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What Pirate changes shall they be bringing to this arrrmazing class?
#41
PirateIzzy Wrote: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.

Wait different skills have different weapon speeds? (serious question). Also I just think there should not be a new skill for stance on battleship, unless they take away the auto stance from prototype and make it a different skill.
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#42
JoeTang Wrote:Yes, Mechanics are overpowered.

Oh yeah, Mechs are pretend pirates, so I think I'm going to brainstorm a few changes they could make to them in the revamp!

Remove the 100% stance, make it so that each transformation of the mech has its own stance rate.

Prototype: 40% stance
Siege Mode: 60% stance
Missle Tank: 90% stance

Basically each mech transformation has 1.5x the stance rate of the previous one.


Removing the additional attack points from mechs' Prototype skill, as well as nerfing Extreme Mech's attack bonus down to only 30 points, and making them use bullets; however, unlike gunslingers they'll have two rows in their stats window to represent their damage range. The first row will be their raw damage with the damage that they would have without bullets, this row will be affected by the attack bonus from Mechanic Mastery and Extreme Mech. The second row will represent the Mech's damage range without Mastery or Extreme Mech, but with bullets. Whenever an attack that doesn't have bullets in its animation is used, the attack will use the first row of the Mech's damage, and attacks that do use bullets will use the second.

Bullet Attacks:
- Basic Attacks
- Gatling
- Siege Mode
- Missle Tank


Here's another idea! How about changing or even getting rid of Perfect Armor? Mechs essentially get 3 fourth job Warrior skills before they can even get to level 70, it's really unfair! If they choose to keep Perfect Armor, then make it so it reduces damage by 60% and reflects 40% of the damage taken, but don't make it an even better version of Divine Shield by making it have a passive GUARD chance.


Now change Drill rush to hit only 5 monsters! They shouldn't have a nearly identical version of a Warrior's fourth job move so early on. And make Atomic Hammer only deal 340% damage. After all, no other job hits that many enemies, that freaking hard until at least third job.



Well, that's about everything I guess. This is only a brainstorm, so there are probably various flaws in my reasoning somewhere or other.
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#43
Homerowed Wrote:Wait different skills have different weapon speeds? (serious question). Also I just think there should not be a new skill for stance on battleship, unless they take away the auto stance from prototype and make it a different skill.

It's not really that different skills have different weapon speeds. It's just that I mainly use cannon and torp, and Rapid Fire is unaffected since it shoots 8.33333 bullets a second, no matter what. I didn't count the rest of my skills since I don't really use them as much.
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#44
Sorien Wrote:Here's another idea! How about changing or even getting rid of Perfect Armor? Mechs essentially get 3 fourth job Warrior skills before they can even get to level 70, it's really unfair!

Seriously... they get better-than-rush at level 10, better-than-stance at level 10, and perfect armor adds a couple more Warrior skills (but without having to ever cast them).
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#45
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.

I've had this in mind for some time, but i'd want it to be a party skill ala CO. 30% reduction in the parties' cooldowns would reaaally make a a former lolclass useful at bosses, at least for the classes that can utilize it. It would also justify the 30point cap.
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#46
I have a ton of ideas that involve re-working the entire gunslinger class to be a real pirate sort of type.

2nd Job

Critical Shot -> Deadshot Aim
Master Lv10, gives +15% critical rate, +5% minimum and +15% maximum critical damage.

Invisible Shot -> Musket Shot
Shoots a large barrel filled with small bullets in a close range.
Master Lv20, deals 90% x3 on 5 monsters.

Grenade -> Load: Cannonball
Builds a stationary cannon that fires cannonballs. Hits monsters at a long range. Master Lv20, deals 200% on up to 6 monsters every 10 seconds and burns them for 70% damage over time.

Fake Shot -> Seafarer's Spirit
Builds up resistance to the oceanic elements, like a true seafarer.
Master Lv20, Max HP +5%, Ice/Lightning Resist +20%.


3rd Job

Triple Fire -> Dirty Gunpowder
Increases the damage of all bullet-consuming skills.
Master Lv20, Double Fire +125% damage and can pierce to hit 2 monsters, Musket Shot +30% damage on up to 5 mobs.

