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What Pirate changes shall they be bringing to this arrrmazing class?
#81
Takebacker Wrote:Demolition overall getting a speed increase most likely won't change a thing except our DPS, because where there's a speed increase there's a delay decrease since the delay is part of it to my understanding. If the cast time gets cut in half, so should the delay. I'd rather they don't mess with the skill at all except for how much damage it does though. I like my main 1v1 attack hitting more than once AND still having the power to hit 500k with extreme funding even if it is slow.

If they were to change anything at all about demolition BESIDES damage, speed, delay, or invincibility...i would want it to give a homing effect on the monster you hit with it which only goes away once you die. That, and castable in the air. Also, the last hit should deal 2x damage, because the animation itself suggests that the last hit is the strongest one.

If i were to add a mobility skill, i would make it part of snatch and have it work like amaterasu's chain in the latest marvel v capcom. Snatch becomes castable in air. In the air, snatch only hits one target. If a target is hit, launch the buccaneer in that direction a la super KB (movement delay included) and force a 5 second cooldown on snatch. On the ground, snatch is the same. In this way, the buccaneer is launched a far distance and will most likely be hit by the monster it grabbed (thus activating pirate's revenge).



Not true. I use the invincibility frames whenever i get the chance in pot cooldown situations. If i'm so far away that i can still be hit but there aren't any mobs around me, i'll use demo to escape a fatal blow in exchange for not hitting anything and being vulnerable when finished. With barrage i can stay alive without getting hit as long as i want as long as damage reflect doesn't get in the way...



>Russellon's potion. Problems solved.

I still fail at quoting but anyway I just wanted to reply to your last part. It doesn't solve the problem because all-cures cancel that pot. Not to mention that quest isn't repeatable? (I think) And during bosses you'd want to have counterattack on without being sealed.
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#82
Status curing potions that cure specific ailments exist and are sold at ellinia. The quest doesn't need to be repeatable, because the quest entails just getting the pill, using it, and talking to russellon. You can go back and forth from storage and stack them in one slot indefinitely as long as the quest is in progress. Just like pap cracks.

The only downside is that 1/1 auto-kills. Just don't use it at 1/1 situations. Most 1/1 situations involve lots of hits being taken anyway, so it's no big loss.
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#83
Takebacker Wrote:Demolition overall getting a speed increase most likely won't change a thing except our DPS, because where there's a speed increase there's a delay decrease since the delay is part of it to my understanding. If the cast time gets cut in half, so should the delay. I'd rather they don't mess with the skill at all except for how much damage it does though. I like my main 1v1 attack hitting more than once AND still having the power to hit 500k with extreme funding even if it is slow.

If they were to change anything at all about demolition BESIDES damage, speed, delay, or invincibility...i would want it to give a homing effect on the monster you hit with it which only goes away once you die. That, and castable in the air. Also, the last hit should deal 2x damage, because the animation itself suggests that the last hit is the strongest one.

If i were to add a mobility skill, i would make it part of snatch and have it work like amaterasu's chain in the latest marvel v capcom. Snatch becomes castable in air. In the air, snatch only hits one target. If a target is hit, launch the buccaneer in that direction a la super KB (movement delay included) and force a 5 second cooldown on snatch. On the ground, snatch is the same. In this way, the buccaneer is launched a far distance and will most likely be hit by the monster it grabbed (thus activating pirate's revenge).



Not true. I use the invincibility frames whenever i get the chance in pot cooldown situations. If i'm so far away that i can still be hit but there aren't any mobs around me, i'll use demo to escape a fatal blow in exchange for not hitting anything and being vulnerable when finished. With barrage i can stay alive without getting hit as long as i want as long as damage reflect doesn't get in the way...



>Russellon's potion. Problems solved.

no offense but that change to snatch would be totally useless for training.
and by demo being like hurricane, no, i did not mean being invisible and invincible, pretty easy fix. i'm not about to make the class broken.

russellon's potion just takes up space and is just another thing you need/therefor have to rely on/therefore it has a big drawback to being contingent on it.
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#84
shagreen heart Wrote:no offense but that change to snatch would be totally useless for training.
and by demo being like hurricane, no, i did not mean being invisible and invincible, pretty easy fix. i'm not about to make the class broken.

russellon's potion just takes up space and is just another thing you need/therefor have to rely on/therefore it has a big drawback to being contingent on it.

No it wouldn't. Being launched a full screen in either direction as long as there is a mob there is never useless. It's FJ with more distance that has a 5 second cooldown and needs a mob. Faster travel = faster mob rushing = more damage = faster training.

