Brawler Archive

Thread: What Would You Like To See Added/Changed In Brawler 6/1/2005

Psychopyro80
Thu Jun 02, 2005 12:27 pm
#1

This is just basically just a question I am posing to all of you. It's just to get general ideas form the community as to what they think brawler should be. Please keep the posts constructive. I will compile the list and update it with a new thread every two to three weeks.

Also I would like to know if you have Master Brawler. If not, what would you like to see to make it worth it to you.



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Vshbaa
Thu Jun 02, 2005 4:55 pm
#2

(I recently respeced out of Master Brawler to 4440)


There needs to be more of an incentive to Master. I never saw a real use for parry with Improved CoB.


The Melee Triple Master also needs to be eliminated:


Unarmed + 1h = TKA


1h + 2h = Fencer


2h + Polearms = Swordsman


Polearms + Unarmed = Pikeman


Teras Kasi Artists should understand how short weapons work, as they move quickly and are a great threat. Understanding basic 1h attack will "help" with defense.


Fencers should use two-handed weapons in training so that they are able to move faster with smaller weapons and deal more damage.


Swordsman should study the way of the polearm so that they can learn how to keep their enemies at bay while dealing heavy damage.


Pikeman should study unarmed for the defense given by close range protection. A Pike is a long weapon and will not work at point blank range, a few punches and kicks will turn the tides.






___________________________________________________________________________________

Vshbaa
Former CURB Alpha Tester
Test Center: Zeath, Novolo, Pretentious
Eclipse: Novola, Pretentious, and Winnfield
Elder Jedi and Elder Swordsman
"Fine. I nominate YOU for the job. You fit the bill. No compassion, no morals, and a proven ability to follow the line no matter the personal cost." - WildCat84
Andur_R
Fri Jun 03, 2005 12:28 am
#3

I am Master Brawler. The new defensive posture doesnt last long and I have not witnessed much benefit to it. But the new attack, Melee Assault is nice with a good set of Knucklers. 280-400 damage usually. But its regeneration time is bad compared to the other attacks. Even if you have bofa treats or something to keep your stamina/action bar going the pause time seems to long. Id like that shortened more to where it would be an effective auto attack. Right now I use Melee Strike as auto attack and use Melee Assault in queue every other round while keeping constant CoB running. Seems an awful lot of work to fight as a M Brawler lol. But I say maybe reduce the wait between Melee Assault.



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Uila
Sun Jun 05, 2005 4:06 am
#4

I am a Master Brawler and I would like to see Parry Riposte be more effective in battle instead of being a mere novelty. Either make it last longer or make it be able todeal more damage.



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XrioT
Sun Jun 05, 2005 8:43 pm
#5


My only gripe is that Melee Assault is essentially useless if you have any elite profession attacks.

Melee Assault has the same Action Cost and less damage output than the lower lvl head hit, body hit etc.

I think it would be more incentive to mastering brawler if the SAC was reduced to a level that made the attack more useful as an energy saving Melee Hit/Melee Strike type manuever. Maybe have it do more damage but have the same attack cost as the melee strike (or even only 2 or 3 more cost rather than like 8 more)


Well.. two gripes i guess; Parry is pretty much useless and should just be changed to add +50 dodge for 10-15 seconds or something more worthwhile.

Message Edited by XrioT on 06-05-2005 08:44 PM

Zanholo
Mon Jun 06, 2005 8:22 pm
#6

Would love to see an "aoe" version of parry that would allow a master brawler to active it for x amount of seconds and would effect all hits from all enemies. That and the base skill made more useful.


Have master brawler at the moment.



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Ratril
Fri Jun 10, 2005 11:16 pm
#7

Melee Assault = worthless.Perhaps Melee Assault and Melee Strike should cost the same as Melee hit. The reason I suggest this is because as melee you have to be within 6m to hit your target. The ranged winnies as I like to call them (those guys who use guns) don't. Maybe this could be kind of like a balancing for melee against those ranged winnies. It is super nice for ranged winnies to not have to move to get full xp while the melee are running around like dogs just trying to get one hit in for xp in a full group...


