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Buccaneer

KMST Buccaneer 5th job short video

https://www.youtube.com/watch?v=IaCCaR5n2rQ

Transform is back, but it looks the same. This looks really lazy because I was hoping they updated the look. Spirit bomb is eh, and teleport skill is just copying kaiser's.

June 26, 2016

33 Comments • Newest first

capslocker7

But I wanna turn into a ball when I jump...

Reply July 30, 2016
amin45678

They made the walking animation and idling animation for the super transformation the same as a regular non-transformed character...

That bothers me a lot. You used to float in the air like an actual spirit, and run with the style of a super hero.

What the hell happened. Why change that?

Reply July 28, 2016
Star909

@highhorsery: These send me to the video directory not the videos themselves

Reply July 28, 2016
Highhorsery

KMS videos
http://tvpot.daum.net/clip/ClipView.do?clipid=77953935&rtes=y&startDuration=10.82 Lotus

http://tvpot.daum.net/clip/ClipView.do?clipid=77944660&rtes=y CV

Reply July 28, 2016 - edited
Tricks122

@phaseoffact If you're in Europe, I think the two servers 'merged' so you can create accounts on GMS if you're from EMS' region. Not sure though, I haven't fully kept up with it and just saw something on Reddit about it. I don't talk to most of my old MapleStory friends; it's definitely a social game, but... eh, I don't have a Facebook and I'm effectively only active on Basilmarket, Steam and a few other things. So I don't really talk to anyone outside of the game/forums myself, but eh... memories are still there, so there's that. It's a shame that Nexon doesn't capitalize on the good social aspects the game could have.

I'm interested to see how they handle it, but... well, knowing Nexon, my hopes never tend to be high. And for good reason, with the amount of design choices they've done with pretty much every class post Pirates/Aran.

Reply July 18, 2016 - edited
PhaseOfFact

@tricks122 I see, I sort of want to come back just to talk to old friends (although a lot of people have moved to Reboot? I think), but I'd have to go through a proxy due to my location (moved out of the US). Still regularly talk to old MS friends on Facebook though, so MS definitely was a great social game in my opinion.

Looking forward to seeing more Bucc videos after 5th job, I do want to check out how they re-implement transform and other skills.

Reply July 18, 2016 - edited
Tricks122

@highhorsery Oh, surprising... Nexon's balancing team made it so Super Transformation isn't actually that great. 90 seconds is far too long for a 'super' state, and they're pretty much unable to balance any long-term transformation states. Even Kaiser's Transformation(Which is probably the best in terms of benefits) isn't used that much, and only ends up being used in specific circumstances. I'd love to see them fine-tune it so, you know... it's actually GOOD, but Nexon seems to be unable to make classes have significant variance in their damage via transformation states without completely breaking them and/or making things like Buff Duration a huge boon(Such as for Dual Blades with Final Cut or whatever it's called, which is more of a buff, but same principal).

@mizuichan The class 'fantasy' type thing mainly stopped once they released the later Heroes and Resistance. Before that, I'd say it was pretty solid with the original Explorers(Sans Pirates, but including Dual Blades), Cygnus Knights(Mostly; Thunder Breakers were a bit odd and the elemental affinity in general was strange, but usually matched the class it was assigned to) and arguably Aran. After Resistance and Mercedes, it started to get a bit... weird and hard to make more fluid associations between the rest of the classes. Especially with odd classes like Kanna, Angelic Buster, Beast Tamer, etc. MapleStory is very silly, so a lot of classes don't "belong"(Sengoku classes in general, for example, have an absurd premise)... but it doesn't stop them from being fun or fitting into the silly theme. It's just gotten a bit more fluid/varied over time, in my personal experience.

@phaseoffact I can't speak for Mizui, but I don't have better things to do and I've been here way too long to leave. Despite all my complaining, I still enjoy MapleStory, it's just not what it used to be and has gotten worse over time; every so often I come back to punch things and get caught up, but Nexon doesn't make it easy to enjoy a game that they keep designing and updating poorly.

Reply July 17, 2016 - edited
PhaseOfFact

Haven't been following MS at all lately, but checked Basil just to see if there are any old time Buccs that I know.
Good to see that @tricks122 and @mizuichan are still around, Bucc community wouldn't be the same without you!

