Brawler Archive

Thread: Introduction and Goals from the new Brawler Correspondent.

AkunaTenshi
Tue Jul 22, 2003 11:38 pm
#14

Hey Spaz - Congrats on the correspondant gig.


I really hope you can get the devs to pay a little attention to us. I honestly just think they've just been too busy fixing big bugs and exploits to work on things like balancing the professions. That said, I think our profession is a real mess - mostly because marksmen and ranged mobsare so much better than we are, even in close combat where we are supposed to be superior. It's not that I think we should be better than the marksmen but it should at least be a fair fight. If we can close the distance, we should win and if they can keep the distance, they should. Anyway, here are mytop issues. Good luck.


Akuna



Class:Brawler (Master Unarmed, Master 1h,Intermediate 2h, Advanced Polearm), Novice TK, Scout (Expert Exploration, Advanced Hunting), Novice Medic


Race: Wookie


Name:Korvaxa


Server:Bria (Mostly Lok & Tatooine so far)


Level:See above for details- Going for Master TK & Master Brawler with some CH


Issue 1: Brawlers Can't Attack Reliably While Moving


Becauseit makes it very difficult tofightmoving mobs and impossible to fight kiting marksmen - Also because marksmen and ALL mobs can do it - Best example istrying to attack a melee mob thatis chasing a fleeing marksman in your hunting party - Suspect this might have to dowithtarget range changing - Suggest making sure ALL attacks (normal & special) will work while movingAND adding a/Stickcommand thatis like /follow but keeps you atyourweapons idealrangefrom your target.


Issue 2: BrawlersAre Vastly Inferior to KITING Marksmen& Mobs


Because kitingallowsmarksmento avoid80% of melee damage,it takes thebrawler 5 TIMES as long to dothe same amount of damage but the marksmans attack adjustment is only -50% so it only takes them 2 TIMES as long to the same amount damageusually resulting in marksmen at -40% health and brawler incapped(assumingthey are about the same speed, skill level and damage per second) - Also because this makes brawlers useless for PVP versus marksmen whichincludes most Factionstuff - Also because this is aMAJOR game balance issue - Suggest changing the marksman's attack modifier for moving away from their target to -80% to make it fully offsetthe defensive benefit ANDfixing the brawlers attack modifiers so that the brawlerno longer has a worse to hitin close combat than the marksman AND MAYBE increasing thedamage modifiers formelee versus ranged.


Issue 3: Brawler Specials (particularly Unarmed) Need Help


Because brawlers can not target specific HAM pools so a marksman doing250 pointsper shotwill only take4 shots to reach 1000 damage on any given pool in EVERY fightbut a brawler doing the same unarmed damagewill only hit the same pool 4 times in a rowONCE in 81 fights (3^4) with the average number of hits required being closer to 12 - Because Berserk doubles your damage BUT makes you easier to hit AND prevents you from doing specials AND fails a lot-Because Taunt starts combat but your target doesn't come attack you (like when you pull with a blaster shot) - Suggest increasing the effectiveness ofBerserk & warcryby lengthing the durationand lowering the HAM costAND making a Taunted creature come attack you ANDchanging Lunge so that it does some damage, makes the target stand still for enough time to do a second attack, and leaves you standing at your ideal range from the target (not exploitable because you wouldbe attackable afterwards).


Issue 4:Marksmen Can Shoot Through ANYTHING


Because the ONLY ways to escape from marksmen (who have about 455 TIMES more targetable area than brawlers) is to hide or get out of range(both of whichthis prevents) - Also because it sucks to be hiding in a ravine or on a mesa or in a building or behind a rock and still be getting shot even though they do NOThave LOS - Also because it sucks to agro a mob thathas LOS and then get shot by several more that don't have LOS - Suggest making sure that marksmen can't shoottargets whithout LOS just likebrawlers can't attack mobs that are out of range.


Issue 5: Brawlers Get Signifigantly Less XP in PVE Than Marksmen


Because brawlers take more damagewhich results in more down-timebetween fights (worse for solo play) - Also because the marksmen will often drop the mob or destroy the lair before the brawlerscan get to it (worsein hunting parties) - Alsobecause thebrawlerstake MUCH greaterrisk for the same or less reward- Suggestincreasing the brawlers melee defense adjustment AND giving an XP Bonus for damage taken in a fight AND adding an XP bonus for specials like Stun or Blind that allow the group to do greater damage (should apply to marksmen damage and specials too)



BONUS ISSUES (Didn't make my top 5 but worth mentioning anyway)


Issue 6: Fleeing Mobs Will Make Unarmed/Melee Attacks (While Moving) But NEVER Make Ranged Attacks


Becausebrawlers chasing fleeing (severely injured) mobs receive damage from unarmed and melee attacks but marksmen shooting at fleeing mobsNEVER receive damage from ranged attacks, even if the mob has a ranged weapon - Suggest either making fleeing mobs not attack at all OR making fleeing mobs attack with a ranged weapon if their target is out of melee range.


