Brawler Archive
Thread: Top 5 recommendations to make Brawler a more fun to play
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Mapai
Fri Jun 04, 2004 6:44 am
#1
Please post your ideas here. I will edit this message as we come up with the answers together.
SlickDevlin
Fri Jun 04, 2004 8:49 am
#2
Brawl - definition
Etymology: Middle English
1 : to quarrel or fight noisily : WRANGLE
2 : to make a loud confused noise
I would like to see the Brawler profession become more of an all around scrapper class.
The current model as it exists is pretty good, I think that there are some additional animations and specials that could be implemented to make pursuing Master Brawler more enjoyable.
Each tier of brawling expertise (+box unarmed, +box 1hand, +box 2hand, +box polearm) should confer a unique ability, animation or special making the "brawler" path more fun and desirable.
All of these should be geared to making the Brawler a more scrappy, melee instigator. I think you could even assign horizontal tier titles:
Punk
(+1 box unarmed, +1 box 1hand, +1 box 2hand, +1 box polearm) :
Extensive use of Taunt. A more viable form of Rescue that aggros mobs to melee with you.
Roughneck
(+2 box unarmed, +2 box 1hand, +2 box 2hand, +2 box polearm) :
Elbow Smash - A quick attack with med kinetic dmg. that can be done with ANY MELEE weapon equipped and has a slight chance of stun.
Basicly, the brawler throws a quick elbow inbetween attacks with primary weapon.
Thug
(+3 box unarmed, +3 box 1hand, +3 box 2hand, +3 box polearm) :
Body Check - A quick attack with med kinetic dmg. that can be done with ANY MELEE weapon equipped and has a slight chance of knockdown/posture change.
Basicly, the brawler usestheir primary weapon to push off against their opponent, forcing them into a different posture.
Bruiser
(+4 box unarmed, +4 box 1hand, +4 box 2hand, +4 box polearm) :
Headbutt - A quick attack withlight kinetic dmg. that can be done with ANY MELEE weapon equipped and has a slight chance of dizzy and hits the mindpool.
Basicly, the brawler gives a head bash inbetween primary attacks.
Master Brawler
Shoulder Charge - A cone attack burst run that can be used with any weapon equipped, causes the MB to charge through hitting all opponents in his charge line (cone) and has a slight chance of applying any number pf random state-based effects.
Basicly, the MB barrels into their opponents wreaking havoc!
It should be these kind of things that differentiate a Brawler from the specialists. A Brawler is someone who loves to fight and can improvise with any weapon under any circumstance. Brawling should be less about skill and finesse and more about experience, grit, attitude, and determination.
Juzza - Flurry
Mapai
Wed Jun 09, 2004 1:29 pm
#3
SlickDevlin wrote:
Brawl - definition
Etymology: Middle English
1 : to quarrel or fight noisily : WRANGLE
2 : to make a loud confused noise
I would like to see the Brawler profession become more of an all around scrapper class.
The current model as it exists is pretty good, I think that there are some additional animations and specials that could be implemented to make pursuing Master Brawler more enjoyable.
Each tier of brawling expertise (+box unarmed, +box 1hand, +box 2hand, +box polearm) should confer a unique ability, animation or special making the "brawler" path more fun and desirable.
All of these should be geared to making the Brawler a more scrappy, melee instigator. I think you could even assign horizontal tier titles:
Punk
(+1 box unarmed, +1 box 1hand, +1 box 2hand, +1 box polearm) :
Extensive use of Taunt. A more viable form of Rescue that aggros mobs to melee with you.
Roughneck
(+2 box unarmed, +2 box 1hand, +2 box 2hand, +2 box polearm) :
Elbow Smash - A quick attack with med kinetic dmg. that can be done with ANY MELEE weapon equipped and has a slight chance of stun.
Basicly, the brawler throws a quick elbow inbetween attacks with primary weapon.
Thug
(+3 box unarmed, +3 box 1hand, +3 box 2hand, +3 box polearm) :
Body Check - A quick attack with med kinetic dmg. that can be done with ANY MELEE weapon equipped and has a slight chance of knockdown/posture change.
Basicly, the brawler usestheir primary weapon to push off against their opponent, forcing them into a different posture.
Bruiser
(+4 box unarmed, +4 box 1hand, +4 box 2hand, +4 box polearm) :
Headbutt - A quick attack withlight kinetic dmg. that can be done with ANY MELEE weapon equipped and has a slight chance of dizzy and hits the mindpool.
Basicly, the brawler gives a head bash inbetween primary attacks.