Reply July 17, 2016 - edited
MizuiChan

Meh, I never really cared too much about whether or not classes tightly conform to archetypes.

Give any person a bladed weapon and they could be considered a Warrior. Mercedes uses autoreloading pistols that happened to fire arrow-shaped bullets, and the only thing that makes the Beast Tamer a mage is that she makes her companions poof and appear at will. I would say that Mechanics fit Pirates best because, like Corsairs, Jetts, and Cannon Masters, they use heavy artillery, and depending on your definition of artillery, you could say that ABs using Dragon Soul energy to fire rounds counts as well.

Long story short, this game is weird.

Reply July 7, 2016 - edited
ernie824

Well I will link a video that sorrowful made concerning the 5th job is called 5th Job underwhelming? He has some points that Nexon got lazy and that the 5th job might be a revised or rebuffed 4th job skills, here's the link enjoy

Thanks

https://www.youtube.com/watch?v=QXykqUB_LJA

Reply July 6, 2016 - edited
Highhorsery

Another short video

https://www.youtube.com/watch?v=Bg7xbGT81cw&list=PLRmxFlmuTi5ZPZ2pr3_XGWbH8e7iJMYx3&index=5

Nobody seem to be interested in making a bossing video for 5th job bucc. Nexon did change super transform a little, it stands idle like normal maple character. Anyways, I still don't see the point of the energy ball thing. It doesn't go that far, the damage isn't great, and it poofs in midair lacking the WOW factor. Wish it would explode when it hits the ground to do an AOE damage. The skill description from Max's blog doesn't tell us the exact time when we can use the energy ball again. The buff itself is lackluster compared to other jobs. I mean 20% final damage at max level only being active 50% of the time? Other jobs with their maxed skill can have it up like 80-90% of the time.

From max's blog:
Transform: Transform into a superhuman with super strength. [max level: 50]
Level 1: Consumes 1000 MP. For 51 seconds, transform and increase your final damage by 10%. Every few seconds, an energy ball will be created, dealing 410% damage 2 times on up to 10 enemies. Cooldown: 180 seconds.
Level 50: Consumes 1000 MP. For 90 seconds, transform and increase your final damage by 20%. Every few seconds, an energy ball will be created, dealing 900% damage 2 times on up to 10 enemies. Cooldown: 180 seconds

Reply July 6, 2016 - edited
Tricks122

@alienstock That's a very loose argument, considering that things like Dragon Knights, Bahamut, etc, exist. Leviathan is also, originally, a biblical image if I recall correctly, so it doesn't make sense. As for the water that Thunder Breakers use, I stated this before; it's ONLY post-revamp(Before they were Lightning exclusive), and their elemental association isn't because they're a Pirate. It's because the Cygnus Knights took other elements(Air, Fire, Darkness and Light), which left Thunder as the 'odd ones out', and since it fit their name... that's what they got.

The parrot is associated with Corsairs via the various summons they have(Specifically the Gull based ones). The huge cannons aren't really a pirate exclusive thing; if you think that way, then you essentially link it to gunpowder. As before, you seem to be trying to tie Pirates together in a very 'loose' manner, which is just the problem; you grasp at straws to associate the classes with one another, whilst EVERY other class is far more concrete. Gambling is also a pretty loose stretch for Pirates, considering it's far more of a surly underworld type activity.

Swim Mastery is a weird argument, considering that a decent bit of other classes eventually got the same treatment in terms of weird/unique Beginner skills... and I'd argue that it's more flavor because the class is called 'Pirate', rather than the other way around. I'm also fairly certain that the expanded inventory was primarily for Corsairs, since they used Bullets, and actually carrying a decent amount of ammunition was difficult back in the day. That and it was probably an incentive to get people to make Pirates, considering they weren't broken when they came out.

