Brawler Archive
Thread: New Brawler Top 5 Issues Suggestions Wanted
- Warcry: As it is warcry is much less effective than it should be, requiring a brawler to essentially kite a group of mobs to effect them with this skill. Making it AoE would greatly improve it's performance.
- HAM Costs: The HAM costs associated with Warcry, Intimidate, Taunt, and Berserkare all high. Coupled with a high failure rate even at master and while using Bio-enhanced clothing. Decreasing cost or increasing success rates would be helpful.
- Polearm Toughness: This is +4 in the Brawler tiers 3 and 4, compared to the +10 in One-handed, Two-handed, and Unarmed, making aspiring Polearm wielders significantly less durable than their counterparts.
- Unarmed damage is too low in Brawler, it is easily outmatched at every tier by the armed Brawler classes. Moving damage and/or speed down from TKN would greatly improve the experience. Also, adding in a low level Unarmed weapon (ie Brass Knuckles - no fancy technology here) would be a favorable addition.
- Most Brawler weapons are unused because they lack an attribute that would make them situationally better than another. This is especially true in One-handed and Two-handed. Altering speed, damage, armor piercing, or other portion of the weapon would help to provide each with a different role.
- Change the One-handed 4 title to Apprentice Fencer, and Two-handed 4 title to Apprentice Swordsman for consistency with other titles.
- Adding additional damage types to the different trees would be welcome
- Change Berserk2 to allow specials, or to be turned off when you use it. As it is, at th level a player recieves it it is lesseffective than using several specials, as well as preventing a Brawler from executing a move such as a: Knockdown, Intimidate, Warcry, inflicting a status effect through an attack. These may be the difference between life and death.
This is what I've garnered from the past month or so as the issues that are important to Brawlers.
If you have any issues to add, please do, and put with ita brief explanation of why you feel it is important (even if it seems obvious). Also, if you have any generic requests to the tune of: Bugand Exploit fixes, new stuff (weapons,abilities etc), or to change existing stuff (again weapons, abilities, etc) feel free to add that as well, along with a brief description of why you think it would be a positive change or addition.
Edit: Also, you don't need to limit yourself to 5 items, but please prioritize so that it's easy for me to present to the Dev's what you all want most. Preventing miscommunication will probably help things bettermove along.
Edit2: Added suggestion for an Taunt into point 2 andUnarmed weapon into point 4. Thanks, and keep them coming folks!
Edit3: Added in profession title changes.
Edit4: Added suggestion about Berserk duration and additional damage types.
Message Edited by MasterOfCombat on 04-01-2004 11:13 AM
M0G4N wrote:
As a brawler, I could not agree more with the submitted top 5, they're great.
2.Reduce the HAM costs of the 4 brawler specials: warcry, intimidate, berserk and taunt (silly MoC forgot my taunt). The failure rate would be much more acceptable if the HAM costs were reduced. As an fyi, taunt is one of the best things a brawler can do to tank for a large group, but for at least myself (a bug with 1000/500/550 mind/focus/willpower), each taunt usage is a mind sucker.
3.Give more situational advantages to the weaponry in the 1hand, 2hand and polearm brawler trees. As things are, there about 2-3 weapons in each tree that are almost exclusively used to get someone to their master brawler and/or elite prof asap.
4. For unarmed, there are two possibilities in improving their brawler experience, i agree that spreading out some of the unarmed damage and speed from TKN could be satisfactory, but it'dalso be goodfor them to have a weapon to help their grind through the tree; in RL they'd be brass knuckles, in the SWU i'm sure the devs could think of something.
5. Not just the toughness, but give pikemen a little boost as a whole. Well, they don't need help with damage, but that leaves toughness, accuracy, speed, and ham costs for a rather large window for improvement.
wow, this statement makes me feel really stupid. there are, in fact 5 (five) major brawler specials. CoB (Center of Being) costs a heaping bunch of HAM as well and should somehow be adjusted.
2.Reduce the HAM costs of the 4 brawler specials: warcry, intimidate, berserk and taunt (silly MoC forgot my taunt). The failure rate would be much more acceptable if the HAM costs were reduced. As an fyi, taunt is one of the best things a brawler can do to tank for a large group, but for at least myself (a bug with 1000/500/550 mind/focus/willpower), each taunt usage is a mind sucker.
MasterOfCombat wrote:
2. I've tried using taunt and it doesn't seem to help me provoke combat any better than standing at 20m and using Intimidate. Although I might add, using a KD refocuses the MOBs attention on you, and is generally more usefull than just provoking it. I'll look into taunt some more for you though.
- i would really like to see a weapon cert at master brawler for each prof eventually (but fencer first
), kinda like how entertainer has that wonderful ceremonial (tune) at master. i know it's rather difficult to implement, but i'd like it. - i really like melee toughness, i'd love to have more of it. say, +10 more to each prof, in addition to the extra toughness that pikeman needs.
- i think this is your field, since its in the brawler tree; i think the title for 1hand swords 4 should be changed to apprentice fencer, not swordsman...if it hasnt been already.
- this is VERY far fetched, but i really don't see the point in separating swords into 2 separate trees. it would've been really for them to have existed together from the start, and in replacement, a general support line, similar to ranged.
Well I was leaving CoB out since it never fails, and only really shines once you get Dodge/Counterattack/Block modifiers in the +50 range. I think adding some of the secondary defense abilities would proabably be a little bit too good for a basic class.
Added in the Apprentice Fencer change.
The one thing that should be addressed is the Master Brawler Skills. For the expenditure of 77 skill points the only benefit you get is lunge2 ? There should be more abilities or strengthen the ones there, that are minimal at best for that much of a commitment.
I agree with the stated changes to the other skill trees especially polearm does need a little boost in defense and acuracy.
AlonzoOdantis wrote:
7. I am against the brass knuckles thing only because of the following: We all know TKA is, at the risk of drawing flames, a very overpowered class. This would seem like making the path to tka all that much easier. Though i do have to admit I think its dumb that a vibro knuckler takes "skill" to use...since its just a blade on your hand for when you punch. Perhaps if tka was toned down a bit I could see justifying this addition. I would say no to this until that time though.
I understand how you feel, but I like to think of TKA as where all of the Elite Brawler professions are supposed to be. That, and I've never seen anyone deterred by the Unarmed 1 to TKN grind.
Also, to the person who had the question as to the 77 Skillpoint expenditure being worth it: Many times I've stated that the bonuses you get at Master Brawler are fantastic, and is really a necessity for anyone who considers themselves a melee purist. +5 Toughness is a godsendif you'rea pikeman, and is 5% less damage your armor is going to take (so it lasts longer, replacing the big stuff is a pain). Intimidate2 lasts a very long time, cuts your enemies damage in half, and has a very negative effect on their ability to Dodge/Counterattack/Block. Warcry2 will be an exceptional PvE tool when/if it is changed to AoE. With all of the defenses capped, it's really the only choice once you hit near 125.