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Buccaneers, the good, the bad, the ... in between?

Discussion in 'General Discussion' started by GodOfAlts, Jun 4, 2025.

  1. intimmydator
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    intimmydator Mr. Anchor

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    7:53 AM
    tmmy
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    I suggested that buccs should ignore WC in the proposed DK changes, as ignoring DR is on the table for them, but it seems it was interpreted as though I was asking for a DK change. But yes, it would be impactful and in line with Heaven's Hammer and Snipe being able to dish out damage during WC while tied to a cooldown.
    https://forum.maplelegends.com/inde...s-and-moving-forward.55922/page-9#post-402930
     
  2. cl_ogar0
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    cl_ogar0 Slimy

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    4:53 PM
    It would also make transform relevant in ST downtime as a tool to still do damage during WC
     
    • Agree Agree x 1
  3. Tommygunner
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    Tommygunner Nightshadow

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    10:53 AM
    DK's proposed change doesn't ignore DR; it simply means they won't take dmg from attacking DR. They will still deal only 1 dmg, effectively making DR into WC. I'm not sure if ignoring WC is on the table. Also snipe doesn't deal damage during WC, last time i checked.
     
    • Informative Informative x 1
  4. intimmydator
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    intimmydator Mr. Anchor

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    tmmy
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    Very interesting, I don't know anything about DK or MM. Snipe doesn't ignore WC like HH? that's tragic. But in any case, if bucc gains a niche in trading a longer cooldown on the transforms, but them being iconic and useful parts of the bucc package, it may entice more people to play them organically. And it would also turn a previously frustrating inconvenience into a strategic reason to wait to use [Super] Transform instead of having to wait for WC to be over.


     
    Last edited: Jun 8, 2025
  5. Jaewonnie
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    Jaewonnie Wolfspider

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    Crimsonwood Mountain: Cavern of Pain
    10:53 AM
    PAWGChamp
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    Not sure if even implementable, but I'd prefer if ST was on some resource meter than you could simply cancel or re-enter whenever.
     
    • Like Like x 3
  6. cl_ogar0
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    cl_ogar0 Slimy

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    That would be crazy.
    Imagine something like
    30 second buff for ST, and lets say 2.5min cd, but you can spend charged bubble to surpass the cd
     
  7. Kugel
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    Kugel Red Snail

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    Ahoy! inserting my two cents after playing a minimal amount of new bucc and being sort of unhappy with how it plays out:

    1. Orb is given an important new role in both bossing and mobbing. I've always been a big orb fan in terms of its concept (both mechanically and thematically) and I'm happy it's being given new life, but it's just so clunky of a skill. I pretty much never know if it's going to hit a mob or not, both on the initial strike and on the bounces. And I have used this skill a LOT, I maxed it to get my level 10 monster book ring a while back since it's so much faster than DS.

    A big complaint I've read people have is how the new changes forces demo into a melee skill, sucking away some class identity. I think if orb were less clunky it would be a good compromise since it's partially ranged and can chain with demo. (orb range increase would be sexy but maybe that would be too big of a buff).

    I wouldn't be opposed to it only activating if it locks onto a mob, the same way barrage does, I'm curious what other people think. It wouldn't help with the bouncing logic, but I think it would improve my experience with the skill.

    2. ST feels awkard and it's very noticable. Barrage feels smooth to combo because you can use another skill immediately after, but demo has a weird time period after use where you can't use another skill, you're just frozen stuck. It makes Demo feel like a secondary attack, not the main one.

    I very much support making ST feel like an 'ultimate' with the longer cooldown. However, right now it feels like a punishment to activate for me because barrage combo feels so much better.

    Unfortunately I don't think demo can be made to be barrage-like (i.e other skills don't combo into it well, but it combos very smoothly into other skills) because of a glaring issue, which is that if you use demo first you would need to guess if you're in barrage/orb range post-demo (plus it would turn the non-bubble combo from Barrage->Demo into Demo->Barrage->DS, a 3 skill combo)

    I'd like to know if other people agree about how demo feels to combo right now.
     
    • Great Work Great Work x 3
  8. cl_ogar0
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    cl_ogar0 Slimy

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    That would be sizeable buff, but would allow us to hold down button az we approach mob
    Possibly too op??
     
  9. Jaewonnie
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    Jaewonnie Wolfspider

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    Crimsonwood Mountain: Cavern of Pain
    10:53 AM
    PAWGChamp
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    Disclaimer - I've tried this iteration of bucc in the following scenarios:
    • Pink bean
    • Horntail
    • Core blaze
    • Dunas1, Dunas2, Nibelung, Nameless
    • Targa
    • Jiaoceng
    • 7F grinding
    • farming (e.g. Memory lane 5)
    • Notable omissions are Zakum, CWK, Aufheben
    The favorite place where I like this bucc is in Horntail (main body cuz prehead always sucks). There is a wide array of possible ST combos that makes the gameplay very engaging. Mid-head and Right-head open? Demo+snatch. Only one head open? Demo+orb or demo+barrage. Do I see an attack animation coming at the end of my demo? Barrage to keep iframe. Right-head ducks but Mid-head open? Demo+orb. Non-ST combos were not as engaging but my decision-making boiled down to: Two targets available? Barrage+dragon strike; One target (either from a weapon cancel or a head ducking)? Barrage+orb. It was also nice being able to orb spam mid-head while right-head was cancelled. Bad cancels may change your experience in this boss.

    Jiaoceng is another boss where I enjoyed bucc. There's demo+orb preceding clones and for afterwards, there's either demo+blast or demo+barrage. It's a straightforward fight.

    The worst bucc experience is likely in single-target weapon cancel fights like Scar/Targa, Zakum etc. Pink bean is also fine, just have to get used to fighting more close range. Farming wasn't that different. Can't snatch spam but I never liked it much except in maps with heavy mob density.
     
    • Great Work x 2
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  10. cl_ogar0
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    cl_ogar0 Slimy

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    4:53 PM
    I just wish orb was slightly faster, matching speed of blast, for whatever reason it feels "laggy" when you press orb because theres short character windup before he throws it. Maybe make the first part of animation faster?
    Reduce damage to match dps of current orb
     

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