2011-04-11, 05:10 PM
Why would Captains need Wind Booster?
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What Pirate changes shall they be bringing to this arrrmazing class?
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2011-04-11, 05:11 PM
Either remove Battleships' speed cap or add stance. Like Izzy suggested, maybe a skill that locks you in place until you undo it? I don't know about what others think, but making Octo and Gaviota into a normal two minute summon would be really nice. I don't like pressing a summon button every 5-10 seconds, and they're practically useless in training until LHC. Replace Hypnotize altogether.
2011-04-11, 05:19 PM
Things i hope would happen,
1st job - im fine with your ideas 2nd job - im fine with your ideas 3rd job - Also fine with your ideas >=) However, i don't like having permanent Super transform, Transform or Charge. I like the idea of having a limit of how long you can stay as a super being, but i do believe in making energy charge up easier. 4th job - your energy wave idea. However, i would like for the energy wave to drain your charge bar the longer you use it, so it require you to recharge after usage - st's mode to be reworked a bit, so that in st mode, you would still resemble your character, in addition with the scaling with level. - make dash stack with ST or have dash turn into a teleport type of skill while in ST form, OR(this might be a bit imba, but allow buccs to fly if their in ST, but they can't attack while flying??? maybe that will balance it a bit?) - Some type of new skill that involves ST and Energy Charge combine that once use you go out of both, like an ultimate or a really strong single attack - Oh and just for fun a suicide skill -.^ where you hit the whole screen dealing max dmg, but with a cooldown and a 1% exp lost
2011-04-11, 05:36 PM
PirateIzzy Wrote:This is my idea for Corsairs: I agree with everything except Wind Booster and Rapid Fire in 3rd job. Rapid Fire in 3rd Job is the same as giving a Ranger hurricane in 3rd job and then giving them a stronger attack at 120. Wind Booster for Corsairs is unwanted and unneeded.
2011-04-11, 05:37 PM
PirateIzzy Wrote:Why wouldn't they? It wouldn't increase their weapon attack speed iirc, and would just take away another important job from Buccs, all around a horrible fucking idea. Also adding AN ENTIRELY NEW SKILL FOR STANCE ON BATTLESHIP, yeah that's funny. How about stance just gets added to battle ship, because the odds are there won't be a time when you don't want stance in battleship.
2011-04-11, 05:41 PM
PirateIzzy Wrote:Why wouldn't they? You guys attack pretty damn fast already. Booster barely affects classes like yours.
2011-04-11, 06:02 PM
Homerowed Wrote:It wouldn't increase their weapon attack speed iirc, and would just take away another important job from Buccs, all around a horrible pineappleing idea. Also adding AN ENTIRELY NEW SKILL FOR STANCE ON BATTLESHIP, yeah that's funny. How about stance just gets added to battle ship, because the odds are there won't be a time when you don't want stance in battleship. It does increase our attack speed. And yellow aura from BaM's does the exact same thing, so why would one more hurt? I also think they should then make SI, the decent pirate skill.
2011-04-11, 06:18 PM
I would like an skill called *Invencibility Mastery* to replace pirates revenge. And it would work (Obviosly must change mains skills like barrage, demo and any secundary skill) the longer time you remain invincible, the more boost you get, being the max lv remaining invincinble 30 seconds increase your damage 50%, and make almost all skills linkeable in a way that u could be invincible but being a bit hard to keep, so its not OP and its fun pressing alot of keys to keep the invincibility and the dmg boost.
2011-04-11, 06:21 PM
Some additional nice ideas were brought up. I'll respond to em accordingly.