Issue 7:Only ONE model of Vibroknuckler ???


Becauseevery other combat profession has weapon certifications that grant access to better weapons as they progress up the skill tree - Also because it's silly that a NOVICE Brawler can buy the same weapon that a MASTER TK uses - Suggest adding several different knucklers (CDEF Knuckler - Spiked Knuckler - Bladed Knuckler - Vibroknuckler - Force Knuckler) and requiring certifications to use them.


Kenshin-dono
Wed Jul 23, 2003 3:08 am
#15

just chiming in, i see my 2 major concerns, the ham costs, and almost complete lack of noticible defense are up there on everyone else's list. thats good, its hard to be a brawler when you get puonded as bad as an artisan, lol


i do wanna comment on a few things you TK players have made.. you DO get ham bar targeted moves, actually you get one for EVERY ham bar, look in the TK chart. hell, thats more than the weapon specific ones get. we only get one for each different weapon. Also, what the heck? you want to do more dmg? it seems like you guys want to have your cake and eat it too, keep your fantastic speed, and do dmg on the lvl of the weapon classes? thats just not balanced at all guys, come on, get real. this is about making the melee class viable, not super uber.


oh, and merketh, just a heads up, quickness does nothing to your dodge it only effects your ham costs


PS: adding one concern to the swordsman class


>>> it seems that expert sword finess does nothing, it gives no bonuses or new abilities, i dunno if this is a bug or what, but it should be looked at


^_^x KD

makkura
Wed Jul 23, 2003 5:00 am
#16

i don't want to turn this into a bitch fest but clearly you didn't read that particular tera kasi branch,


unlike other branches this one requires COMBAT EXPERIENCE not unarmed experience


secondly did you look at HOW MUCH they are asking for ? the first one cost 60 000 combat exp !


thats huge ! thus far i only got 15 000 combat exp and i've been fighting non stop! i'm glad i will get to use that exp but still its a huge requirement.

WookieeJedi
Wed Jul 23, 2003 5:45 am
#17

Great to hear from you Marshall, and congrats on the assignment. I'm sure it will be more than you bargained for. Info as follows:

Class: Master Brawler with emphasis on either 2handed or Polearm.

Race: Zabrak

Name: Padrai Aldarus

Server: Kauri

Level: Expert Polearm, Intermediate/Advanced on others.

Issue 1: I think this is the main problem you'll hear most often, but I think it's the most crucial to the success of the profession. We NEED more defense in combat. It's disheartening that Pistoleer's are almost as good at standing up to a beating at point blank as a brawler is.

Issue 2: Some kind low level attack to make up for the lack of a pool attack for the unarmed tree. Yes, I realize this is the weakness of the branch, but it makes raising the skill a nightmare to get compared to the other branches. Perhaps some kind of combo that works to limit a foes attacks more effectively? Thus exchanging a quicker kill for taking less damage.

Issue 3: Fix berserk. It needs to work more reliably or there just isn't any point to it. Even if you take the damage down a notch, if it worked 85% of the time it would be worth it. Either that or a reduced HAM cost. Using berserk twice in a fight and having it fail given it's current status is nearly suicide.

Issue 4: Some way to close the distance with ranged opponents. Some folks suggest some kind of run speed modifier. Personally? I think if you just fixed LOS so that terrain effectively blocked it that would almost be enough. That way, the brawler could at least use the terrain to their advantage and lie in wait, forcing the marksman to either come to them, outmaneuver them, or give up and leave.

Issue 5: Let me again stress the defense issue.



===
"Try not. Do. Or do not. There is no try."
WookieeJedi
Wed Jul 23, 2003 5:48 am
#18

Actually, I'd like to change my number 5 issue after reading some of the other (very good) posts here.

5) Accuracy in combat. It seems odd (and distressing) that I can stand at point blank with a pistol and hit more accurately than I can with a melee weapon at the lower levels. I've taken both Unarmed and Pistol to the same level (Advanced) and notice I definitely miss more often a close range with my unarmed attacks than I do with the pistol.