Octopus -> Krakeno
Summons a highly adept, highly trained squid to float by your side aid your attacks. Master Lv20, deals 250% damage and may blind the enemy. Duration: 280 seconds

Flamethrower -> Backfire Shot
Sets up an intentional backfire to shoot a powerful burst of flame.
Name Change.

Cooling Shot -> Chilled Bullet
Shoots a powerful bullet of made of concentrated ice, leaves no trace and enemies are frozen in their tracks. Name change.

Roll of the Dice -> Liar's Dice
Name Change.

It's not really balance related, more like making the class so much cooler. Sad
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#47
Baklava Wrote:Critical Shot -> Deadshot Aim
Master Lv10, gives +15% critical rate, +5% minimum and +15% maximum critical damage.
Makes them weaker =[
Baklava Wrote:Fake Shot -> Seafarer's Spirit
Builds up resistance to the oceanic elements, like a true seafarer.
Master Lv20, Max HP +5%, Ice/Lightning Resist +20%.
Resistances are stupid =[
Baklava Wrote:Triple Fire -> Dirty Gunpowder
Increases the damage of all bullet-consuming skills.
Master Lv20, Double Fire +125% damage, Musket Shot +30% damage.
So OP.

Gunslingers are decent where they're at now. Grenade needs to be replaced with something useful though. Prime target for a stat skill to fill.
I dislike Triple Fire in that it removes the speed utility of Double Fire in favour of damage, but if you make Double Fire that strong, it's suddenly Rapid Fire.
I feel their second job sacrifices the mob capacity that Archers have for their significant advantage in mobility, and if you give them higher mob capacity, they're just Archers that can shoot in midair, just like how Assassins (used to, now it doesn't matter anymore) sacrifice mob capacity for single target DPS. Fourth job is already a joke when you compare what an Archer does to a Corsair.
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#48
JoeTang Wrote:Makes them weaker =[

Resistances are stupid =[

So OP.

Gunslingers are decent where they're at now. Grenade needs to be replaced with something useful though. Prime target for a stat skill to fill.
I dislike Triple Fire in that it removes the speed utility of Double Fire in favour of damage, but if you make Double Fire that strong, it's suddenly Rapid Fire.
I feel their second job sacrifices the mob capacity that Archers have for their significant advantage in mobility, and if you give them higher mob capacity, they're just Archers that can shoot in midair, just like how Assassins (used to, now it doesn't matter anymore) sacrifice mob capacity for single target DPS. Fourth job is already a joke when you compare what an Archer does to a Corsair.

Max critical damage is insane, because I got a low leveled SE and I was doing super high critical damage with it.

Resistance is a filler skill so I could add the 5% HP, like Shadow Resistance for thieves.

I'm not done with the class because I plan to remove battleship for a lot more cooler stuff.

I always felt like battle ship destroyed the whole essence of playing a gunslinger when you go from a little guy flying all over the map using a ton of skills, to some douche who sits and holds the battleship cannon button.
Don't get what you mean by mob capacity though, because the 2nd job skill still hits the same number of targets - 3.
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#49
Takebacker Wrote:Replace orb with:

Energy palm [Max level: 30] Imbue all the stored energy units into your fists to increase damage by 2x for 15 seconds. Completely drains you of energy afterwards.

reminds me of force palm in pokemon Poast
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#50
Baklava Wrote:I have a ton of ideas that involve re-working the entire gunslinger class to be a real pirate sort of type.

I'd instantly stop playing my 115 outlaw if any of these skill names were true, and honestly almost nothing describes a pirate better than a pirate ship, so it kind of makes a lot of sense for them to be in a pirate ship, because you know pirates are almost always at sea, at least real pirates.
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#51
I wish they removed pirate's revenge already. It's extremely annoying to get out of my way to get hit at for example LHC and then the buff doesn't work so I've to get hit again and again untill it finally activates. Not to mention that I like my Corsairs avoiding stuff not walking up to monsters just to take damage...
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#52
Homerowed Wrote:I'd instantly stop playing my 115 outlaw if any of these skill names were true, and honestly almost nothing describes a pirate better than a pirate ship, so it kind of makes a lot of sense for them to be in a pirate ship, because you know pirates are almost always at sea, at least real pirates.


I stopped playing my captain because I just loathed how the battleship made EVERYTHING YOU EVER LEARNED HOW TO PLAY A GUNSLINGER completely OBSOLETE.

