xaznninja Kaisers(Can't speak much for Angelic Busters because I don't play them) utilize their final form for mobility and avoiding Damage Reflect/Damage Ignore; in comparison to old Buccaneers, their form is a lot more 'fleshed out' and is more than just a state which limits which moves they can do. Glitches exist, but when Nexon ignore them when they exist and get complaints about it for months with no indication of them trying to fix it, and they were present since the class got released... yeah. Not exactly as much as "In the months Nexon was aware of it, we didn't get a chance to see it fixed." so much as "Nexon has no intention of fixing this glitch because they can't be bothered to, since Buccaneers aren't a huge portion of the population and we don't really care.", which is more what it seems like when you looked at the glitches which plagued Transformation.

I think Corkscrew and Spiral meshed acceptably... just not so much as other skills that classes tend to have. I don't agree with the decision, but I can see why it's not done; it's why I think Nexon doesn't really play their game, because people familiar with the class would agree with how Spiral Assault could over-rush you(I agree with that). It's versatility they, for some reason, don't see as needed(Even if it's useful).

It's nothing compared to what we have to endure, but Arans also have a poor damage output due to high hitting attacks which hit the damage cap sooner than other classes and limit their potential. They've also had their own set of issues(I'm not sure when they got changed, but Combo Drain used to eat your entire combo rather than 30, which was rather hurtful). Most of the classes you named aren't very good at bossing to my knowledge, and unless you're talking about Mortal Blow for Bowmasters... they don't seem to have any self recovery, and that's a pretty limited skill for healing that's limited to training for the most part.

When I say 'difficult', it's mainly because slapping a billion hotkeys on my keyboard is pretty excessive. My keyboard already feels clogged(Back in the day it was clogged with skills, now it's clogged with buffs). Making it so there's way too many keys to be fit on a keyboard, well, it's difficult, but not in a good way; removing some buffs and shoving their effects into other skills would be great, because frankly... the number we have is pretty high, especially when you consider Hypers; I think I juggle about 9 buffs of various sorts, which is just insane, since adding on even more moves to my keyboard requirements(Not to mention Decent Skills if I ever get them) would just make it frustrating to try and find a good layout. Looking at my old Buccaneer keyboard layout, both versions occupy the same amount of keys, give or take one or two, but with one being mostly buffs and the other mostly attacks; having both of those return at the same time would make it difficult to play without macros for buffs, and even then, some things can't be macro'd due to their nature as skills.

Reply August 10, 2015 - edited
GetLit

Have Super Transformation give some special ability, such as increased attack speed?, increase in damage overall (+ in BD and PDR), or ignoring DR o.o Just my two cents

#BringOakBarrelBack

Reply August 10, 2015 - edited
XAznNinja

@4kyosuke4 Kaiser's Final Form still grants a ton of stats for the unfunded, its mostly the funded that stay out of Final Form because of the versatility of using other skills and mobility. I'm certain a lottttttt of us Buccaneers could argue that Transformation looked pretty good with all the people who constantly want it back. Personally I don't want Transformation back, as long as we punch things I'm fine with that. Therefore, I'm not sure how I would change the play style since I like our current Octopunch more than I liked Demolition. The things I miss about our old selves the most were the invincibility frames and variety of skills that could "control" the position of ourselves and mobs/bosses. Bigfoot is still my all time favorite boss that I have ever fought for these reasons.

@tricks122 How else do Kaisers/Angelic Busters utilize their Transform besides appearance and move-set? I can't quite recall anything else besides those 2 options. Glitches have and always can be fixed, we just never had the chance to see it get fixed. I agree, being able to toggle the Transformation animation on and off could have been a nice medium.

I still believe that Corkscrew Blow and Spiral Assault meshed together very well. I can't even remember the amount of times Spiral Assault over rushed and killed me, whereas Corkscrew Blow would have brought me to the right distance. Being able to gain more distance by comboing them together is nice too. Having both options felt very versatile to me.