LegendGospel Wrote:- I don't mind a 20 sec cooldown on S.Transformation. At least I get to see my character's face, and gives it a sense of realism... if you follow Dragon Ball, haha. You un-transform when you waste a ton of energy, take a breath, gather strength, transform again, etc... It's a nice effect. -I had an idea for this. Transformation Mastery in 4th job will make it so the cooldown period gets reduced. This will emulate the idea that the Brawler is very inexperienced with the initial transformations so he/she can't sustain the state for long without needing downtime. However, Transformation Mastery can reduce the cooldown so the cooldown is eventually lower than the duration. How would that sound for you? -Attacking more to keep Energy Charge up may be doable if Barrage was the main go-to skill to keep the bar full. Demolition would have Energy Charge slowly drain because there's not enough hits since it's about 20ish attacks a minute (for ~160 hits) but if using Barrage the 500-600 attacks a minute will be able to fully recharge the bar in seconds; the drawback will be Demolition will remain the strongest bossing skill so it's a matter of maintaining energy with Barrage, and unleashing hell with the other attacks. To balance the energy decay from screwing the Brawler over from being chain stunned, it'll take about 60 seconds for the bar to deplete if no attacks are made (as of the current Energy Charge duration). -Demolition can definitely use more hits, stronger hits, or even increased critical chance. For a skill that takes so long to cast it really needs to be beefed up some more. Veneni Wrote:I liked this idea I read on basil: Time leap passively reduces cooldown of your skills, so at max you won't have any downtime on transformation and dice. Maybe Time Leap can passively reduce all Brawler cooldowns by 50%, and maybe the ultimate won't drain all energy per se, but it'll take a decent chunk out, like 50-60% of the bar. Worthyness Wrote:If they make energy bubble upped per hit instead of per attack, then they could also implement something along the lines of constant charging, like what's been brought up numerous times before. you keep the bubble as long as you keep attacking, but as soon as you stop for a short while, you lose it; kinda like how in fighting games you bash the opponent for energy, but that energy is slowly "leaking out". -Seems a general consensus is Energy Charge should be rechargeable while in the Charged State. -I agree being dispelled while Transformed is rather rage-inducing. Needs to be coded like Jaguar Mount/Prototype armor so buffs remain. -The Dash idea is pretty nice. Changing it so when Transformed it acts like a Teleport/Flash Jump. I'd love to have such mobility and be hopping all over the place like Quickman on crack. ![]() -Combining Stun Mastery into Energy Charge is a pretty plausible idea as well. Nesso Wrote:Either remove Battleships' speed cap or add stance. Like Izzy suggested, maybe a skill that locks you in place until you undo it? I don't know about what others think, but making Octo and Gaviota into a normal two minute summon would be really nice. I don't like pressing a summon button every 5-10 seconds, and they're practically useless in training until LHC. Replace Hypnotize altogether. -I would agree to making Octo and Seagull into regular summons, and make em summonable while in Battleship. -Yeah, Hyptonize is such a lolskill when put to practical use. Definitely the Corsair's version of Time Leap in terms of worth maxing. 2post Wrote:Things i hope would happen, -Energy Wave draining Energy Charge would be nice to give a niche to the ability so it doesn't overshadow Dragon Strike too much because it won't be spammable so much, yet it'll also be insanely strong. Energy Wave would then be for uber high HP mobs, aka an overkill skill, while Dragon Strike can remain as the default mob skill to use. -Combining Super Transformation AND Energy Charge Skills? Interesting. Got any possible ideas on how a Buccaneer can combine the powers of the two into something totally amazing?
2011-04-11, 06:24 PM
more range to corkscrew.
some chages to barrel. something phisics training +20 dex +20 str for both pirates, or 30 str to brawlers and 30 dex to gunslingers. invicble shot range increase and now hitting 6 monsters. remove double uppercut. new skill instead double uppercut, something like "multiple uppercut" hits 4 hits with lower ms.
2011-04-11, 06:43 PM
(This post was last modified: 2011-04-11, 06:54 PM by LegendGospel.)
IllegallySane Wrote:-I had an idea for this. Transformation Mastery in 4th job will make it so the cooldown period gets reduced. This will emulate the idea that the Brawler is very inexperienced with the initial transformations so he/she can't sustain the state for long without needing downtime. However, Transformation Mastery can reduce the cooldown so the cooldown is eventually lower than the duration. How would that sound for you? Don't we basically have the same effect now? o.o just leveling up your S.Transform skill makes it last longer... as if you're mastering it. Energy Mode can be turned into something really interesting: - As said by most people, you should be able to charge your bar by the number of hits, instead of number of attacks you do. So using Barrage should be more effective than simply pressing Ctrl, for charging purposes. It's only logical. - Instead of having you wait till you charge all your bar little by little, then enable you to use energy attacks once your bar is full... you should just be able to use your energy right away. Basically imagine your Energy Bar is a new MP bar, or a "Ki Bar", which charges by the amount of hits you make on mobs. Then different skills like E.Drain/Blast/Orb would have different costs, depleting