Brawler Archive

Thread: New Brawler Top 5 Issue List Request.

Bad_Bad_Leroy
Fri Aug 29, 2003 7:04 am
#14

1. Unarmed Damage, and lack of low-level knucklers.


Without low-level kucklers, we are unable to participate in the weapons economy.As aMaster Unarmed, wecannot use our hard earned cash to buymore damage/speed, while a novice marksman can.


As others have said, doing 80 damage per hit at ~3.0 unarmed no-knuckler speed, is just ridiculously lower than any other expert/specialist combat class.


We need some low level knucklers so that we may participate in the weapons economy and so that we maydo our fairshare of thedamage.



2. Posture-change timers.


Also, I hope the devs wil consider what it's like to be the only player-tanks in the game, yet to have such high HAM costs, and to have such nerfed posture-change abilities. Before the timer was implemented, I could lunge someone, then whack him once for extra damage before he got up. Now, using lunge is actually bad, since in the time I take to recoveer, the guy can stand up and hit me once. I agree with the previous poster who said the timer shouldn't count against ALL attacks, it should just count against doing another posture change attack, or special.




Creb - Doctor, Swordswookiee (SRA Master of Medicine, Sunrunner)
Get Resource Despawn Alerts in your Email | SWG Medical Resources | Dailybuzz.net
CaidenVumes
Sat Aug 30, 2003 10:29 pm
#15




I'd drop 2 and 5. (hopefully slip in clarification to #5 in a terrain related post or something). Once we get better documentation for the Styles, we can target the sub-par styles with a spot on the docket. Other concerns:


1. Lack of incentive to get to Master Brawler. The bonus is comparitively small since Master Brawler isn't a pre-requisite to any other profession (where as Master Marksman has 2 professions that need it. How many Rifleman and Carbineers just pick up MM for the +20some skill mods that they will use? Not many). Add new profession or bump up the bonus.


2. Retarded issues with Unarmed Brawling. 2 possible ways to go about this. Either add some low-skill certs for Hand Wraps, knuckles and such (standard idea) OR push to have unarmed damage increased substantially and perhaps make VKs exclusive from the +unarmed damage bonus.


Brawling my way up, 3-3-4-2 (almost 3)

Nagaram
Sun Aug 31, 2003 12:52 am
#16

Increase the damage of unarmed. It currently does not do enough damage to be a viable line by itself and the only reason people take it is as a prerequisite to some other profession.


In order of preference, either:


1. Lower VK certification to master level unarmed;


2. Raise the damage of unarmed; or


3. Introduce some new low level weapon certifications.

Azralon
Sun Aug 31, 2003 4:23 am
#17

1. Brawlers do not have a significant Melee Defense skill.


A Master Rifleman -- a class that by design & definition should not be in melee -- gets +20 to Melee Defense. A TKA Master has only 12 points higher. Additionally, a Brawler's Toughness doesn't seem to stack up to the defensive bonuses of the other combat classes (Block, Cover, Dodge, et cetera).


2. Unarmed damage-per-second is pathetic compared to all other classes.


Either increase the damage per hit or decrease the rate of attack.


3. The Unarmed weapon selection is severely lacking and inefficient.


VKs shouldnot be a necessary element to the Unarmed class, especially with the HAM costs so extraordinarily high when doing so little damage. I do more damage to myself with special moves thanyellow consdo to me.


A greater variety of "Unarmed" weapons should exist; for instance, perhaps normal "brass knucklers" should be a certification in Novice Brawler. Then later, "tazer knucklers" for electrical and/or stun damage, perhaps. As it is, if a mob has significant resistance to Kinetic then a brawler is just SOL.


4. No capacity to close with distant targets.


I've burned a lot of skill pointsbecome aRangerfor no other reason than Terrain Negotiation. That way I stand a chance of getting to a target without additional hindrances. It's a pity that I have to spend my non-Brawler skill pointsby picking up other classes in a vain attempt to compensate.


While it's true that Marksmen suffer a very very minor running speed decrease, it's not anywhere near what a Brawler needs it to be to stand a chance.