With the Reboot update that was released in KMS, casting delays shouldn't be an issue anymore. Obtaining 30 combos is nothing compared to what we have to endure right now when we die. I agree that self recovery is somewhat overpowered but, if other classes still have it, I don't see why we can't have it either. (I just remembered that a lot of other classes have good self recovery skills too: Kaisers, Bowmasters, Dark Knights, Paladins, Demon Slayers, Demon Avengers)

Difficulty is quite subjective. We are only playing MapleStory, I don't think its anything we can't handle. After all if we are still managing with how badly we are currently, we can definitely deal with whatever comes at us.

Reply August 10, 2015 - edited
Tricks122

@xaznninja Kaiser and Angelic Buster are a bit different than Buccaneers, because the transformation modifies more than just their appearance/move-set(As it did for Buccaneers), and their character design was built around it. Buccaneers were built around an Explorer model. I'm not saying the removal is 'right', but Super Transformation also had SEVERAL glitches with it(Such as Dragon Strike taking slightly longer to cast for a loooong time, I'm not sure if they ever fixed it); I would personally have preferred it stayed, but with alternate animation sets that allowed us to not be transformed and still use it as a buff.

Thunder Breakers and Zeros have moves which vastly differ from one another, and Zero's main reason that their key-board is cluttered is that they essentially play two characters(So you really can't compare them fairly), and they have less buffs to watch as well. Thunder Breakers have plenty of skills, but each skill has a different purpose/hit-box, and many have limitations. For example, in terms of mobility, they have three skills without their Flash Jump, and each one needs to be chained into the other; however, none of them actually overlap in terms of travel use. In comparison to Corkscrew Blow/Spiral Assault, while they both chain together, they travel in the same distance; it's an overlap that Nexon deemed useless, and it affected our other, non-rushing skills because of Buccaneer Blast just trumping every other mobber we have. It's a problem a lot of classes face, and Nexon generally tackles it poorly; I'd argue that more classes SHOULD be like Thunder Breakers/Zeros/Old Buccaneers, where the mastery of a class paid off much more than it does now.

I can't speak for Battle Mages, but Combo Drain is a skill that's fickle. The delay on casting it is significant, and it takes 30 Combo, so you do need to build it just a bit at some bosses after a death if you don't have Combo Recharge or another way to cast it up; it's also got a pretty low cap(10%/hit), which is made up for by how quickly they hit. Honestly, I think Drain skills are a problem when they restore a raw amount based on your damage dealt; it's why Nexon changed many sources of drain to a flat damage percent on hit, as it's easier to balance and more straight-forward than a maximum cap. The cap itself is also a problem when it means a good bossing class can become a LOT better with a Drain/sustain skill(Such as Night Walkers). It also makes solo play much easier at bosses, especially when well funded, which pushes players away from partying with some healing classes.

I agree with Energy Orb. A few tweaks with the same overall concept would make it a useful skill; although, I think that goes to say for our buffs and skills as well. I really enjoy the concept of replacing many of our buffs with traits from skills that would encourage us to use them(Either by giving us a buff when we hit with them or de-buffing enemies), because otherwise I really think it would just become TOO difficult to play a Buccaneer with the amount of skills/buffs we'd have.

Reply August 10, 2015 - edited
4kyosuke4

@aznninja Kaisers tend to stay out of their final form unless they want to be more mobile, or ignore damage reflect without the use of their 150 hyper skill. Angelic Buster can change their hairstyle, and the outfit they come with looks pretty good when transformed. This doesn't make Nexon's decision anymore valid. Just though I'd point it out. If transformation were to make a return, I want to hear what your thoughts are on how the playstyle should change, if at all.

If Energy Orb returned, I would want it to be like reflection. Maybe not as long distanced, or have a lot of lines. It would be a skill used at Gollux, Zakum arms, and Horntail. If the laser stays, then the only reason we would use orb would be at Gollux. Perhaps getting rid of Shockwave/Static Thumper in place of Energy Orb would be good. This way 3rd job has a ranged skill. Although, that's if Nexon doesn't plan on making too many changes to the class as is.

I would love to see a similar style to the old Buccaneer. One involving punches and kicks. Not to copy Shades, but I would love to have a back out option, as well as a way to move in quickly. I suppose we already have double spiral for that. If transformation came back, I want to have a toggle to turn it off so that I can see my character doing these movements as well, but not lose the stat increases of the transformation.

