Brawler Archive

Thread: Brawlers just got nerfed AGAIN

Hilani
Tue Jul 01, 2003 9:20 am
#14

Ok I have seen the posts so far and they are well thought out but I still feel people are missing the point of this:
1. It was already going to take me 2x as long to progress through the unarmed tree as it was, but now it is going to take 3x. That is just plain silly, it should not take me any longer to go through my tree as anyone else. Even SOE has admitted this because if you play an entertainer you will see that the level 4 musicianship requires 45,000 xp. A combat tree generally requires 70,000. Why did they do this? Because they knew that entertainers get their xp in 8,10 or 14 point increments(I am not talking about music healing here, just musicianship) but combat types get their xp 5x-10x faster. They scaled the entertainer's tree so that it takes him the _same_ amount of time to reach his title as a combat profession. So, since they are already doing this and they _insist_ that brawlers get less xp than ranged professions(since they can't fight the same mobs that ranged do), they should scale their tree back too. By the way, I have nothing against ranged professions and I will eventually be one, but I can't stand to deal with nerfing and unbalancing. Especially when it affects me.

2. I should not be forced to take a weapon if I don't want to, otherwise, what is the point of giving me all these skill choices? As it turned out, to get to my target profession, I _must_ go through the unarmed tree, so you see, I have no choice in the matter. That adds insult to injury. I'll say it again: Given the damage and utility that the pistol specials dole out, I can't believe they reduced the damage of brawlers even further. We are little more than rabbit killers now.

3. If a particular style and combination is overpowered for a class, then you modify the formulas for that particular combo, you don't nerf the entire freakin skill tree! If people can be uber with berserk1 and a weapon and the devs didn't intend for that then you scale the formula for berserk+weapon down, you don't say "Screw it, let's just reduce damage for this tree, I want to go to bed tonight."

You never ever ever nerf, unless there is a game-stopping exploit involved. Instead, you adjust the other factors until a new equilibrium is reached. I am a developer and I know what is possible. This nerf was totally unecessary and a poor decision.
Kefkari
Tue Jul 01, 2003 9:42 am
#15

I think I have to agree with the nerfing that they did - to an extant.



I created a Wookie Brawler last night, and with my starting credits I picked up a Heavy axe. And a dmg add power up.


While berserked, 70% + of my hits were for 550+. Some of them went over 600.


Granted, it swings slower. But I was able to one hit kill several white con mobs. Within 35 minutes I made Adv. Two handed Sword Spec, completed 5 missions, and got my wookie a nice looking pink shirt and a belt . The extra accuracy was making things even easier. I was easily able to handle several yellows at a time.


Granted the axe is much slower, but I don't think it should be doing that much dmg.


However, I am relativly new to this game, and am comparing this to my unarmed combat brawler who would often die hunting blues -and was unable to complete any destroy missions. Never made it past intermmediate with many hours of play time (eventually switched him to a medic, just to learn more about the game)


I really think they should have just lowered the heavy axe dmg, while increasing unarmed (which seems extrmelyh gimped to me)

Shadusdarkmour
Tue Jul 01, 2003 9:43 am
#16

I will agree with hiliana. I dont mind sword + beserk getting nerfed because i could do 400 damage. I dont like it but i dont mind it. 200+ is enough for me Ipersonally think that you shouldnt have a much harder time making it up the tree then us( should be a little, stress little,harder you dont have to worry about weapons,)I hope things get easier once vibroknuckles start getting produced. I just want ot see a little variation in the population. you know like even, slightly even spread out between the classes.I dont mind being a unique class just upset me how little there is in the other three combined compared to unarmed. Not too mention haveing to buy training is killing meMaybe this nerf was ment to spread out the classes. I dont think it was best way to do it but if it gets those that are less determined to switch then i understand. Personally i would have added more stats to the other elites Personally i wish you the best of luck in unarmed training and only wish more of you would think twice beforedeciding your speciality.



Master Brawler
Master Fencer
Master Swordsman

Why wasnt i supposed to bring a knife to this gun fight again?
ChoNaguriai
Tue Jul 01, 2003 10:13 am
#17

Some of you base your complaints off the time it takes to solo blues and wait in between. Take this advice: Unarmed Brawlers should not solo. Get with a good team and take higher cons. Get some hits in without the aggro on you. And when you do take aggro from the marksman (it's our job), then hopefully you have a medic/scout in your group to make downtime much easier to handle.


I think in general too many people try to solo in these games.