certain % of your Energy Bar when you use them. So if your bar is halfway full, you can use Drain/Blast/Orb with no problems, and it will drain your bar until it reaches zero. - However, you only get the ATK bonus once you fully charge your bar, and when you charge it completely, you'll remain in a boosted stage for a reasonable time, where you get +ATK boost and can spam energy skills without consuming energy. If anyone has ever played the DBZ Tenkaichi PS2 series they'll know what I mean. Also, you can ONLY use Energy Wave while you're on this mode, with your bar full. After a while your Energy Bar will stop blinking like it does now, and then it will drain completely, down to zero. Then you have to charge it up again. Basically, have the bar fill by number of hits, and let us use Drain/Blast/Orb at the cost of eating up our bar, but give us an ATK boost if we charge the bar completely, plus the ability to spam energy skills, and Energy Wave while we are in "Max Bar" state. Sounds cool to me. This also makes you alternate between Dragon Strike and Energy Orb. Need to charge your bar? Use some Dragon Strike, or Barrage. Now you got around 50% of your bar filled and face a situation where Orb could be useful for its bounce effect, then you spam Orb. Oops, bar is only around 20% full now. Let's use Dragon Strike again to re-fill it. Spam Dragon Strike until you max your bar and enter the temporal "Max Bar" state, then spam some Orb and Wave! Max Bar state is gone after a while, so spam Dragon Strike again... seems entertaining =)
2011-04-11, 06:53 PM
LegendGospel Wrote:Don't we basically have the same effect now? o.o just leveling up your S.Transform skill makes it last longer... as if you're mastering it. Yeah I know, but it'll be made so at max level Transformation Mastery also completely removes the cooldown or makes the cooldown noticeable smaller than the duration, so Transforming again before the duration ends is entirely plausible when you're high leveled. Like in DBZ, going Super Saiyan takes a lot of energy to use/maintain for new users. However, with enough practicing and training going Super Saiyan repeatedly or with little to no effort is entirely possible. See when Goku and Gohan trained themselves in the Super Saiyan state so much that they can remain Super Saiyan even when sleeping, because remaining in Super Saiyan mode became as easy as breathing. @Energy Charge ideas: Now it's almost sounding like the Rage bar for Warriors in WoW, where certain attacks drain the bar, but it's also easily refilled by normal attacks, making the playing style pretty dynamic since the bar fills and empties really fast. As a person who's playing a Warrior and loving the fast paced action, I wouldn't mind supporting such an idea to be translated to Maple Brawlers..
2011-04-11, 07:03 PM
Sure is a lot of "what changes are they going to make to x class?" threads
Anyways, I want these changes for Buccaneers: -Corkscrew hits more monsters and gets more range -Backspin hits more monsters -Stance outside of Energy Charge. Why the hell do Buccaneers only get 90% Stance while in Energy Charge? Having it all the time would be so much better. -Make Shockwave useful, if that's possible. Same with DU -Energy charges from number of hits, not number of casts -Replace Barrage or move it to third job and get a Rapid Fists skill (Hurricane/Rapid Fire like skill). More interesting and useful for charging energy. -Faster/More powerful Demolition -Super Transform color changes, similar to DrKs. Maybe lv120-150 = Orange, lv150-200 = Red/Purple? If a lot of those changes or similar changes happen, I might actually start playing my old Buccaneer again. But right now they just feel outclassed to Warriors.
2011-04-11, 07:09 PM
Kojo Wrote:Sure is a lot of "what changes are they going to make to x class?" threads Corkscrew already hits six monsters. Why should it hit more? Warriors get 90% Stance in fourth job after spending 30 4th job skill points. Why should Buccaneers get the same thing earlier?
2011-04-11, 07:15 PM
JoeTang Wrote:Corkscrew already hits six monsters. Why should it hit more? My bad. I was under the impression Corkscrew still hit 3. And I never said Stance should be in 3rd job. It could be upgraded somewhere in 4th job, or still there, but just smaller percentage.
2011-04-11, 07:18 PM
JoeTang Wrote:Corkscrew already hits six monsters. Why should it hit more? Mechs say hi with Drill Rush and Prototype. gg 1st job Rush and better than 90% Stance, 100% Stance for as early as one SP.
2011-04-11, 07:47 PM
IllegallySane Wrote:Mechs say hi with Drill Rush and Prototype. gg 1st job Rush and better than 90% Stance, 100% Stance for as early as one SP. Yes, Mechanics are overpowered.
2011-04-11, 07:58 PM
Homerowed Wrote:It wouldn't increase their weapon attack speed iirc, and would just take away another important job from Buccs, all around a horrible pineappleing idea. Also adding AN ENTIRELY NEW SKILL FOR STANCE ON BATTLESHIP, yeah that's funny. How about stance just gets added to battle ship, because the odds are there won't be a time when you don't want stance in battleship. Wind Booster/Speed Infusion does increase my weapon attack speed for both cannon + torp. If it didn't, I wouldn't have added it to the list. And AN ENTIRELY NEW SKILL FOR STANCE ON BATTLESHIP that maxes out in 10 points, possible.
2011-04-11, 09:54 PM
IllegallySane Wrote:-Combining Super Transformation AND Energy Charge Skills? Interesting. Got any possible ideas on how a Buccaneer can combine the powers of the two into something totally amazing? Buff that increases our damage in normal mode by a significant amount, so it's worth it to use it, but makes us have slow movement, call it something like Energy Sayian Charge. |
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