And the names of the skills and most skill ideas were just bad. Chilling Effect/Ice Splitter? Octopus that shoot ink? What the hell is Gaviota? Wrath of the Octopi? OH I KNOW, PIRATES USE MIND CONTROL AND HAVE ELEMENTAL CAPTAIN PLANET POWERS TOO. Yeah no.

Don't get me started on the redundancy of every 4th job skill that isn't battleship/cannon. And the redundancy is even worse now considering your ship has infinite HP.

Sure, pirates in a pirate ship, but I think it's just pretty generic and it makes for a really boring gameplay experience. There's tons of other things you can use to characterize a pirate rather than just OH LOOK AT ME IM IN MY SHIP YAR HAR FIDDLE.
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#53
If we're going to make ourselves completely overpowered Nexon should just change Torpedo to 10,000% damage and give it a 10ms delay, would make Corsairs the best DPS in the game.
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#54
emailbox Wrote:If we're going to make ourselves completely overpowered Nexon should just change Torpedo to 10,000% damage and give it a 10ms delay, would make Corsairs the best DPS in the game.

Mechs!
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#55
LegendGospel Wrote:- 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.
I like this idea! It makes me think of druids in WoW. Say you start with your bar half filled, so then you're in "balance". Using certain skills make your bar go to the left (barrage, csb, SSK), some make it go to the left (charge blow, drain and energy orb, demolition). Left is the physical side, right the energy side. When you do nothing the bar slowly goes to the middle again.

When your bar reaches the right, you enter in the transformation state, which gives a bonus damage to the opposite side's skills (the physical ones) and also unlocking the skill demolition.
So charging it fully with energy, blast and orb get say a 25% damage increase for x seconds. While you use them the bar goes down till you reach the bottom, you enter another transformation state, and omg this could be the bubble!!! (everything's coming together!!!! :O :O :O)

That way, you're constantly alternating between the two different type of skills,

Since this system is (mostly) built in, a LOT of skills open up (2x transformation and charge open up) to more attacks. A new physical attack in 3th job instead of blast, maybe move barrage there, then in 4th job a new physical attack. It could be one with a CD like BaM's dark shock that you can use every 10 seconds and is either physical or energy sided- whichever is more beneficial Smile That would even more add variation into training.


Total ripoff of WoW's lunar and solar balance system xD but it'll be fun.

Oh wth imma make a whole skilltree >Big Grin
 Spoiler
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#56
Baklava Wrote:I stopped playing my captain because I just loathed how the battleship made EVERYTHING YOU EVER LEARNED HOW TO PLAY A GUNSLINGER completely OBSOLETE.

I always figured that Nexon could solve this issue by simply making Dash, Recoil and Wings work while on the ship. Oh and making the ship able to move at 100% speed and working with speed bonuses.

I guess if they did that they'd have to give Dash, Recoil and Wings some new animations while in the ship though. Maybe have Wings look like a wave of water that's sweeping the ship somewhere, and make recoil look like a cannon ball. Dash could change to have a propeller behind the ship instead of a little puff of dust.
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#57
Baklava Wrote:opinionated rant

I was just stating my opinion, no need to state the ways in which nexon made the class.
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#58
So I ACTUALLY read the OP after I posted, and I had a great laugh with my friend. Remarks in red.
IllegallySane Wrote:The general idea of my changes is making it so Energy Charge and Transformation are up 100% of the time, and changes will be made to accommodate that. Because that's totally balanced.

Brawler

Aesthetic changes:

-Why should a Brawler only have one knuckle equipped? It'd only make sense that both hands have a weapon equipped because who brawls with only one fist? Ok.

-Transformation should somehow be able to scale with level so you can easily tell a fresh Marauder/Buccaneer from a high leveled one. Cool.

1st job changes:
-Dash should be made either into a self Haste like Dual Blades, or allow the duration to continue during attacks. It should also be able to stack with the mobility boosts of both Transformation states. Because having 170% speed on a non-mounted class is totally balanced. Yup, let's give Buccs 170% speed and like 130% jump because they don't have any mobility moves at all.

2nd job changes:
-Backspin has potential as a spammable rush, but the push distance is kinda low. Either the distance gets jacked up, or attack speed is increased so more Backspins can be made. If you do that you may as well remove the after skill delay on regular rush, that would balance both classes eh, eh?