Off-topic, I love your Gollux video! I saw it once it was put onto Basil. Great job! Really helped me understand how, and when I can defeat Hellux.

Reply August 9, 2015 - edited
XAznNinja

@tricks122 I still don't think those are valid reasons for removing them when you take a look at all the new classes and revamps that have come out thus far. For example, Transformation was removed for being limiting and hiding your avatar/NX equips. Yet Kaisers and Angelic Busters were both released with Transformation-like skills and still have them today.

Thunder Breakers and Zeros have just as cluttered if not more cluttered keyboards than us yet they were still revamped/released as they are.

Energy Drain might be a bit broken now that I think about it. Although, Arans and Battle Mages have life steal on command as well and they have more attack range than us.

Energy Orb's bounce was indeed quite weird compared to Chain Lightning and more recently Reflection. There was also the problem where the damage would get cut in half after each mob it bounced to. A few tweaks here and there would easily bring it back up to speed in this day and age though.

Reply August 9, 2015 - edited
4kyosuke4

@getlit I'm so glad you mentioned Oak Barrel. My favorite "Dark Sight" type skill!

Reply August 9, 2015 - edited
GetLit

Please bring back Super Transformation w/ Snatch and Demolition, Backspin Blow, and the Oak Barrel

Reply August 9, 2015 - edited
Tricks122

@xaznninja As I said, I think Nexon missed opportunities to keep these skills in game, I'm just listing why they were removed.

Nexon seems to want to simplify our keyboards(Yet ends up cluttering mine with buffs), so I imagine that's why Backspin/Corkscrew got changed. I'd love to see them returned to their former status, although now I wouldn't know where to fit them on my keyboard because of all the buffing skills we have.

If we have a drain skill on command then it would probably be nerfed the same way Night Walker's was(So a percent of maximum health, rather than a number based on damage done). I don't think this will be returned, simply because self-restoration seems to be dealt with much more... carefully now. At least in terms of 'free, whenever I want it' heals, which to my knowledge at least, don't seem to happen a lot; now it seems to be based on passive health regeneration for hits(Shade), Final Attack like skills(Night Walker) and other more 'limiting' means. I think restoring it is... a possibility, but it's one Nexon has to play with carefully.

Snatch is a fan favorite of mine that I want to see back. No questions here; mob control can be slightly over-rated during casual training, but damn it was fun, and I'm sure it'll have a use for utility.

Ah, so YOU'RE that Buccaneer I've heard about. Nice to put a face to the name and remember it, I guess. In any case, Energy Orb's issue was that the bounce was... weird. At least in my experience, it didn't seem to arc consistently enough, its downward trajectory was straight down most of the time in order to reach its most downward path and it just didn't seem to be as consistent as Chain Lightning in that regard. If it was reinstated to be more consistent and work in cases like Hell Gollux... I can understand why it was removed though. At the time, there were no bosses that really required it, and it was obsolete to Dragon Strike in almost every way, so it made sense to put the Skill Points elsewhere. Having it back wouldn't be a bad thing now as a replacement for Landlubber Blast, at least.

Reply August 8, 2015 - edited
XAznNinja

@zomgitbeandy I might be a bit bias because all I do is boss nowadays but, I still think Energy Drain is better than Perseverance. When fighting bosses with potion lock you simply don't have the luxary to wait for Perseverance to kick in, especially if you get 1/1'd or get hit by a %HP attack. The amount restored is only 5% and MP isn't an issue either since most of our skills use energy. Energy Drain on the other hand could be used explicitly whenever you needed it as long has you had energy. It was a very reliable source of restoration just like other classes who have a life steal type of skill. (Example: Arans, Battle Mages) If we were to obtain Energy Drain back in this day and age I would like to see it be able to be used without your energy charged and potentially recover your energy bar when it hits an enemy.

@tricks122 The skills I listed were the ones I thought would still fit in this meta and our theme. Let me clarify:
Backspin Blow/Corkscrew Blow/Spiral Assault: Like you said in your earlier posts, most of us want a unique play style that belongs to us. I believe having 3 types of repositioning skills would make us very unique. Its not that far fetched either, it fits with our brawling theme and some classes already have insane amounts of movement. These 3 skills blend together nicely since they all have their own uses in bossing situations. Backspin Blow for going backwards like Backstep. Spiral Assault and Corkscrew Blow's varying rushing distances are actually very very useful at certain bosses, Spiral Assault sometimes will over rush and get you killed. Comboing them both together to gain more distance is a plus too.