Phantom is LITERALLY the dashing rogue stereotype, but he only fits in as a Thief 'broadly' in terms of play-style(Although lore-wise, he's essentially the 'high-class'/elite Thief who's fancy, steals things/buffs, uses deception, etc). And yes, he doesn't make 'real' sense as a Thief/Ninja. Most of the Hero classes tend to be weird like that, with Aran using Ice without(Elements are atypical to every Warrior, except Paladins, and even then they ), Evan having his magic channeled through a Dragon, Mercedes being an Elf who dual-wields Crossbows... Heroes tend to be exceptions to the general class rules, and are only loosely based on them; likewise, later on class lines become a little blurred, with classes like Demon Slayers and Kanna, but they're not the Explorers/Cygnus Knights you're comparing.

The hierarchy itself is vague, and has to be defined loosely by players. It's not as clear cut as any other class, and you have to look for 'symbols' in order to justify it. It just shows that they don't fit, frankly... especially considering Nexon's Pirates aren't really criminals at all(Compared to Thieves) and were originally a class that was about being free of obligations. Pirates were essentially 'free spirits', and not much more than that; they're the least defined class and have the most 'oddballs' that just don't really fit in unless you try to stretch and look for things that make them similar... in which case, you've already kind of proven they aren't exactly instantly recognizable as Pirates.

Reply July 4, 2016 - edited
Alienstock

@tricks122: - Ever heard of the Leviathan, that sea dragon that would snap Ships off in halves (for Buccs Dragon Strike)? Ever seen that Whale they summon, that Anchor they fight with, all this water and the Sea Typhoon that they reference too ( For TB's). You can't tell me that it's doesn't make a reference to pirates and the Sea?

-You can't tell me that a short Cannon isn't a Marine ( or Pirate) weapon? And it isn't rare that pirate had companions ( Captain had Parrots, crew mates had Capuchin monkey... (Check out Pirate of the Caribbean if you're not certain) who doesn't know that? TB still do make reference to the seas because of the reasons said below. For Shade... same thing as Buccs. Check out Chinese Hand Cannon or Medieval ship Cannon.

-You can't tell me that Gambling isn't part of Pirates. What Pirates do when they are bored, they play dice, cards etc. ( Maplestory isn't the only game that makes reference to it, look out for Twisted Fate or Graves in League of Legends as another example.

-Yet, you forgot many things that Pirates has ( real ones) that others doesn't: We got Swim Mastery so we actually swim faster than anybody else, our inventory at the start, compared to Thieves or Archers is far bigger than other classes, why? Because Pirates are Pillars, Mercenaries, Merchants of the Sea. Pirate doesn't fit off 1 category, you may say that Corsairs are the true pirates, but they are one of the other type of Pirate that very exists. As I mentioned earlier the ''hierarchy'' was just to put up how normally the pirate ship is organised : The Captain ( Corsair or Shade) and the rest ( TB (marine crew mate) or Cannon Master & Buccaneers (pirate crew mate).

If we followed this logic, Phantom wouldn't be a Thief because he's not disguise like a Ninja and he uses a canes and throw cards like a magician, yet, I believe that you're broad minded enough that he fits his role.

To wrap things up, every criminal, person, could become a pirate so yes being a Pirate is vague... But as long as it's linked to the ''hierarchy'' of a Ship, to the sea and to the pirates folklore...

You are a Pirate!

Reply July 4, 2016 - edited
Tricks122

@alienstock Dragon Strike isn't really a "sea" reference... and Thunder Breakers made fewer references to the sea before their revamp. I think the problem with your logic is that it's VERY loose; the hierarchy doesn't make sense because it doesn't exist in any other class. I just think you're stretching things WAY too much to 'what a pirate is', because I think it's more than fair to say that Nexon doesn't to 'deep' classes. They do very cookie cutter ones. I just think it's a bit silly to compare a real-life and somewhat fluid hierarchy with that of a game, particularly when it has incredibly silly situations like the reason Hayato/Kanna exist.

Corsairs are really the only 'true' Pirate, assuming you talk in terms of stereotypes. Cannoneers are kind of flimsy in the sense that they're using a HUGE cannon as a weapon, which is completely impractical, and they have the whole weird monkey association with their summons/buffs. I'd also say Shade hardly qualifies as a Pirate, considering how his entire gimmick is the whole 'Spirit Bond' thing, and none of his skills make any sense as a Pirate. It's also worth noting that the MAIN reason Thunder Breakers make sea references is because of the elemental association of the Cygnus Knights, which was heavily enforced in their revamp(s), especially for the ones who were more 'neutral' before. It's hard to say Thunder Breakers make an association with the sea when their primary element was Lightning before their revamp, and the only real sea-based skill they had was Sharkwave.