===
"Try not. Do. Or do not. There is no try."
MaxPhoenix
Wed Jul 23, 2003 7:03 am
#19

Class:Master Brawler, Fencer and TKA


Race:Human


Name:Maxamus Phoenix


Server: Eclipse


Level: Master Brawler , Adv Fencer, Novice Tka


Issue 1: Brawler... even tho it it is the entrance in to the adv professions it seems flawed mastering it gives you a longer zerk and lunge 2. lunge 2 was nice when it accually knocked down the target. however with the recent KD nerf you rarely knock anything down, while using up massive ham and only doing 4 dmg. there is little reason to master brawler


Issue 2:You are no faster then ranged players... that bugs me. ranged players can hit you with bleed shot and runn forever. poeple that Make master brawler,fencer,tka,swordsmen or pikemen should gain a bonus to speed.


Issue 3:You have a negative to hit at point blank range no matter the +on your weapon. however pistol gets a + to hit in melee range??? seems you should have a + to hit at such a close range.



thats it only 3 real issues anything else would be rants




MAXAMUS PHOENIX
First Master Brawler on Eclipse
First Master Fencer in Retail
hamhed
Wed Jul 23, 2003 7:23 am
#20


My biggest issue is the waste of skill points for master brawler. Ifyou want an improved version of berserk, lunge, warcry, or intimidate and are only planning to use one elite brawling profession( dedicated tka, dedicated pikeman, etc )then you must spend 48 skill points to get to master brawler with no benefits from 42 of those 48 skill points. Then on top of that, theres no other benefits to having master brawler! With the exception of master entertainer, every other master skill leads on to another profession( master artisan doesn't directly, but it is required to make many components for the elite artisan professions ).


What




Ryyhnaror
Bloodfin
BH/CH
hamhed
Wed Jul 23, 2003 7:26 am
#21

grrr... stupid forum software.



Anyways, what I would like to see is weapon specific versions of berserk, intimidate, and warcry and moving the weapon specific lunge 2 out of master brawler.Then just do away with master brawler until theres some reason to get it besides those skills.




Ryyhnaror
Bloodfin
BH/CH
Kronx
Wed Jul 23, 2003 7:28 am
#22

Unarmed


Bothan


Skek/Radiant


Expert, halfway to specialist


Issue 1:As unarmed I have to rely on vibroknuckles for damage. I know they are knuckles, but that IS a weapon. I don't know if it changes for TK Artist, but as unarmed brawlers you do crap damage unless you use VKs. With my VKs I do comparable damage to my pistol (Also expert pistol user)


Issue 2: I can't target specific pools. I would think an upclose brawler would be in the best position to choose where his hits landed.


Issue 3: Maybe I glanced too quickly, but it doesn't always seem evident which weapon uses which XP in the bazaar.

RedRiver
Wed Jul 23, 2003 8:08 am
#23

Class: Unarmed


Race: Trandoshans


Name: RedRiver


Server: Wanderhome


Level: Expert


Issue 1: Specials too expensive.
I take less damage and generaly kill faster without usin' specials ever! something's wron' with that!


Issue 2: This is sorta follow up to issue 1.
Make specials more effective. They cost a lot but aren't really worth it.


Issue 3: Special attack: Berserk1:
Costs too much and fails too often. Shouldn't cost anythin' when fails at least. Hardly effective when works anyway. Needs some balancin' for sure.


Issue 4: Special attack: Unarmed Stun 1:
Something's odd with this one. I never seen me do damage while the effect lasts. The attack delay is too lon' or the stun effect's too short. It's pretty much useless IMO.


Issue 5: Not enough self defence in melee.

Sir_Voor
Wed Jul 23, 2003 8:18 am
#24

Class: (1 hand, scout)


Race: Twi'lek


Name:Scavenge


Server: Sunrunner


Level: (1 handed Advanced)


Issue 1: (Auto-defend)I can't count how many time my character has start run to auto-defend, and stopped attacking a near death yellow to auto-defend/attack a full health green.


Possible Solutions:


A. auto-defend is turned off during burst runs


B. auto-defend is turned off when engaged in combat


C. a auto-defend on/off toggle


Issue 2: (inability to attack when moving)


Issue 3: (/follow range set) if we set the range of /follow to our weapons peck range or to stay just outside of the target range, via something like /follow 15. this would add to tactics and fun.


Issue 4: (weapons have too mucheffect) the devs use to say there will be no uber weapons and that skill would be the determining factor, apparently they forgot that. and now your only as good as your weapon.








[`M Sir VOOR N`\

NinjaFish
Wed Jul 23, 2003 9:01 am
#25

Class: Unarmed
Race: Zabrak
Level: Master (Teras Kasi Novice)

Issue 1: HAM Costs. These are still an issue after reaching the TKA tree. Starting novice skills simply cost too much per use. The only effective strategy for starting unarmed is to berserk and pray.