Master Brawler
Shoulder Charge - A cone attack burst run that can be used with any weapon equipped, causes the MB to charge through hitting all opponents in his charge line (cone) and has a slight chance of applying any number pf random state-based effects.
Basicly, the MB barrels into their opponents wreaking havoc!
It should be these kind of things that differentiate a Brawler from the specialists. A Brawler is someone who loves to fight and can improvise with any weapon under any circumstance. Brawling should be less about skill and finesse and more about experience, grit, attitude, and determination.
Juzza - Flurry
I might use this list for this Top 5 or at least some variant of it.
LittleStewie
Sat Jun 12, 2004 2:07 am
#4
Heya all. first post here =D finally got around to signin up for the boards... any way, i love brawler, and it seems to me that the brawler is an uneducated fighter.. relying on brute force and sheer physical power to overwhelm the opponents. personally i would love for them to undo the nerfs they made to berserk so long ago.. berserk should be a mainstay of the profession.. so heres my ideas.
1. change berserk from a +75 damage to a modifier like the specials.. apparently before it was nerfed it was a x2.0 modifier. i dont know, i wasnt around for that, but was that so unbalancing? it seems to me that the +75 for berserk 1 is worse, as you can grab a stone knife and do >100 damage per hit at novice. a 1.5 or 2.0 damage modifier would scale much better with larger/slower weapons.
2. add skill modifiers to berserk.. start with berserk 1, at a 1.5 damage multiplier, then add modifiers to it, i.e +10 berserk at unarmed 1. this would have the effect of making it more likely you would berserk, and add to the damage while berserk. for every +10 you get, you get +.1 or +.05 to the damage multiplier, and a max of 100 at master, would make for a 2.0, or possibly 2.5. all that, or the the skill mods add damage, kinda like unarmed damage does.. so at master brawler berserk adds 175 or 200 to damage. damage multipliers sound better though.. so they can scale with more damaging slower weapons. (because i love my HAMMA!)
3. berserk should have a chance to clear state effects (100% chance to clear intimidate), and give high state resists to all but knockdown (which should be easier to stick on you). lets face it.. a berserker doesnt care about his personal well being, and will shrug off or ignore anything you try to stick to him. like trying to knock out a crack addict
. but he will also be a very nice target, and will not try to avoid anything you throw at him. like in the movies when a kung fu master pwn's a pissed off guy.
4. berserk 2 lasts a long time.. which is good, and bad. good for the ham costs.. bad if you need to do anything besides hit stuff, or lie on the ground incapped (**edit**! i cant get on my bike berserked? <sit and wait 2 minutes)
. simple solution to this one... CoB clears berserk, berserk clears CoB (mebbe a small delay, 10 seconds or so while you calm yourself). notice though that setting off cob only clears berserk.. it doesnt make you centered. as for berserk clearing cob, well.. not very useful, but why not =D. in fact.. make berserk 2 stay active till you manually clear it with cob or are out of combat for 30 seconds.. dunno on that part.. just throwing it out there.
5. not berserk.. but warcry this time.. to hard to make stick as you autoattack afterwords.. i have a macro that spams a few warcrys then /peaces, but that shouldnt be necessary. how about a 2 or 3 second grace period, where the target is invulnerable and warcry cant clear, or anyone shooting at the warcried target gets /peaced once warcry sticks? also.. warcry 2 as a cone is worthless if you are the primary tank in a group.. aoe would make more sense, and be more useful. a 10 second /warcry 2 thats aoe would get used much more than a 20 second cone.
6, just thought of this one.. make warcry stat mods like i suggested for berserk increase warcry1 time.. so at master you have a 20 or 30 second single target warcry, and a 10 second aoe. would allow for great crowd control.
7. finally, bump some more accuracy mods downinto brawler from the elite professions.. doesnt need to be alot.. but some.. ever see 2 novice brawlers duel? its a sad sight. miss miss miss miss miss miss miss miss miss miss miss
. really, its not THAT hard to hit somebody with a big stick...you still wouldnt be anywhere near the damage of an elite with their speed mods and special damage multipliers, but you could actually hit things.*cough*apprenticepikeman*cough*
Koveros
Sat Jun 12, 2004 11:34 am
#5
1. Weapon rebalance: I read that there are going to rebalance weapons, making basic level versions of all weapons for basic level characters, middle level weapons for middle characters, and elite versions for elite characters. They said they were going to space out the certifications for the different levels of weapons as opposed to spacing out certifications to certain weapons. I guess it functions like this: anybody can use a weapon they are certified in. Brawlers will basically have every melee weapon available (perhaps not all, but at least most). As they advance, they get certified in better versions of all the weapons. Each weapon will have an advantage over the others.