5. Knockdown is the worst special move ever.


Used to, Lunge was the thing to spam; it was cheap and you could do it very very early. So it was reduced to 1 point of damage, but its intended effect remained (stage the target's posture down by one). Later it was realized that no one used it anymore because they got no real XP from that move (especially in groups), so an XP bonus was added to "non-damaging" moves.


I submit that Knockdown should be done the same way; it should be a LOT cheaper to use and should do a single point of damage, then have a more useful duration. Remove the unrealistic timer.


If melee characters are supposed to rely on their special moves to "set up" targets and/or keep them off balance, then by gum please let them use their special moves.





___________________________________________________________________

-- Daerys Kyne of Coronet (Teras Kasi Master / Novice Entertainer 0044 / Novice Dancer 4244 / Novice Medic 1000 / ex-Master Ranger)

"Yeah, so the holocron said Dancer. I can still Teras you a new one."
Jezekiell
Sun Aug 31, 2003 11:37 am
#18

I'd like to be able to see when Warcry wears off, all though this is a minor issue compared to our defensive problems. Intimidate has the -Intimidate- floating above enemies heads allthough hard to see since it just clutters up in the massive amount of damage numbers above npc heads. Intimidate also has an icon shown next to status effects like dizzy, bleed, ect. Would be nice if warcry had the same.
PyodeAmedha
Mon Sep 01, 2003 4:19 am
#19

Since it seems brawler just don't get the same kind of lovin' that other classes do I will post only ONE thing that I want changed (for now).

ATTAKC SPEED NEEDS TO INCREASED. Set our base speed to 2.0 (or 3.0 if you must). But please.. please DO something about our attack speed. Being able to hit once every 4 seconds (with our base attack) is ridiculously slow.



--
Leander Stargazer, Wanderhome.
Stargazers Spices and Stuff.
Vendor is located in the City of Solace on Dantooine. Just go down Beale street and it will be on your left.
Waypoint: 4738 -2907
Bad_Bad_Leroy
Mon Sep 01, 2003 7:34 am
#20






Jezekiell wrote:
I'd like to be able to see when Warcry wears off, all though this is a minor issue compared to our defensive problems. Intimidate has the -Intimidate- floating above enemies heads allthough hard to see since it just clutters up in the massive amount of damage numbers above npc heads. Intimidate also has an icon shown next to status effects like dizzy, bleed, ect. Would be nice if warcry had the same.




For now, a good rule to follow: When they start attacking you again, warcry has worn off.



Creb - Doctor, Swordswookiee (SRA Master of Medicine, Sunrunner)
Get Resource Despawn Alerts in your Email | SWG Medical Resources | Dailybuzz.net
Wise_Old_Jedi
Mon Sep 01, 2003 2:42 pm
#21

Beserk Nerf is a big issue. Right now Beserk is a 75 pt buff, which means at level 1 its great for killing worrts. But at Master Brawler, Beserk2 is pathetic. Beserk2 lasts a long time, which means for 5 minutes you can't do any special moves, you can't sit down, you can't craft, you can't survey, and you can't even logout because you can't sit. Plus you get the same negatives as beserk, meaning you get hit more often. All for 75pt damage buff. I mean a master skill should not be this puny.

Beserk2 needs some major attention.
alphaforge
Mon Sep 01, 2003 3:36 pm
#22

I realize that starwars is a technology oriented game. However it is also steeped in an almost mystical atomosphere at the same time. This is the only reason I can see for offering melee classes. This is the only reason why we should have any ability to compete with ranged wepon fighters. I'm not implying that we should be able to deflect laser blasts via Jedi but I do think that in close quaters, at master levels we should be able totake any other prof in close quarters(other than the afore metioned Jedi of course). They shouldn't be able to run away. If you let a close quartes master of any type get near you, close to your level you should not escape.


I don't have good reference for most of the question because I don't have the skills to compare. Some ideas to kick around though. HAM costs too high, it that because you are using a knuckler? Possible help could bereduced cost to encumberance for armor due to training or skill line in trees to give HAM bonuses due to intensive traing(or maybe regen increases, etc for same reason). Or if you want to follow along more the mystical lines then resists to attack types not unlike mobs have naturally. In the case of knucklers that seemed to come up over and over the only comment I have is that I should be able to hit unarmed faster than with any weapon in my hand. The extra bulk should just slow me down.