The Spirit for Buccaneers also assists in Spiral Assault, Power Unity(In which, skill description wise, we do pretty much nothing but summon it) and(If I'm remembering correctly) charged Buccaneer Blast. That's a decent portion of our usable repertoire of moves, and very few involve us acting alone anymore. I think your definition of what the spirit could be is... well, pretty far-fetched, frankly. It doesn't fit in with the lore MapleStory presents at all, and it's not what's thought of when people think "Pirate". I really think it's a bit of a stretch to say that's what the sprite represents, when it's pretty clear it used to be a Saiyan/Transformation state of extreme power, and then got cut because they couldn't balance it; it'd be like saying "Roll of the Dice" fits with our class because Pirates are 'gamblers'. It makes... a bit of vague sense, but hardly enough that you're not thinking a lot and stretching to try and justify it, which is unlikely every other base Explorer/Cygnus Knight class.

Reply July 4, 2016 - edited
Alienstock

@tricks122: Pirates are pillars, merchants and conquerors. Yet, the reason why I think Explorer Pirate ( including buccaneers) are pretty legitimate on their role is because we can form a sort of hierarchy that we found amongst pirates: Corsairs or Captain in KMS would be the Captain of a pirate ship, Cannon Master were those who used Cannons during boat fights and Buccaneers were the rest of the screw who'd fight with anything in hand ( cutlass, pistols, chains, etc.) Yet, since pirates couldn't be an extent of Warrior class ( which would be logical for a Cutlass user), Buccs were given their fist to fight with instead and it still makes sense. As for Thunder Breaker, see them as the cleaner, richer version of Buccaneers who were mostly deserters, mercenaries, poor settlers, renegades or ancient slaves. Thunder Breakers would be more seen as Marines and since the rest of a crew could with anything at their hand, I see no problem them using Anchors ( reference to Thunderbolt) to fight.

My point: Yes, there are some pirate that you wonder why they are there ( Angelic Burster, Mechanics [which might be a reference to One Piece], Jett, Shade I kinda explained his lore in my last comment so he doesn't count). But, if we keep it for Explorers and Cygnus, they truly represent the theme of the seas, pirate boats and sailing. According to YOUR logic, only Corsair and Cannon Master would be ''True'' pirates.

For Buccaneers punching: Yes, I do agree with you that Buccaneers back then respected more their roles with punching (w/o a Spirit behind and etc.) Yet, the Buccaneer hasn't disappeared. There are still skill who uses the fist, makes reference about the sea ( Dragon Strike or for TB, pretty much all their skills) and Octopunch the said Spirit is only there to lay the final blow, the other punches done your character is the one who deals it.

Now why Energy and Spirits? I could be a reference to God , Pirates were believers hard-Christians. It could also be a reference to dead ghost Pirates, a reference to Voodoo (don't forget that some Buccaneers were former African Slaves) or it could be link to some curse from a Golden treasure. What I'm trying to explain is that there are plenty of reason why Buccaneers would have the Golden Spirit thing by his side or being one.

A pirate is mainly an pillar & merchant explorers of the seas. So as long as you can make a link to the Seas and boat. It is a pirate.

Reply July 4, 2016 - edited
Tricks122

@alienstock Not really; if you compare every class to one another(Explorers especially), Pirates are probably the least related. Archers use bow based weaponry, Mages use magic and Warriors use various melee weapons; all of these common aspect were preserved in their second jobs, and given a unique twist. Thieves are similar to Pirates in the sense that second job splits into melee and ranged branches, but I'd argue if you called Thieves 'ninjas' then their job branches make perfect sense. You have one that throws stars and the other uses daggers, both common ninja tools in fantasy. Pirates... are kind of what's left. You have two very separate job branches that don't make sense together; newer classes don't really fall into the same classification, in particular post-Explorer classes(Granted, even Wild Hunters shoot a crossbow and Battlemages acknowledge that their magic/fighting style is different; Mechanics are, once again, what's "left over" for classes). Even the Cygnus Knights have Pirate as the weak link, since all the other branches relate far more closely to their Explorer counterparts in terms of lore, move-set/style and theme.