-Corkscrew also feels like it suffers a lack of pushback distance. Distance should be increased to make it equal with other rushes, or make it so the longer it's charged the farther the distance. For example, when fully charged it'd travel triple/quadruple the distance or something like that. When half charged it's twice the distance.
So when it's fully charged you shoot across the screen like 1000 px, amirite? That's totally fair to every other class that gets rush in 4th job. (And not at all annoying when you start troll rushing)

-Double Upper has little use. I'd say scrap it for a new skill. I propose an early Barrage so they have a nice single target skill at 2nd job. An alternative is something like a version of Drop Up. I mean, we ARE pirates so shouldn't we be able to loot and plunder better than everyone else?
So the choice between either a 4th job attack in 2nd job (ridiculous), or a PASSIVE +drop rate just for yourself... Wow, tough choice. Since you're totally imbalancing a relatively useless class may as well put both in and max them off at level 10!

3rd job changes:

-My god, Energy Charge takes forever to charge at bosses, and why do Mechs/Corsairs get such nice buffs up all the time (Prototype/Battleship buff) and while we're stuck with downtime where we are Stance-less and have no access to our Energy Skills? The easiest solution I can think of is to scrap the charge rate entirely, and make it cost MP to use and/or to upkeep.
OMG 20 ATT BUFF OMG OMG Because Transform doesn't do that for you, obviously. Perma Charge with skills that cost 0 MP to use, makes total sense.

An alternative idea is make every single HIT charge up loads of energy if kMS doesn't want to scrap the charging concept entirely, such as taking only 5-10 hits to fully charge. (Really really dumb) This will still give a short moment where the Buccaneer is without an Energy Charge up, but should take only a couple attacks to be back up instead of taking a minute or two to recharge the bar. Also, the Stance effect of Energy Charge can go two ways: make it so it's a passive effect whether or not the Buccaneer is charged, OR combine it into Crowd Mastery, because it'd somewhat make sense that if a Brawler is fighting crowds of monsters that being able to stand their ground is a very good idea. Or you could just take the stance effect off Charge and just give them stance in 4th job like everyone else.

-Brings me now to Stun Mastery. Okay, I'm aware it's good on monsters, but at 4th job it really loses it's purpose, and on bosses it's pretty dang useless. Perhaps make it into something that is beneficial in all situations. Going to take a page from Luffy and turn Stun Mastery into a buff that'll greatly increase damage output with about 50% downtime. Not really sure what the name can be, but overall it'll increase damage by 20-30% for about 1 minute, and has a 2 minute cooldown.
Making this an advanced passive crit would make more sense.

-Stun Mastery should have it's effects integrated into Energy Blast as it's the only good skill that's not only strong but also stuns.

-Transformation should be a permanent buff like Prototype armor. None of this cooldown nonsense if they wish for Buccaneers to be as strong as other classes. Some additional changes may be making a battle aura that slowly becomes more prominent the closer the Marauder gets to 120. Also, unlike the current Transformation the Buccaneer may be able to use Snatch and Demolition when in this state. Once at level 120, Transformation automatically becomes the orange color that Super Transformation has. No. That's a pineappleing stupid idea. Just pineappleing ridiculous.You wanted permanent Energy Charge now you want perma Transform?

-Shockwave is very, very bad when compared to the other skills Marauders get. If their idle animation shows them gathering a ball of energy, then Shockwave should be a variation of an energy skill. I propose Shockwave gets replaced with Energy Orb, but is weaker because it's at 3rd job. Shockwave is useless. What's a class without a few useless skills? Corsairs certainly have enough of them in 4th job.

-20 second downtime on Lucky Dice feels a bit silly. It should be somewhat automated like Beholder buffs, where it's activated once and as long as it's toggled on once the Lucky Dice buff runs out another one takes it's place. By doing this, there will also be no delay that stops the Marauder dead in their tracks every time the buff gets renewed. Yes, and they should just do this with every single other buff in the game, makes total sense, that way you can't ever be dispelled!!

4th job changes:


-Dragon Strike can be jumpcasted like Triple Throw. I'm surprised it's not already.