I have had a horrible time raising my unarmed level. Most of the people I know who have unarmed master had the advantage of creatures that popped fast continuously. These bugs have been fixed. I can live with this but what I want to know is what is the devoloper intention for the Brawler tree and it's respecive elete close combat melee classes? But I want a real answer not the "don't bring a knife to a gun fight" if they actually said that, I don't know haven't been on the forums long. I agree if you shoot me for enough damage from a distance then fine you win.


1. But most mobs don't.


2. I can close most of the time before I'm dead becase the oponent doesn't feel the need to run.


3. If I get in range then you should not be able to get away, if we are within afew combat lvl's, unless I screw up.


4. If you start to run Your to hit should go down and the likely hood of you killing me shuld godown.I should still be able to catch you , unless you are master scout/ranger and I am not.


5. Go back to # 3


This will at least make combat more interesting. If the ranged guys start running right away then you will have to pick them off with ranged weapons. If they try to drop you as you run at them like a madman and fail there should be dire consequence. This also leads to better group xp due to the ability to knock off that lone sniper who is more worried about the marksman on your side and lays prone until after you start beating the snot out of him and still manages to get away.Give us some hints so we know how you want the classes to play into the universe. If I think I am wasteing my time because I am relegated to being a 2nd hand class I will follow other lines.I will take the hard long path if I think itmight be worth it in the end. If there is no explaination or reasoningthen at least tell us or take the classes out leaving Jedi as the only melee class in the game. I hope this wan't too off topic.




Dea'll --- Flurry
Dahzeal
Mon Sep 01, 2003 9:58 pm
#23

My one and only rant about this class is that it hurts my health to use any special moves. I mean really, isn't this what we have an action pool for? OH WHY OH WHY DOES IT HURT MY FREAKING HEALTH? Does it hurt my hand when I use unarmed hit? Does it hurt my head when i head buttto blind the enemy? Are we really supposed to believe that we are that incompetant?


Seriously, I love the game and i'm having a blast but IMHO, I think they don't want us to use any special moves and I think this is about the most retarded thing i've ever run into in a mmorpg. I'm not trying to chain moves or anything like that either but when faced with more than one enemy, I feel that I need to somehow cripple both with intimidate, or stun or blind or something so that i don't get my butt kicked. I end up helping the enemy by hurting myself.


This is sooo stupid. Please tell me i'm not the only one who feels this way.

Nagaram
Mon Sep 01, 2003 10:32 pm
#24

Dahzeal, I also think it's dumb that using a special moves burns health. It's an idiotic concept and it's the single one thing in this game I dislike the most.

Jezekiell
Tue Sep 02, 2003 3:47 am
#25



Bad_Bad_Leroy wrote:


Jezekiell wrote:
I'd like to be able to see when Warcry wears off, all though this is a minor issue compared to our defensive problems. Intimidate has the -Intimidate- floating above enemies heads allthough hard to see since it just clutters up in the massive amount of damage numbers above npc heads. Intimidate also has an icon shown next to status effects like dizzy, bleed, ect. Would be nice if warcry had the same.


For now, a good rule to follow: When they start attacking you again, warcry has worn off.




The problem is that Warcry does not slow the enemy down 100%, but it does slow them down significantly, meaning they'll still be hitting you or others when they are under the effect of Warcry, but yea you can notice combat spam when the amount of attacks seems to increase. But I'd much rather have an icon because I dont always look at combat spam, especially not when there's either multiable players or npcs involved.
Dahzeal
Wed Sep 03, 2003 5:08 am
#26

Make it to where we don't lose health for using a special move! This is freaking retarded! This is what the ACTION POOL is for.


Oh, maybe everytime i use a move i accidentally hit myself in the process...maybe that's why i take health damage.


**edit**!!! By using any of our moves (and since we miss so much) we are helping the enemy to defeat us by killing our health pool for them. That's about the lasndvnxcest thing i've ever heard of and it goes for ALL classes.


Marksman for instance.../special attack...followed by /shootonesself in the foot ? C'mon people! The AM of HAM cost's are fine, it's the H cost that is STUPID!

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