Buccaneers were the first to use BOTH Energy and Transformation as systems. I'd argue Transformation was more significant, both because it was more limiting and because, in bossing scenarios that were versus a single target, Energy was almost ignored(It generated far too slowly to ever matter much). Energy was pretty much important only when it came to mobbing, otherwise deliberately building it wasn't worth sacrificing your damage; likewise, Transformation had less importance while training(Minus perhaps Bigfoot kills) because the moves it unlocked were primarily 1v1(Demolition), utility(Snatch) or useless(Shockwave). We can split hairs there, but I think the problem is that Nexon's method of having an Energy class isn't integral to what Buccaneers are, or should be. All the newer Energy moves have huge hit-boxes and don't "make sense" according to the class' style; they make a really bad class, especially when Octopunch is STILL using the damn Transformation sprite 'assisting' us, and I didn't sign up to make an Evan. Switching from the whole "I'm powerful" to "I'm summoning a powerful ally" doesn't fit the lore of Buccaneers(It makes more sense for Corsairs since they were always summon-reliant, with their Gull and Octopusses). It really bothers me because there's no REAL fist-based class now, particularly when a good portion of our move-set doesn't even INVOLVE punching anything. Hell, maybe if Nexon made skills like Shockwave(That at LEAST involved us literally punching the ground so hard it erupted), I wouldn't mind it as much, but the Energy thing is... not the greatest if they're going to forego it for punching skills.

I can totally see that as a viable lore reason for the sprite. But I hate it. As I said before, if I wanted to summon someone to fight FOR me or ALONGSIDE me, I'd have picked another class. I play a Buccaneer(Or played, considering their current play-style) because they're self-reliant, they punched things and their Energy/Transformation states/sprites were directly part of them, and not some other entity. A good deal of other classes had summons/'help' in some forms(Band of Thieves, Ice/Lightning or Fire/Poison summons, Beholder, Bahamut, Archer birds, Corsair summons...). Buccaneers did not; it was all about what YOU were doing. I understand that lore can get changed, but it's MapleStory; you're dealing with a world where, from my understanding, real-world based Japan in the past where Nobunaga is evil got catapulted to Maple World through a failed ritual. It's hardly taking itself seriously with that, and if Shade is supposed to be the origin of Buccaneer's power... well, I frankly think that they should forget about it(Pun intended), because if I wanted to play with a Shade, I'd play as Shade. My power should be my own, and NOT that of a forgotten Hero; there's plenty of other classes who borrow/summon their power from other mediums, and tainting what Buccaneers were with that style is poor.

Reply July 4, 2016 - edited
Alienstock

@tricks122: Explorer pirate class is quite well defined, thunder breaker kinda follow the theme of the sea etc. But, it's kinda true that the rest has no reason into naming them ''Pirate'' .

I think Nexon gave a great function to buccaneers as they were basically the 1st class using a system ( which is the Energy bar system) on which the whole Bucc gameplay resolved on. So it wouldn't be a surprise for Nexon to continue this way.

As a Corsair main, I'm kinda envious of what Buccaneers gets since it'S bringing back their main purpose. Buccaneers used to be a close fighting class that could transform when they energy bar went full to give them a Boost. Other than that, Bucc now has one of the best DPM of the game. Moreover, this is not everything that Nexon planned for 5th job as term of skills, so I bet you'll get another fist skill.

Finally for the turn over the full Energy theme, I've a theory: Since Shade used to have Buccaneers power back when he was fighting Black Mage, I think Nexon is trying to show how omnipotent he used to be. Like Kaiser, the Superhuman that appear during most of your attacks could be.... Shade.

Well it's only a theory, do as you like .

Reply July 4, 2016 - edited
tubring22

Super barrage plz

Reply July 3, 2016 - edited
Tricks122

@alvel175 I think most people want(ed) Super Transformation to remain the same sprite, because it's simple, effective and it's a big throw-back to the old days of Buccaneers. This is one of the few cases where I'd argue it's not a lack of effort on Nexon's part, but them actually making a decent decision; it's similar to how I think a lot of people prefer the original Savage Blow over the updated version for Bandits, or how Chief Bandits miss Band of Thieves, etc. The skills are simple, unique and have a nostalgic value to them; I'm a big fan of the original Transformation sprites because of it.