Cho Naguriai / Project G.H.O.S.T.
Dark Jedi Knight - JediQuest Blog
Hilani
Tue Jul 01, 2003 10:38 am
#18

ChoNaguriai,
You are absolutely right...grouping should be the way to go. And it is for ranged types but I had problems when I grouped because the ranged guys were taking the mobs out before I could even get to them. I asked them tolet me get a few punches in and I was told to "Shut the f--- up."
Remember, you must do at least 5% damage to get xp and sometimes I was getting nothing or very very little. On a per hour basis, I actually do more solo, because I can whack blues all day, but spending 10 mins to take out one kimo for 100 xp(xp is bugged and that is a different issue) is oppressive. Especially when I can kill 15 blues/whites in the same hour.
I don't wish to sound like a power-leveller and I don't mean to sound 100% negative towards the devs, because I think they have done a good job so far. But please understand how frustrating it is, when you only get an hour a day to play, and not being able to make visible progress. It is very demotivating.
NinjaFish
Tue Jul 01, 2003 10:55 am
#19

Hilani's right on about everything.

Brawler is a discipline replete with disadvantages and having no real advantages. The one reliable skill a Brawler starts with is Berserk1. Warcry1 fails 75% of the time and costs 200+ points to use; Intimidate1 fails 50% of the time and costs 110 points to use; Taunt is pointless, and no Brawler in his right mind is going to invite extra damage; and the lunges are only useful in very specific situations, and even then, it costs 75+ points to use. No other discipline that I tested in beta has HAM costs like this.

The motivation here is becoming more and more clear to me: the devs apparently don't want anyone to play melee professions.



NinjaFish
Teräs Käsi Order
http://www.teraskasi.net
NinjaFish
Tue Jul 01, 2003 10:58 am
#20

I guess I forgot my point: if you're going to reduce the damage of Berserk1, then you MUST reduce some of the other disadvantages that Brawlers have or they are simply left with nothing. I don't care about Berserk1 damage, so long as my other skills don't suck so much.



NinjaFish
Teräs Käsi Order
http://www.teraskasi.net
Mokso
Tue Jul 01, 2003 11:32 am
#21

I am going to stop playing my brawler, recently noticed I cant kill anything anymore. Usually ended up 50% health, now I get incap. They looked like a fun class but too much of a headache now
Dos_Equis
Tue Jul 01, 2003 11:39 am
#22

I really hated the changes that where made at the end of beta, but after the game went live I actually enjoyed being unarmed brawler. But this is rediculous, Being expert unarmed when i went beserk I was barely hitting over 200 and now I'm hitting in the140's, but since my unarmed stun1 is quicker and hits for 120's, it will be my main attack.


By reading some of the other post, it looks like the ones with weapons where hitting for thehigh damage, so why nerf us all?





FAT, DRUNK, AND STUPID......is no way to go through life-son!

Dean Wormer, Faber College 1962
Noss1
Tue Jul 01, 2003 11:50 am
#23

This is exactly what the devs and the hardcore future TKA's want ! People to give up ! to say its to hard ! Weed out all the would be TKA Masters, I dont agree with most of the stuff they have done to this class but I will be sticking to it. I am also at Expert Pistol skill and yes it does a ton more damage than any of my current unarmed moves. 40k from being a Master Unarmed Specialist, all that work will not go down the drain.

Dos_Equis
Tue Jul 01, 2003 11:51 am
#24

I really hated the changes that where made at the end of beta, but after the game went live I actually enjoyed being unarmed brawler. But this is rediculous, Being expert unarmed when i went beserk I was barely hitting over 200 and now I'm hitting in the 140's, but since my unarmed stun1 is quicker and hits for 120's, it will be my main attack.


By reading some of the other post, it looks like the ones with weapons where hitting for thehigh damage, so why nerf us all?





FAT, DRUNK, AND STUPID......is no way to go through life-son!

Dean Wormer, Faber College 1962
NinjaFish
Tue Jul 01, 2003 1:16 pm
#25



Fluke_Groundrunner wrote:
Isn't unarmed on of the skill required to reach smuggler? Maybe the devs are just trying to limit the number of people who become a smuggler.



That's entirely possible, actually, when you consider how totally unfinished the Smuggler profession is...



NinjaFish
Teräs Käsi Order
http://www.teraskasi.net
HoangPhiHung
Tue Jul 01, 2003 2:33 pm
#26

i'm already a Master at unarmed .. on my way to TKA... i am not quitting now lol...
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