Energy Drain: Read the above response.

Snatch: Inherently our theme is a close up fist fighter, Snatch helps us close that distance by being able to control mobs and their positioning just like with rushing skills. We don't necessarily need Transformation to use the skill, in fact I always thought it was better to be able to use it whenever we wanted.

Energy Orb: This skill may have been useless before but, nowadays it would work nicely at some bosses that require mob control. If you watched my [url=https://www.youtube.com/watch?v=P_akEaeOwvU]Hell Gollux[/url] video you would notice that Buccaneers have an extremely hard time dealing with the mobs on the 2nd stage. Albeit this skill isn't as good as Chain Lightning or Reflection, it would still be better than something like Energy Blast or Shockwave.

Reply August 8, 2015 - edited
Tricks122

[quote=xaznninja]@zomgitbeandy It was initially a lol10 second cooldown but got reduced down to 4 seconds. I agree, I think Buccaneers had a lot of great tools for mobility and even utility with skills like Backspin Blow, Corkscrew Blow (Rushable), Energy Drain, Snatch, Energy Orb. But alas they were all removed/nerfed to the ground for no apparent reason.[/quote]

Backspin seems to have been removed because Corkscrew and Spiral Assault(When they both rushed) could be combo'd and it was too 'situational'.

Energy Drain was removed due to Perseverance, and Energy Orb got removed due to it being sort of 'useless' in a lot of cases(Particularly as training became much more linear in terms of map design). I also suspect both were removed in part because the old Energy system worked on a timer, while our current one works on a decaying system for attacks, and both of them wouldn't have very useful differences between charged and not charged states(Unlike Buccaneer Blast). I also suspect that MP Recovery's removal was another reason for Energy Drain to go.

Snatch was removed due to Super Transformation's removal.

I think Nexon missed a lot of opportunities to keep these skills in the game, either by tweaking them slightly or by properly balancing our old class skills.

As for the new player argument...

A lot of classes have difficulties as a new player. The problem, in my opinion, seems to be that quests and other easy ways to give them potions are generally much slower than grinding. Even if you optimize your questing, such as using Return Scrolls, Town specific scrolls, knowing the most efficient locations, etc... it's just not very rewarding in terms of experience, and they don't give out a lot of potion costs. If questing was made much more valuable in terms of experience, it wouldn't matter if Drain or Recovery was more efficient for new players, because they wouldn't need it; they'd just quest, level faster, get potions and other useful items, and the problem gets solved.

Because really, the problem is that new players can't afford potions to grind. The best way to fix that problem is/was quests, and making them give more experience than grinding, as well as their already good rewards, means that Nexon can encourage players to enjoy the plentiful content of the early game(Instead of grinding at two~three maps), eliminate the need for early game 'balancing' AND focus future content on higher level characters(Or on rounding out content that most characters can enjoy/participate in).

Reply August 8, 2015 - edited
zomgitbeandy

[quote=xaznninja]@zomgitbeandy It was initially a lol10 second cooldown but got reduced down to 4 seconds. I agree, I think Buccaneers had a lot of great tools for mobility and even utility with skills like Backspin Blow, Corkscrew Blow (Rushable), Energy Drain, Snatch, Energy Orb. But alas they were all removed/nerfed to the ground for no apparent reason.[/quote]

kyo and i spoke briefly about the drain vs hp regen we currently have and it's really hard to say what's better since newer players without funds struggle to optimize the regen while we lvl 200+s or so have a stupid amount of defense so we make more out of it than them, what do you think?

Reply August 8, 2015 - edited
XAznNinja

@zomgitbeandy It was initially a lol10 second cooldown but got reduced down to 4 seconds. I agree, I think Buccaneers had a lot of great tools for mobility and even utility with skills like Backspin Blow, Corkscrew Blow (Rushable), Energy Drain, Snatch, Energy Orb. But alas they were all removed/nerfed to the ground for no apparent reason.