Issue 2: Failure rates. Novice brawler skills fail a lot. They are incredibly unreliable, and frequently need to be attempted multiple times before they take effect. Combined with the ridiculous HAM costs, this makes them almost unuseable.

Issue 3: Vibro Knucklers. Why can a novice brawler use these at all? A novice starting with unarmed will be suitably weak for his level. However, all you have to do is hand him VK's and suddenly he's the most powerful melee novice around. Different grades of knuckles are required here, complete with certifications. At the very least, use of the VK should be restricted, but doing so with only one type of knuckle available would suck immensely.

Issue 4: Defense. Brawlers take all of the damage and get little defensive benefit. Unarmed toughness is not enough. Brawlers should have some sort of defense/evasion bonus that develops as they move up the skill tree.

Issue 5: Aggro. Brawlers have a way to increase their aggro, but no way to decrease it. As they're already taking the majority of the damage in a fight, a way to get creatures to attack someone else would be more than welcome.



NinjaFish
Teräs Käsi Order
http://www.teraskasi.net
Lyv
Wed Jul 23, 2003 9:56 am
#26

Class: (brawler working toward master, medic, entertainer)

Race: zabrek

Name: lyv pular

Server: chilastra

Level: 2- unarmed, 2 - 1hand, 2 - 2hand 3 - pike
3 in all medical (4 in first aid)
dancing 2, entertain heal 2

Background: Powergamer on limited time 2+ hours 3 days a week and 6+ one weekend day


Issue 1: The only pole arm fighter I have ever seen wear out and fall over while fighting is Daffy Duck - spin, parry, dodge, thrust, "twang" straighten bill, spin, parry thrust.. I think there should be a limit to how much HAM loss you can self inflict, if you are under 20% you have no ill effects from specials or something might help.

Issue 2: I am perfectly happy taking tons of damage from a rifleman blasting me up until the point that I make first contact, then weather I am unarmed, sword, axe, or pike that gun is toast. They give us bonus on damage which is cool but not being about to stick to them is a problem. I know it was addressed in every post but seems like stun don't work and lunge only lasts for a second. If once you had your opponent on the ground flat it might take him a few seconds to get up.

Issue 3: I don't see any effects or usefullness of berzerk, warcry or intimidate. If might be working but since we don't have a hovering bar telling us how hard it is for others to hit us we don't know.

Issue 4: Lack of weapons, ya there are a few crafters that can and will make weapons and you might attribute that to lack of buyers so the weaponmaker has choosen not to help us. But that is not the case. The reason you don't see a dozen long pole axes in the bazaar selling of 1K is that the resources to make the stinking this is extinct. Some special type of corbanite or the like is lacking from all planets in the galaxy. Only those lucky power gamers from the first week that made a dash surveying were able to pull this stuff. Perhaps that due to the revolving nature of ore it will return and all will be good. If not don't expect many weapons of this nature around.

Issue 5: Why don't we get exp for "tanking" its because we don't do much damage you might say. Perhaps that is right. But most of the times for me its because I am too busy healing. I have nearly all the healing capability of the medic class offers and I use it constantly during fights to keep off the floor. The other problem is we get no xp from berzerk, warcry, intimidate, or soaking shots to the head. I don't much care how the xp o'meter works or weather a rifleman has no risk sitting on the hill shooting while I get pummeled. I understand the physics of it and their is good reasoning for it. But when I stand there getting beat up find a way to give me xp for it. Give me parry or block soemthing for xp.

Issue 6: Posture. I have no posture that helps me in anyway. If a marksman can lie down to get a bonus I should be able to tilt back into some orogomy, ninja, lotus, yoga stance that gives me some benifit to defense.

Issue 7: Fix the movement speed of the Kima. I don't mind that a marksman can shoot from a hill and avoid damage, but to blatantly state that a kima is a fast and agile catlike animal and then see it swanter along at a snails pace kills me. Especially since they are worth so much xp. Ever wonder how that carbineer make master in one night? I don't!!!

Issue 8: Lack of info. This game lacks a technical explanation of what the secondard stats actually do for you. How can anyone, as slow as they are to change, figure out if having a high strength or low constitution helps or what skills or abilities it affects.

Issue 9: More weapon types.

I have more but I will wait to post until I have more experience with what causes the issues I am having. I am on dialup so it might be a lag issue mroe then anything.

Thanks for the ear, hope this finds the right sticky note on a developers screen.

Lyv



Lyv
Brawler Doctor Rebel -
Fear is shared among fools and children.
Chilastra, Talus, Dearic
PVP + Dialup = Dead
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