I see a few things happeneing with the rebalance and how this will affect the fun factor of brawlers: The weapons you use will be based on the situation at hand, and your preference. Right now, it is dumb to use a dagger because they are weak weapons. you would go with a ryyk blade or a one-handed-curved sword, because they are superior in every way. with the rebalance, you can use daggers if you want, and not suck.
2. States: Brawlers suck at inflicting states, like blind/stun/intimidate. I suggest that each tree has one state that they do, and they get bonuses for. example: unarmed tree could have stun. each box could have +5 to stun. That way, you master brawler and have +40 to stun. And/or give us resistances to the states. we are tough and durable and that should be reflected in a slight bonus of some kind.
3. HAM cost: There is going to be a re-balance of the HAM system, but until that happy time, brawlers are the tanks. we take the hits. our moves use a rediculous amount of HAM. If they were reduced to 1/3 or even 1/2, we would be very happy punching bags.
4. Animations: We need some variety in the way we attack. Unarmed should look like boxing at first, then add martial arts animations as we progress, so the martial arts takes over the boxing animations. The other trees could use some animation changes as well. How do you kill something bySTABBING them with a powerhammer?
5. Armor: we should get a bonus while we wear armor (not the unarmed tree though..that should have a penalty) We are tanks, we need armor. Ranged professions don't need armor, as we are tanking for them. the armor bonus should go up with our skill as well. The bonus could be something like less encumberance, or increased resistances(I like the less encumberance). I guess they could do an armor rebalance like the weapon and make beginner types of all armor, all the way up to elite types of all armor.
Vegita1585
Sat Jun 12, 2004 11:42 am
#6
One of the problems with brawler was grinding out the unarmed part of the prof. It's not really a problem if you fight buffed/armored with VKs and bezerk on dant, but that shouldn't be required. A kinetic damage ap 0 wep at unarmed 2 would really help.
Kisedd
Sun Jun 13, 2004 9:56 pm
#7
I'm doing unarmed now and I think its very comparable to marksman in terms of time taken. I haven't used buffs and unarmed IV is a bit slow, its pretty much in there with pistol IV and rifle IV and the other top end boxes.
I suppose you advance so fast up the boxes until III and IV, that its hard to appreciate that you go from fairly basic moves to more advanced moves. Even in unarmed you look more like a boxes or bralwer at novice and the first box, using mostly punches, until you get into the higher boxes where you toss in some kicks etc.
Overall I think Brawler is a fun profession. It might help the bralwer profession to have a guard type ability to block damage that is being given to another person, or an intercept that lets you take damage that another would have. That way you can protect a doctor or ranged profession from harm.
Werehusky
Mon Jun 14, 2004 4:32 pm
#8
1 (I cant do 5 of them =/) When starting out as a brawler and seeing a marksman sit back and not get hurt as much, also taking off more dmg, who wouldn't want to be a marksman?
Kisedd
Tue Jun 15, 2004 11:20 pm
#9
Were,
Mobs that you fight unarmed tend to run away as you approachand mobs that you shoot from a distance tend to attack you. It is true that a smart marksman can get some free shots in before a mob rushes in, but a marksman has no defenses vs mobs, so they take more damage than any of the bralwers.
Starting marksman don't do more damage than brawlers overall. I'm not sure where you get this idea. Marksman do get their first HAM shot in the first box vs the 2nd which does help to take down mobs, but brawlers get a much larger range of status effects and damage reduction type abililities. I think both starting professions have benefits and drawbacks. Brawlers are clearly better tanks, but good marksman have some better options at culling mobs from a herd
Nuckman
Mon Jun 21, 2004 11:37 am
#10
I want to know why jungle vorts and other high lizards on dant can KD and dizzy us and keep us down for 2 min but we cant do it to them its rediculous
AlonzoOdantis
Thu Jun 24, 2004 10:40 pm
#13
this suggestion has a disclaimer:
By far pistoleer's version needs to be fixed at same time or before but...
How about a disarm?
If a guy is next to you with a gun, and you had to fight, would you sock him in the jaw or try and knock that gun away?
Beyond that let's please not lot melee combat always end up having an orientalism bias.
How about letting us do more unique things that make the fight more "interactive"
example:
So you run at me, i swing and try to bust your kneecap, now you can't run as fast.
I hit your arm, now its hard to swing your weapon.
I hit your head, you are stunned or dizzied.
Etc
This might be covered with the revamp and its hard for us to be real productive when the mystical and magical "revamp" is the short answer and we have no idea what is being done. However, having leg hit mean something more than it hits the action pool would be nice. Same for the others.
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