Reply August 8, 2015 - edited
dabronxenigma

[quote=sammi][url=https://38.media.tumblr.com/56fbce392e0cf8a6251857164ae8b5ff/tumblr_nsdly0W2fT1smmps3o1_540.gif]Can Dragon Strike look like dis...[/url]
[url=https://38.media.tumblr.com/e5ba983ee4d79bef0782dcf226dafe3c/tumblr_nsbw80Pao11t7d0oro4_540.gif]Or dis.[/url][/quote]

Lol please change bucca into luffy or 8 inner gates user

Reply August 8, 2015 - edited
zomgitbeandy

[quote=tricks122]
@powerbomb Brings up another important point, and suggests a fix that I've brought forward several times in various Buccaneer revamp threads(Not sure if I originally thought of it though, but at the moment Stun Mastery is literally useless).
[/quote]

@sammi and i were discussing something to replace this.
She suggested a "bruising" system which would act as a debuff on a monster or boss that would lower their defense for x seconds/mins to allow us to put more damage in. Similar to a marking skill one of the thief jobs has(cant remember).
Basically debuffs monster at % per hit to lower defense inplace of a stun.

Reply August 8, 2015 - edited
okaythen

@tricks122
It's hard to come up with something super new in maple's current state. Like you have said earlier, there needs to be changes in the actual system in order to make a class viable and unique.
Without your proposed resolution, I don't think maplestory really has a future.

But I completely agree with you. Simply changing the gameplay that is somewhat similar or the same to another class is just a short term solution.

Reply August 8, 2015 - edited
4kyosuke4

I wish I could make more than one post at a time xD Really, there are so many problems with the class at the moment, and the reboot update doesn't exactly fix most of them, besides octopunch. To the person who asked if gaining info will actually do anything since we usually follow kms. I sure hope so <3 We will just have to wait and see. All I can do right now is listen to everyone, and have discussions with my fellow members of the council. I'm still on the search for some Bucc/Viper videos post reboot in KMS to see the double spiral update.

Stun mastery for sure needs to be changed, I agree. To be able to stun bosses, but not actually stun them would be nice. Like how Paladin's lightning charge stuns bosses.

I would also like to see more mobility, and a more in and out type playstyle from this class as well. Not exactly worded the way I wanted, but yes we need a change.

Reply August 8, 2015 - edited
Tricks122

@4kyosuke4 You can reply to a user without quoting them by typing "@" followed by their username. That's probably the simplest way to reply or address multiple people in one post.

@powerbomb Brings up another important point, and suggests a fix that I've brought forward several times in various Buccaneer revamp threads(Not sure if I originally thought of it though, but at the moment Stun Mastery is literally useless).

@weredoggy @okaythen I feel like these are the problematic solutions, because they're the ones Nexon is likely to take. It's the easy way out. It's also exactly how other classes play. Buccaneers need something unique, otherwise it's just going to be the same cycle that typically goes on with Nexon's class update: class gets overpowered because it has everything another class has and more, people bandwagon it, nerf or a new class comes out, bandwagon moves on, people playing the class because they enjoyed it before the update get shafted because their play-style was removed and other classes already had the same play-style...

@ryck Might as well try. I mean, worse case scenario nothing happens(Probably), and that's not any different than what Nexon is doing now.

Reply August 8, 2015 - edited
zomgitbeandy

[quote=xaznninja]@okaythen I forgot about that nerf to Night Walkers, my memories are a bit hazy about all the nerfs in general. Whether Backstep is unique to Shades or not, I believe it fits the theme for Buccaneers and we clearly need it a lot more with our abysmal attack range.[/quote]

I believe after KMST 4 seconds became 1 second. but either way during bosses like cvellum maybe even gollux 1 second may make a difference. I propose to counter that mobility limit we bring back back-spin blow to mitigate poor timing and give us a small boost in boss mobility.

Reply August 8, 2015 - edited
XAznNinja

@okaythen I forgot about that nerf to Night Walkers, my memories are a bit hazy about all the nerfs in general. Whether Backstep is unique to Shades or not, I believe it fits the theme for Buccaneers and we clearly need it a lot more with our abysmal attack range.