It's not just the pirate balance team, but Nexon's team in general when it comes to balance; Flash Jump belongs to pretty much every class now, Rush based skills are pretty numerous and let's not forget the plethora of previously Mage exclusive Ultimates. I can go on and points out skills that they pretty much copy/pasted to other classes, like Hurricane, that one spinning Dual Blade skill and a few others if I think hard enough, but I think you get the point. It's an issue with Nexon's balancing in general, and the problem isn't just them copy/pasting skills, but the game design forcing homogeneous classes so that they can compete with another; this is pretty clearly shown with how Nexon couldn't previously balance Buccaneers as a 'hard hitting' class with high down-time. They were mediocre all the time in terms of damage output, specifically because Super Transformation and Demolition didn't end up competing well with other damage classes over time(Speed Infusion was a great supportive damage buff, but with a 720 second cool-down at max level for Super Transformation, if I'm remembering correctly, it's pretty absurd that it wasn't doing good damage and it forced us into a heavy supportive role, which only got nerfed over time with various attack speed buffs).

Pirates aren't really a 'defined' class. They're a bit of a mix of classes that don't fit into other archetypes(Granted, they have an acceptable theme for most; the main 'silly' Pirate classes are Angelic Busters and Mechanics). Buccaneers were originally a Fist/Energy/Transformation based class, and they've moved more and more towards the Energy based spectrum, which sucks(I've ranted about how so few of our moves actually involve US punching things ALONE anymore, but I won't get into that). In the end, the 'theme' of Buccaneers should(In my opinion) be our original theme; punching, along with Energy and Transformation giving us large boosts of temporary power in order to augment our attacks(And NOT summon some 'spirit' to augment our attacks). But Nexon can't really balance that properly, or at least they haven't in the past, so we're kind of stuck with what we have now, which... well, isn't great if you're asking me.

Reply July 3, 2016 - edited
Alvel175

Honestly, Im glad super transformation is back since it made the class unique, but I am quite disappointed on the lack of effort they applied on it since it's the same thing we used to have back then!. The energy ball seems to work for me since it looks great and it doesn't seem to be an OP skill with a bunch of numbers, and it looks like our main mobbing skill as always will be energy blast. About the teleport skill well... Im not sure what to think, seems intresting but who knows overall I think the team who works on designing pirates don't know how to manage such class, It just seems they prefer to add already existing skills with different skins (similar with flash jump)and make It look pirate-ish.

Reply July 3, 2016 - edited
Tricks122

@helpingly I'm aware of Instant Transmission(Or whatever the Dragon Ball Z name is called); a few years back I had this discussion with Tersera about it. Trust me, I know just a liiiiittle bit about it considering my character design; not a whole lot, granted, but enough that I know the basics. The problem is that the implementation of several skills involves little/no originality. For example, we COULD have had a skill that Teleports us, but also requires an enemy somewhat nearby and the skill makes us hit them; that's a bit of a change, and it doesn't function exactly like Teleport.

To use old skills as a comparison, look at Corkscrew Blow/Backspin Blow and Rush. Rush hit more mobs, was generally faster, was more easily cancelled via jumping to not move your position and lacked invincibility frames. Corkscrew Blow could be used in the air, had invincibility frames, didn't hit as many mobs, had to be charged and could 'drag' you to mobs if you jumped off a platform(Similar to how Assaulter worked). Backspin Blow was ground bound, but also required more precise footwork due to the positioning issue of reversing your character, and had the stun component(Which was a decent deal because, even if Stun Mastery sucks, it was better back then). In essence, despite being similar, each of them was unique in the way they functioned.

Skills like this Teleport and Flash Jump don't have that kind of unique aspect. They're just copy/pasted in a poor way. There's ways to give each class similar tools, but have them function differently; when they don't function in a way that's at least a little unique, well... they become generic tools that don't "feel" right. Class fantasy is nice, but when the class fantasy involves very similar play-styles, it becomes an issue when the variety is only aesthetic when it could be far more engaging for the player.