-Energy Orb gets replaced with a different energy skill. Since Energy Charge would theoretically be up 95-100% of the time, completely replacing Dragon Strike just won't do. A new possible idea: Energy Wave (aka Kamehameha). The difference is that this one takes a short while to charge up (think Marksmen Pierce). However, once released it releases a constant stream of energy that continuously damages the target. The idea is that Dragon Strike is the spammable mobile attack, while Energy Wave is something more meant for strong mobby monsters like at LHC. Ridiculous. Mech's Flamethrower like attack in 4th job would be totally overpowered.

-Barrage is as suggested replaced with a Hurricane-like attack. It'll be made so it's THE bossing attack to use. The effect of the Buccaneer moving closer to the enemy will be removed, aka you're not going to bump into a stationary enemy anytime during the attack. Are you pomegranateting me? You want to have a cane-like attack on a BUCC? Jesus Christ, first you want a cane-like mobbing move now you want a cane-like single target. Tell you what, how about we just make DragonStrike have a 1ms delay and give it 5000% damage, that would be so balanced wouldn't it?

-With Barrage being the bosskiller, changes will be made to Snatch and Demolition so they still have niche purposes. Snatch can work like a reverse Monster Magnet, moving the Buccaneer straight to the enemy instead of the other way around. It'd also fit with how reckless pirates can be, and gives some more mobility to the Buccaneer. Demolition will be changed because of Barrage. Perhaps it can be the Buccaneer's ultimate with a name like Armada Support, where cannon balls rain on all the monsters on the screen.
Another stupid idea based off a previous stupid idea.

-Super Transformation is replaced with Transformation Mastery, which increases the power of Energy Orb in 3rd job by a certain percent so it's viable in 4th job. The boosts of Attack/defenses will be further increased when in Transformation state.

-Speed Infusion gets knocked down to only 5 levels.
DERP

-Time Leap gets knocked down to only 5 levels, and the cooldown rate will be 10 minutes at level 1, which goes down to 5 minutes at level 5. Idea is it make it useful for 1 point, but turn it amazing when maxed. This can make Buccaneers indirect offensive/defensive support at bosses because cooldowns can be used more often.
DOUBLE DERP

-With the free SP, add a new skill called Energy Mastery. At max level this powers up Energy Charge so the Stance effect goes up to 100%, gives stronger reflective properties, increases bonus attack, increases the damage of Energy Drain/Blast, and the stun chance of Energy Blast to 100%. The last two are so these energy attacks are more useful in 4th job.
[COLOR="red"]100% stance
Because Mechs were totally balanced with that and no one complained about them having 100% stance.[/COLOR]

You need to seriously think harder before posting something like this. If you're trolling (which I seriously hope you are) then kudos, it was a great troll.
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#59
emailbox Wrote:So I ACTUALLY read the OP after I posted, and I had a great laugh with my friend. Remarks in red.


You need to seriously think harder before posting something like this. If you're trolling (which I seriously hope you are) then kudos, it was a great troll.

I would respond to you and your clearly condescending responses if you didn't so obnoxiously respond in a different color within a quote, making it extremely hard to segment your responses or distinguish them from his writing.

Also, nice first impression on a forum you probably won't make friends on. Enjoy your stay.
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#60
Veneni Wrote:I like this idea! It makes me think of druids in WoW. Say you start with your bar half filled, so then you're in "balance". Using certain skills make your bar go to the left (barrage, csb, SSK), some make it go to the left (charge blow, drain and energy orb, demolition). Left is the physical side, right the energy side. When you do nothing the bar slowly goes to the middle again.

That sounds more annoying than useful. You need to build a bar in order to transform and use skills like Demolition? Do not want, I'd rather use Demolition 90% of the time, like I can now, and transform at free will.

What I propose for Energy Mode is just make the Energy Bar a separate MP Bar that you fill with non-energy moves (SS Kick, Dragon Strike, Barrage, etc), which you can use right away and consume like a separate MP Bar. But when you reach full bar, you'll enter bubble mode which grants you bonus attack, 90% stance, and infinite energy moves spamming, that is, until the bubble mode wears off, and your Energy Bar is set to empty again (just like it happens now). Sounds really balanced to me.

Oh, and enable Energy Wave only in bubble mode so it's like our hyper energy move =). Not an ultimate, just a special move you can use for a more limited time, compared to Orb, which you can probably do a pair of Dragon Strikes and have enough Energy Bar to use Orb a pair of times, too.
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