I didn't talk about hurricane demo at all because it's a stupid idea but i think you know that i wasn't talking about it.

What. No. Almost no one uses russellon's potions, so you're stronger than the VAST majority of buccaneers if you use it. When you aren't or when you can't use it, you're just as strong as we have since BB came out. No big deal. The fact that we have this kind of advantage when literally every other class does not is ridiculous, but it isn't game breaking at the same time. The pills themselves take time to farm and the poison can negatively affect the survivability of those with low HP (sairs) while boosting their damage by insane amounts.
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#85
I don't know if I'm right here since I've only had a pirate no higher than lvl 57 (gunner) but I think Buccs need a large boost in damage, and sairs need slightly better mobbing ability + better defense. Are those the things they desperately need to balance with other classes?
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#86
shagreen heart Wrote:no offense but that change to snatch would be totally useless for training.

Dude, I'd kill for a Snatch that makes you able to zoom to the enemy by hooking onto them. For training, I would sure as heck wouldn't mind being able to leap/travel across the whole screen.
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#87
i just generally think that's a dumb idea. keep snatch the way it is, just make it useable outside of ST, just make it cost more MP, and give it like a 1-2sec cooldown. the demo/hurricane comment was for someone else.

oh right, and i forgot it slowly drains your hp and kills you if you get 1/1'd. just get hit like everyone else. it's worth it. it's free, it doesn't take up space in your inventory, it doesn't take time to farm, it won't kill you if you get 1/1, it won't slowly sap your HP, you won't run out of it, and your plan won't have to be contingent on something for it to work.

why don't they just scrap demo, keep barrage, make it a lil faster, except when you're in st, it has two extra hits and the same stats as demo? there is obviously a big problem with both skills, and their relationship. then add a 10 point bleeding dot skill, and 20 point mastery skill (10-15% mastery, plus passive def/m.def, blocking or final attack).
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#88
Just get hit like everyone else? Are you kidding? You know you're talking about the class that thrives off avoiding damage and surviving as long as possible right? If taking 1/1 kills me immediately in exchange for being 15% stronger for 5 minutes, i will more than happily take that bet since we're stigma'd into being the WEAKEST CLASS IN THE F'UCKING GAME. I'll take any damage boost, thanks. Spending half an hour farming 30ish pills in exchange for that damage sure as hell beats farming money for %str gear.
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#89
yeah. iframes are bs. that should not be our reputation, that's completely stupid. and what you're saying is nonsense man, you're just believing yourself. "hey i'd rather do cool damage for five minutes but then die and not have it mean anything then waste another 30 getting more pills that will kill me". idc about us being the weakest class in the game, were talking about potential changes. iframes=stupid. give buccs a better rep than that. the leaping across the screen thing with a hookshot is pretty lame in my opinion. i like how snatch works, it keeps buccs in the close to mid range fighting style. and what about anything else i suggested? i just don't see that change to snatch being the big game changer that buccs need, focus on something else.
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#90
I've only died once because of russ pills and it was before i knew 1/1 even killed. I tested the potions when i got them, the poison effect stops taking place once you hit less than 50 HP and starts again when you go over. When you get 1/1'd, this doesn't happen probably because it kicks in before you're actually at 1/1, killing you. Once you know that 1/1 kills you, it's REALLY HARD to die with it on especially when you know which attacks trigger 1/1 so you can all cure before it hits. You're assuming that it's actually easy to die even after you have full control of the pills.

iframes are stupid? We need a HELL of a lot more HP and damage reducing skills if you take iframes away, and at that point we're another warrior, which is stupid. People make buccs for the fun of it. Iframes are fun. Nexon would be shooting themselves in the d'ick if they took that away from players.

I don't really care about your opinion on my suggested skill change, because it isn't going to happen until it actually happens which will probably never happen.
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#91
w/e about the pills, idgaf about them, it's fine if you use them, i just think they're a stupid thing to bank on.

iframes are dumb. are you saying we are somehow different than warriors because we have them? and were the same if we don't? brawlers SHOULD have a passive w.def bonus, it's just natural to assume they would, it's lame they don't. they should all get a passive 1000 w.def for using only their bodies to fight, and wearing cloth armor, it goes hand in hand with being a martial artist (to class up the class). make brawling mastery give 1000 w.def and 20% stun immunity. have a level 10-20 level, 10-15% mastery skill give another additional w/m.def passive boost in 4th job.

what about the barrage/demo combo? or like, any other thing i brought up that doesn't have to do with stupid potions and iframes
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#92
shagreen heart Wrote:are you saying we are somehow different than warriors because we have them?