Reply August 8, 2015 - edited
Sammi

[url=https://38.media.tumblr.com/56fbce392e0cf8a6251857164ae8b5ff/tumblr_nsdly0W2fT1smmps3o1_540.gif]Can Dragon Strike look like dis...[/url]
[url=https://38.media.tumblr.com/e5ba983ee4d79bef0782dcf226dafe3c/tumblr_nsbw80Pao11t7d0oro4_540.gif]Or dis.[/url]

Reply August 8, 2015 - edited
okaythen

[quote=xaznninja]To put this all into perspective, Shades and Night Walkers who have wayyyyy more utility and attack range than us have Backstep with NO cooldown.[/quote]

Night Walkers got a 5 second cooldown on their backstep in the same patch as buccaneer getting their 4second cooldown on spiral assault.
Shade has yet to receive a cooldown, however, I reckon Nexon will not add a cooldown on it.
I do remember them saying that the backstep skipping the attacking animation was the unique thing about their "gameplay".

I personally would like buccaneer to have some really nice mobility during combat.
Not just a "rush" move or a flash jump, but something that can propel you upward, downward, and diagonally (whether that be a 45 degree angle or something different like 60 degrees or maybe even a curve similar to bowmaster's covering fire).
Thunder Breaker is similar, but still needs a few more tweaks to keep it a little less clunky and add more flow.
I think they could perfect this sort of gameplay and possibly add more to it for a future buccaneer update.
With bosses heading the "hit and run" sort of gameplay, I think buccaneers could be the new class that excels at these bosses, rewarding players chaining moves, and using certain moves at the right moment while being punishing for not chaining and not using moves at the appropriate scenario.

Just my ignorant opinion though.

Reply August 8, 2015 - edited
Powerbomb

Change Stun Mastery into something that isn't useless. Make it so that the "stun" affects bosses without actually stunning them so we can get the critical rate bonus instead of the stun effect being useless on everything (since ordinary monsters are killed far too quickly for the stun to be useful).

Reply August 8, 2015 - edited
XAznNinja

I have many concerns as a Buccaneer main, but there is 1 huge change that is making me debate quitting this game. What I'm talking about is the recent change to Spiral Assault in KMS. With the 4 second cooldown that is being added after skill canceling, our already terrible mobility/repositioning got even worse. It might not sound like a huge deal, but 4 seconds is all it takes to get killed at some end game bosses when you can't reposition. Initially in the test server during the Mechanical Grave update, Spiral Assault actually had no cooldown like I wanted it to be. However, using it would eventually disconnect you from the game. I believe the only reason we got a 4 second cooldown on it was to fix the disconnecting issue. Nexon probably took the easy way out and put a cooldown on it instead of actually fixing the disconnection issue. To put this all into perspective, Shades and Night Walkers who have wayyyyy more utility and attack range than us have Backstep with NO cooldown.

Reply August 8, 2015 - edited
Ryck

Will something actually be done as a result of this?
GMS has always followed the footsteps of other versions in terms of these class specific changes.
I know I sound quite pessimistic about this, however I simply do not wish to get my hopes up over nothing, because at the end of the day (base on past patterns) KMS, JMS, T/CMS gets the final say.

Reply August 8, 2015 - edited
4kyosuke4

Thanks for all of the replies! Please excuse me while I try to figure out how to reply to multiple people at once. My Pichus are doing fine =D They helped fix my computer. Thanks for the grats buccortoo.

Reply August 8, 2015 - edited
weredoggy

1. How r ur pichus
2. From the brief time I had with Buccs, i would've liked the class to have a laser that could be directed like Lumi's Light

Reply August 8, 2015 - edited
BuccOrToo

ayyyy gz bro

Reply August 8, 2015 - edited
dabronxenigma

ill concentrate all i want bucc to become in 3 parts.

1. Energy system and combat: Buccaneer's are described on the job switch window, as a energy based fighter, who links attacks to chain together and pummel the enemy. While some skills can link in the future. They should expand on this a little. The energy based attacks should have more of a diversity instead of it just being automatically power up, and power down. Allow buccaneers charge up their energy ( like in dragon ball by standing stationary and holding down a button.) This will allow bucc's to charge up energy during moments that the boss is immune to damage or set up for another burst.