Reply July 1, 2016 - edited
Helpingly

@tricks122: Although I agree with you for the most part that Nexon is in essence stripping classes of their individuality, I disagree with you when you state that vertical mobility is the issue.

The Buccaneer SuperTransform has an uncanny resemblance to the Super Saiyan mode in DBZ, and in this anime, when in Super Saiyan mode these characters have the ability to essentially teleport, much like the revamped Buccaneer will have
http://vignette1.wikia.nocookie.net/streetfighter/images/2/23/Ken-shoryu-ts.gif/revision/latest?cb=20091125000752
^Or this

Reply July 1, 2016 - edited
Tricks122

@ereckgoose Why play a Buccaneer if it doesn't have the concept(s) that you enjoy? I main one partially due to stubbornness, but mainly because I like punching things and fell in love with old Buccaneers. When you start doing what Nexon did/does, which is cookie cutter mobility skills that all function similarly, you start removing the identity of a class. It's a problem with their game design that forces all classes to have 'x' number of generic skills to perform well during bosses(When, instead, they could create interesting and limiting mechanics; Crimsonwood Keep PQ had them, along with the sub-level 70 boss Balrog that limited you to second job skills, and it's possible to create more than punching bag bosses that cast various Status Effects and 1/1 you... even Magnus has an interesting mechanic, albeit somewhat oddly balanced, with his Meteors).

I'm not trying to be rude, but I don't like the direction Nexon takes with giving every class vertical mobility and, unfortunately, people like you are all too willing to accept this as a change. The necessity for mobility comes from an overall flaw in their game-design; most of the bosses aren't based around 'mechanics' so much as 'strong attacks you NEED to avoid', and the latter means mobility is key. So you just have to keep piling on mobility to classes, and... well, eventually it gets dumb(Case in point; every class having Flash Jump if they're not a Mage). And then Nexon's next boss(es) have to take into account for the increased mobility, so the problem/gap between good/bad classes just gets larger and larger if they don't homogenize skills. Frankly, it's something I'd say is really unhealthy for the game, and it's led players to a point where if 'x' class doesn't have 'y' skill that's essentially copy/pasted from another class, it gets left behind in the dust in terms of viability, popularity, etc.

Is it useful? Absolutely. But the issue shouldn't be if it's useful or not, but is it HEALTHY for the game to do this, considering how similar many classes are already? There are far better ways to make classes survivable WITHOUT heaping on more and more mobility; Nexon has proven(To some degree, at least) that they CAN do this with classes like Paladins, and arguably old-school Arans(As well as Buccaneers if we're going back to that time). They just chose to forego it instead of expanding on them, and it's frankly hurt the game.

Reply July 1, 2016 - edited
ereckgoose

@helpingly: I saw that, BUT I still like the fact we get vertical mobility.

Reply July 1, 2016 - edited
Helpingly

@ereckgoose: Sadly this teleport skill is quite useless, as we get another skill that is similar to the grappling hook that Kaisers have ( all classes get this skill)

Reply July 1, 2016 - edited
nayeff

this made me comeing back and fund my bucc :O i quit maple cause they removed supertransform !!

Reply June 30, 2016 - edited
Tricks122

I can't give a 'proper' comment because I don't know what they've done to every other 5th job class, especially when I don't have something like detailed patch notes or a test server(Mainly to understand HOW some of the skills work). But I guess I was going to watch this anyways and comment; I think there's only 3-4 actual new skills I can notice(Do note I'm watching in fairly low quality, so I might've missed things).

It essentially looks like we got a Teleport that can be used at any point. I'm frankly kind of meh about this. Nexon's obsession with enforcing mobility is a problem that promotes class homogenization, and while it's useful(The same way as Octopush is), I'm not a huge fan. It looks like it can animation cancel and the range is pretty damn far; it's definitely useful, it kind 'fits' in the class if they're going with the kind of saiyan brawler mentality(Which I love!), but I feel like it should REPLACE Octopush. I'm guessing that the new skill has some form of cool-down, since Octopush is used a fair bit, but I'm just biased against having every damn class have a Flash Jump; Buccaneers would be a bit more unique with a 'glorified' Teleport that's not usable mid-air and animation cancels(Or can be 'telecasted' ). I'd much rather Buccaneers have a ground-based game, especially with the vertical range this gives for moving between platforms.