Parry Riposte Stance = worthless. Lasts way too short and costs too much action. Perhaps this should be boosted in duration and maybe cost mind instead of action. Being pure melee myself I have 1 ability that uses mind (TKM ability at that and its worthless). It would be nice to have some skills that use mind instead of action, it might make some of the skills that I don't use right now usefull. Plus it would make me feel better about this blue bar that I never use and see no purpose in...


The 3 prof stacking issue = ok in my book. As long as there is root, knock down, and snare for the ranged winnies, leave this in game. I know, I know, fencer can snare, only problem is he has to get to them first (that's while hes getting rooted, knocked down, and snared from 35m+).


Dream things:


Since there is root, knock down, snare, dizzy, blind, etc. How about putting in some prof resist mods to those abilities? Just seems kind of odd that I'm a master brawler, tka, sword, with some pike (area abilities are nice) and I have no resists to anything. I mean come on I've made my life all about getting pummled. One would think you would be resistant to that type of stuff.


How about CoB uses mind instead of action and perhaps the warm up could be gotten rid of? Other issue you can beserk while CoB, but you cant CoB while beserk. That seems kind of odd. I know, I know, you're beserk you can't focus enough while in that state to CoB, but you can focus enough toflurry, head hit, critical strike etc....


Just my 2 cents, flame away peeps, thats what all these forums seem to be about...
Nhoca
Sat Jun 11, 2005 8:17 am
#8

Hi all,


I am Brawler 4 400 and master Fencer.I think that brawler and all the elite close combat professions could be more acrobatic, like the fights in the star wars movies.Moves like flips and jumps with kicks, more acrobatic moves would be quite good and apealling to close combat.After the combat upgrade i just see ranged combat. And even better we could make our own acrobatic attacks, a kind of macro.I am just saying this because i am a bit tired of seeing the close combat , its very boring, they need more action.I belive that would be great to see combats like Obi-wan vs Anakin in SW3.who didnt like???
Ratril
Sat Jun 11, 2005 11:35 am
#9


I agree, new move graphics would be cool. It seems to be the same combat move over and over and over. Kind of boring. :-(


Last night I created a new character. Wow, the low level are actually fun again. I'm kind of shocked. I'm actually enjoying playing my low level character over my high level character. I think part of it is you get to try everything. I have 2 issues with the low level game so far:


1.)Right nowthe game seems to be pushing me into ranged combat. CoB needs to have the warm up timer removed. Between just trying to stay alive with heals and trying to get CoB up you stand there not attacking for long periods of time. Really really noticable when multiple monsters are attacking. Here you are level 5 and your not attacking because your trying to CoB and heal all the damage you're taking. With ranged I don't have that problem. Hmm. Perhaps I should not CoB at all and just let myself take all the damage. If I end up doing that I think I'll just become a ranged winnie.


2.) Monsters seem to worth a set amount of xp. That is the total xp one can get from that monster period. So if your using heals and you level it up at all, all your xp becomes medical xp and you get very little melee/combat xp. Its like I'm being pushed into doctor because I trained the skill a bit. Getting 300 medical xp is cool, but not when your trying to level your weapon skill and only getting 30 xp for using your weapon. Perhaps each xp pool could be capped for that type of xp based off of the monsters level not divided between all the skills that you've used. At current rate of medical xp I might have to drop the skill a bit just to level my weapons. That seems kind of odd don't you think?

Sirgleno
Sun Jun 12, 2005 4:54 pm
#10

I like the idea of having the melee attacks (strike, assault, and the other one) being more like the Basic, Improved, Advanced versions of the same move. That way Melee Assault would have a reasonable action cost, and therefore make a good auto attack, I would like to see this even if we had to lose a little power on the strike for balance reasons.



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TheN3W
Mon Jun 13, 2005 12:55 am
#11






Vshbaa wrote:

(I recently respeced out of Master Brawler to 4440)


There needs to be more of an incentive to Master. I never saw a real use for parry with Improved CoB.