2. Attack utility: Buccaneer's Dragon strike should be changed to a much bigger animation and apply a debuff of some sort to give it actual use in bossing, and a bigger range or affect for mobbing as well. We lost a long time ago corkscrew punch " charge up ability". I was also hoping we would get a hyper attack in the form of a huge punch or dragon kick similar to cross styx from dawn warrior hypers.

3.Buccaneer theme: Buccaneer's are melee fighters. Add some kicks, elbows, upper cuts, drop kicks. Grapple a little. Grab a mob and throw it at another mob. ( kinesis can do it so cmon) Give buccaneer blast a cool down, lower it's damage increase the lines and also apply some sort of buff to self, attacked mob, or some other feature to compensate.

Buccaneers have over the years received many complaints. Super transformation, iframes, Lines on skills, and general theme of the class, play style of buccaneer blast. I think it is time for a few major tweeks. -STARBUQQ

Reply August 8, 2015 - edited
MrSaigon

Remove the ugly energy thing...

Reply August 8, 2015 - edited
Tricks122

Better horribly late than never, I guess...

Among the myriad of problems Buccaneers face:

1. Continual 'dumbing down' of their game-play into a play-style that is similar to other classes, yet inferior in virtually every way in comparison to other classes who use similar equipment(Shades), even after their re-works. There's currently ZERO reason to play a Buccaneer if you're interested in accessing end-game content because of Shade.

2. Speed Infusion is a useless skill for a vast majority of the classes, and with each patch it continues to grow more useless as classes gain increased attack speed.

3. Poor realistic damage output due to a lack of mobility, defensive skills and poorly designed skills, such as Pirate's Revenge(Which requires things like Rusellon's Potion to be useful at high level bossing) and the nerfing of skills like Corkscrew Blow(Which wasn't great at its peak, but was a more useful tool than Spiral Assault spam due to its chaining ability and platform tricks).

4. Several obsolete skills exist in our repertoire, such as Dragon Strike and Landlubber Blast. There are plenty of ways to encourage the use of more skill variety, similar to old Buccaneers.

5. Way too many buffs, particularly with cool-downs. Roll of the Dice is a problem for Pirates in general, Stimulating Conversion has a huge cool-down and Power Unity requires 40 seconds of Energy(As well as death prevention) in order to ensure we do maximum damage. There's not even a REASON for most of these skills to have cool-downs in comparison to what other classes get for 'free' as regular buffs; with our lackluster damage output and poor defensive abilities, the excessive cool-downs just kill our bossing ability at bosses where death is likely.

That's probably enough to get you started, but I can go on for a while.

Most of these problems stem from Nexon's bossing requirements being set in stone(Good mobility, damage, self reliance, minimal buffs, etc), and so the way for classes to get 'better' is to homogenize their play-styles with classes that are better(Faster attacks, more lines, Flash Jump, etc). This is a problem that Nexon America can't really fix. but one fix(However unlikely it is) is class/skill specific damage caps. This way classes like Buccaneers before their initial revamps could be made into defensive bruisers with high damage, slow hitting attacks that could cancel into skills designed to escape; it would also allow Nexon to balance classes individually without having to worry about a general damage cap killing classes like Arans and Zeros, whilst making sure that every class CAN be viable. This probably won't happen, and if it doesn't, then simply put... Buccaneers have no reason to be made as a class. Shades out-perform their support and damage potential in practical circumstances, and only lose out to them in mobbing(Which doesn't matter past 210 at the latest for anything but bragging rights); because they use the same equipment, there's not even the argument of cost to bring into the equation.

All in all, unless the core mechanics for bossing change, Nexon only real choice to make Buccaneers viable is making them like another, better class(In which case why not originally play the better class?). Without a fundamental changing of the damage/bossing mechanics, Buccaneers are either going to end up being like another class or just being as they are now(Which is ineffective, useless and in general a dead class); each revamp has already taken away their unique aspects and skills, replaced them with 'mainstream' class concepts, and yet still not managed to make them viable as a class. That's a problem in more ways than one.

Reply August 8, 2015 - edited
DawnOfHappys

what is this garbage

Reply August 8, 2015 - edited