I'm not sure exactly WHAT the Transformation state is doing. It looks like it has a duration, so I'm assuming it has a cool-down. What buffs or abilities does it unlock or have? Nexon, in the past, has proven themselves to be HORRIBLE at balancing limited duration transformation states(Buccaneers were trash, in part, because of how they failed to balance the 720 second cool-down Super Transformation way back when, along with it lacking power compared to more sustained damage). If they actually managed to properly balance it, then my biggest complaint is the Transformation Sprite still showing during my moves. I honestly hate that thing, and it doesn't make sense to have it appear when WE'RE transformed; I LOVE that they went back to our roots for this skill, but having two of the same sprites active looks kind of dumb. It's like if Band of Thieves always summoned the same bandits(They had 4-5 they could visually summon), or if Evan just turned into a dragon and did the same animations as his dragon; it's kind of dumb, it doesn't really make that much sense and it looks graphically poor. Otherwise... good decision if Nexon balanced it right this time.

The last skill I see is the huge ball of energy that gets tossed. Thematically, I'm okay with this. It looks like a huge ball of Energy, seems to have a short-ish duration/travel time and fits part of the Energy based aspect. I'm not sure about its properties; it looks like it pierces enemies, but I don't know if it always gets summoned in the same location, what the cool-down(If any) is, etc. It definitely has potential, and it looks like it clears about a whole platform; whether it stops when it runs out of stuff to hit or not(Since it seems to stop right when it stops colliding with enemies), it's definitely an interesting skill. Now we just need a few punching skills(Octopunch barely counts because it looks so... quick and weak, but that's just me) and the removal of the Transformation sprite from skills like Spiral Assault and Octopunch, and I'm fine with the skill diversity. It's clear they haven't changed Buccaneer Blast much(If at all), and it's still going to be a dominant mobber, but they've at least added something new that competes with it because it can touch an area of the screen that Buccaneer Blast can't. It gives some great vertical dominance.

Overall, I'm... at least interested. I can definitely see some problems; if every class has a Teleport-like ability, it's just going to be the Flash Jump problem all over again. The Super Transformation sprite on skills when not transformed looks pretty silly, and it doesn't make sense to 'summon a superhuman being' if I AM that being(It's one of the reasons I dislike Evan on a personal note; why would I want my power to be split between me, and someone who casts ALL my skills for me? At least Alpha/Beta for Zero actually fight...). I'm not really TOO hopeful, because Nexon has shown they can't really balance a Transformation state in the past; even classes like Kaiser(At least at one point) weren't incredibly interested in using it for better damage(It was mainly used, if you capped or were near cap, to punch through Damage Reflect/Physical Invulnerability). If they've learned their lesson... it's got a lot of potential, and it's great that they gave us back Transformation. Now they just need to make sure they execute 5th job(As a whole) properly, and update the visuals for older skills and I'm at LEAST pleased with it, which is frankly more than I've been for pretty much ANY Buccaneer update Nexon has put out(Mainly because each one gutted and destroyed the class, without ever actually fixing their damn problems).

Small edit: @uwotm8 I kind of agree. I'd like to see a few more fist-based skills(Think Barrage and Corkscrew Blow, even Double Uppercut level). All the Energy stuff is nice, and it fits as flavor, but having a few skills that go back to our 'roots' as a class that punched things would be really welcome. More limiting? Sure. That can be balanced if Nexon puts the effort; hell, Barrage and Demolition could've been saved if Nexon balanced them, but they took a different path. I'd kill for a Barrage like skill again, especially if it has some form of invincibility frames that don't extend for several seconds and actually takes more skill to use properly(Because then it can actually deal damage).

Reply June 28, 2016 - edited
believemenot

@tricks122 curious to hear what you think about this update for buccs

Reply June 27, 2016 - edited
ereckgoose

Vertical teleport? Finally

Reply June 26, 2016 - edited
Highhorsery

It just looks weird as hell when you use skills that has transform spirit in it. Hope they clean it up later so it's just you when you use transform.

Reply June 26, 2016 - edited
believemenot

that teleport is super OP. Basically fox trot but increased distance

Reply June 26, 2016 - edited