Yes. I will find you amazing if you somehow convince me that this is not the case, because that's one hell of a hard argument to support. Warriors for the most part don't have to do anything to survive except focusing on attacking. Buccaneers don't do that.

shagreen heart Wrote:brawlers SHOULD have a passive w.def bonus, it's just natural to assume they would, it's lame they don't. they should all get a passive 1000 w.def for using only their bodies to fight, and wearing cloth armor, it goes hand in hand with being a martial artist (to class up the class). make brawling mastery give 1000 w.def and 20% stun immunity. have a level 10-20 level, 10-15% mastery skill give another additional w/m.def passive boost in 4th job.

Defense for the most part is still useless unless given in an extremely large quantity. Note that when i say "high defenses" i'm referring to skills like divine shield, guardian, achilles, etc. Not the defense stat. None of those changes actually help buccaneers survive if iframes did not exist.

shagreen heart Wrote:what about the barrage/demo combo? or like, any other thing i brought up that doesn't have to do with stupid potions and iframes

I didn't quote them/mention them for the same reason you don't like my snatch idea. I think they're stupid and won't be implemented, just like pretty much everything in this thread.
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#93
Some changes I would like to see (I'm not suggesting that necessarily all of these changes be made, as they would probably be overpowered, but 75% of them would probably be good):
-All attacks can be used in mid-air.

-Demolition: Make it's range 400%. Also increase it's damage some.

-Give us a Homing beacon / bulls-eye-like skill (doesn't need to increase the damage, just something so we can direct what mob demolition and Barrage will hit. Though I guess a decrease in the mob's physical defense% would be nice if it worked for everyone, this part would be optional).

-Make counter attack also activate at 10-20% chance when the player attacks (admittedly it doesn't make sense given the name, but I really don't care). Also make it only have a 40 second cooldown so it can re-activate and buff over itself. This change applies to Buccaneers and Corsairs.

-Stance should be made a passive boost from energy charge. Optionally it could be that they get 50% stance when energy isn't charged, and it's boosted to 90% when it is charged.

-Add the 15-30% (not too specific on the %s right now) guard effect to Super Transform (could also be added to energy charge) and increase the defense gained to say 150% of your base defense when you are using Super Transform.

-Increase in range to 300% and remove the reducing damage on successive hits for energy orb.

-Speed infusion can break the limitation of speed (2) fastest attack speed, and it works on the whole party (including magic attack speed). Increase the duration to 400 seconds at max level.

-Time Leap cool down removed, make it a buff that triples the rate at which cool down timers run down (so instead of taking 600 seconds for level 1 Hero's Will to recharge it would take 200 seconds, at level 5 in Hero's Will it would only take 120 seconds for it to cool down instead of 360 seconds). Duration of 300 seconds at max level, new max level of 20 (should some new skill be added these points can be allocated into there). Nexon can select some skills this doesn't apply to (ultimates for example; even though their utility for fast training has decreased of late).

Again, not suggesting they all be made, just a good portion of them would probably help. In any case the most important thing that needs to be recognized is that Buccaneers do need some boost to make them stronger and somewhat useful and desirable in a party or bossing situation.

Edit: About the idea for a skill named "Training Montage" I think it's all right, though obviously it'd cancel a number of buffs I've suggested. I'll only consider it acceptable if it requires several 'kill ___ number of monsters" quests to earn the skill, and the final quest can be a jump quest with one of these two songs playing in the background:

http://www.youtube.com/watch?v=1SUzcDUERLo

http://www.youtube.com/watch?v=TYJzcUvS_NU
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#94
i like most of your ideas a lot, especially the last. how about you have to solo the dojo as well at the end of the quest?
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#95
Oh, another idea would be to remove Energy Drain and further modify Energy Charge so when you have your energy fully charged up all your attacks automatically convert some of the damage you dish out into hp.
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#96
hmm, that could be convenient for my controller.

also i think seal shouldn't affect some skills. like the strictly punching skills like FF, SK, DU, CSB, BSB, and barrage. everything else would be sealed though. the hp conversion would be good for when you're sealed as well. or at least give buccs stun, seal, and poison immunity (or slow down poison dot) %'s. that, plus big w.def (%s?) bonuses would be so much better than having iframes.
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