The Melee Triple Master also needs to be eliminated:


Unarmed + 1h = TKA


1h + 2h = Fencer


2h + Polearms = Swordsman


Polearms + Unarmed = Pikeman


Teras Kasi Artists should understand how short weapons work, as they move quickly and are a great threat. Understanding basic 1h attack will "help" with defense.


Fencers should use two-handed weapons in training so that they are able to move faster with smaller weapons and deal more damage.


Swordsman should study the way of the polearm so that they can learn how to keep their enemies at bay while dealing heavy damage.


Pikeman should study unarmed for the defense given by close range protection. A Pike is a long weapon and will not work at point blank range, a few punches and kicks will turn the tides.







If anything, the triple melee master needs to be kept.. in fact, I think that the brawler and marksman trees should go back to their pre-CU setup, with only needing one tree to move on to elite professions. Being forced to take up other trees is not something I enjoy, and it ruins alot of good templates that people have, simply because of being locked into getting skills they don't want, but need.




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Vshbaa
Mon Jun 13, 2005 7:45 am
#12






TheN3W wrote:





Vshbaa wrote:

(I recently respeced out of Master Brawler to 4440)


There needs to be more of an incentive to Master. I never saw a real use for parry with Improved CoB.


The Melee Triple Master also needs to be eliminated:


Unarmed + 1h = TKA


1h + 2h = Fencer


2h + Polearms = Swordsman


Polearms + Unarmed = Pikeman


Teras Kasi Artists should understand how short weapons work, as they move quickly and are a great threat. Understanding basic 1h attack will "help" with defense.


Fencers should use two-handed weapons in training so that they are able to move faster with smaller weapons and deal more damage.


Swordsman should study the way of the polearm so that they can learn how to keep their enemies at bay while dealing heavy damage.


Pikeman should study unarmed for the defense given by close range protection. A Pike is a long weapon and will not work at point blank range, a few punches and kicks will turn the tides.







If anything, the triple melee master needs to be kept.. in fact, I think that the brawler and marksman trees should go back to their pre-CU setup, with only needing one tree to move on to elite professions. Being forced to take up other trees is not something I enjoy, and it ruins alot of good templates that people have, simply because of being locked into getting skills they don't want, but need.






I liked the Pre-CU system better, but during Alpha and Beta, the devs said they wanted to remove all possibilities for triple masters. They overlooked this one even after we repeatidly shoved it in their faces.



___________________________________________________________________________________

Vshbaa
Former CURB Alpha Tester
Test Center: Zeath, Novolo, Pretentious
Eclipse: Novola, Pretentious, and Winnfield
Elder Jedi and Elder Swordsman
"Fine. I nominate YOU for the job. You fit the bill. No compassion, no morals, and a proven ability to follow the line no matter the personal cost." - WildCat84
Sundracon
Thu Jun 16, 2005 1:31 am
#13



This is what I would like to see changed...



unarmed + polearm = Teras Kasi
unarmed + polearm = Pikeman

1H + 2H = Swordsman

1H + 2H = Fencer


The reason for puting 1H and 2H together is that both use swords(at least its implied by their name) and someone that usestwo-handedswordscan probablyfare pretty well with a one-handed one as well.


I put unarmed and polearm are put together because of two reasons. I personally feel that they go together more than the current 'unarmed + swordsman' thing, and they are the only two left after matching up 1H and 2H.


By doing this, they would give double masters like TKA+Pike and 1H+2H more choices for their remaining skill points as well as eliminating triple masters. Also, TKA and Pike are the defensive melee (TKA=def 5, Pike=def 4) while Fencer and Swordsman are more offensive (Swords=offense5, Fencer=offense4).


Or they can do the lame SOE cop out thing and just make TKA require polearm instead of two-handed.


I also agree that master brawler is pretty lame and needs to have better perks to be viable. Assault and reposte are just not worth using.



Anyway, that = my 2 cents.


Message Edited by Sundracon on 06-16-2005 01:31 AM

Message Edited by Sundracon on 06-16-2005 01:37 AM

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