Brawler Archive

Thread: Top 5 recommendations to make Brawler a more fun to play

ShAdOw_00
Sat Jun 26, 2004 12:37 pm
#14

pa pew pa pew, AHHH run it's godzilla in a tie fighter! lol. hmm thinks deeply about the topic...



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"Standing between the Darkness and the Light there I stand always, to protect those who cannot protect themselves, and here I stand a "Shadow".......*Bang*

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Pheloneus
Sat Jun 26, 2004 6:15 pm
#15

/agree



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Marssk
Fri Aug 13, 2004 5:10 pm
#16

What i found fun is when i started my new character as a brawler, and i was only unarmed 2, as in ONLY unarmed 2 (2-0-0-0), the noob marksmen were watching me kill worrts and taking no damage in awe and amazement.



Osskzzi Kussh
Imp-chasing Lizard
Nuke Smedley
Force In-Sensitive MMO Developer
WenBo
Shady Smuggler


galvatronicus
Sun Aug 15, 2004 5:16 pm
#17

Why not a groovy new weapon at the master box that is totally unique and different from the lines below, like a three in one staff that can be folded or collapsed to use any of the specials in the brawler class? Give said weapon light armor piercing and a customizable damage type using various loot components (ie a krayt type tissue for heat damage or rancor type tissue for acid).



_______________________________________________
Chagatai Yesukai - Master Bounty Hunter - Master Carbineer - Sprayshot Advocate
Imperial Sergeant specializing in deadly applications of the DXR6.
_______________________________________________
Being a Bounty Hunter Fighting Jedi
Marssk
Sun Aug 15, 2004 5:47 pm
#18






galvatronicus wrote:
Why not a groovy new weapon at the master box that is totally unique and different from the lines below, like a three in one staff that can be folded or collapsed to use any of the specials in the brawler class? Give said weapon light armor piercing and a customizable damage type using various loot components (ie a krayt type tissue for heat damage or rancor type tissue for acid).





why not make brawler dominate more than it all ready does?



Osskzzi Kussh
Imp-chasing Lizard
Nuke Smedley
Force In-Sensitive MMO Developer
WenBo
Shady Smuggler


somerandomuser
Fri Sep 10, 2004 8:29 am
#19



Vegita1585 wrote:
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.





/agree

there seriously needs to be a 'brass knuckles' type weapon for brawler skilltree..

other brawler skills 1handed 2 handed and polearm can utilize player crafted weapons with good damage..
unarmed does not have this option.. there needs to be at least 1 weapon.. there for the unarmed grind

brass knuckles..
fistpack..
roll of nickels..

etc




The primary weakness of a troll is supposed to be fire..
So why the hell are they always getting themselves into flame wars??

GarronDarkweaver
Sat Sep 11, 2004 5:56 am
#20


1,Get rid of or at least reduce the weapon switch delay for master brawlers/people with multiple brawler professions.


I understand that this nerf was brought about by the dominance of pikeman in pvp with their very strong dots and ability to switch between them at will but this was handled in the wrong way.


All that this nerf has done is made it more or less pointless for a pvper like my self to master multiple melee professions for any other reason than stacking defences.


I would very much like to function as both a master swordsman and teras kasi master in pvp but find it difficult with the extensive delays placed on me by this nerf when i attempt to switch between combat with the two.


All i am asking for is either a reduction in these timers for master brawlers or the removal of the delay alltogether and a more usefull and full solution put in place with regards to the pikeman dot switching problem.


2,More defences at master brawler. Surely if you are a master at brawling, you will be a lot more resistant to damage than a novice.


If some 19 year old kid goes to begin boxing today, he wont be able to withstand the same punches that another 19 year old who has been studying the fine art of pugilism for the last 10 years will be able to and this should be reflected in our skills.


My suggestion would certainly be more state defences at master brawler, not necessarily melee/ranged defence as they are very easy to get hold of in other trees.


I also believe that these changes should be mirrored to the master marksman profession as i already believe that they have a lot less than us in their master box and i dont want to heigten this.


These two things would be my only changes to the proffession though as master brawler is suppost to lead into other brawler professions , and not be a stand alone profession in its own right, it is meant to be an enhancement to your abilities as a fencer or tkm or swordsman etc.

Message Edited by GarronDarkweaver on 09-11-2004 02:03 PM



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Kingrat66
Mon Sep 13, 2004 4:54 pm
#21






GarronDarkweaver wrote:


1,Get rid of or at least reduce the weapon switch delay for master brawlers/people with multiple brawler professions.


I understand that this nerf was brought about by the dominance of pikeman in pvp with their very strong dots and ability to switch between them at will but this was handled in the wrong way.


All that this nerf has done is made it more or less pointless for a pvper like my self to master multiple melee professions for any other reason than stacking defences.


I would very much like to function as both a master swordsman and teras kasi master in pvp but find it difficult with the extensive delays placed on me by this nerf when i attempt to switch between combat with the two.


All i am asking for is either a reduction in these timers for master brawlers or the removal of the delay alltogether and a more usefull and full solution put in place with regards to the pikeman dot switching problem.


2,More defences at master brawler. Surely if you are a master at brawling, you will be a lot more resistant to damage than a novice.


If some 19 year old kid goes to begin boxing today, he wont be able to withstand the same punches that another 19 year old who has been studying the fine art of pugilism for the last 10 years will be able to and this should be reflected in our skills.


My suggestion would certainly be more state defences at master brawler, not necessarily melee/ranged defence as they are very easy to get hold of in other trees.


I also believe that these changes should be mirrored to the master marksman profession as i already believe that they have a lot less than us in their master box and i dont want to heigten this.


These two things would be my only changes to the proffession though as master brawler is suppost to lead into other brawler professions , and not be a stand alone profession in its own right, it is meant to be an enhancement to your abilities as a fencer or tkm or swordsman etc.

Message Edited by GarronDarkweaver on 09-11-2004 02:03 PM





/agree with every word



------------------------------------------------------------
:: Benh - Swords Lizard :: Tal'on - CU Grinding ::
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AriasImmortal
Thu Sep 16, 2004 7:49 pm
#22






GarronDarkweaver wrote:


1,Get rid of or at least reduce the weapon switch delay for master brawlers/people with multiple brawler professions.






YES!


I will now bug you ingame about this. A lot. /evilgrin mapai



ARIAS TE'THAI
Master Swordsman|Elevator Wh0re
ECHUU|ECHUU-SHEN
Jedi Knight |Mandalorian Enforcer
Day One player/Pre-9 Jedi/PvP God. All gone. Canceled.

Mapai
Thu Sep 16, 2004 8:55 pm
#23






AriasImmortal wrote:





GarronDarkweaver wrote:


1,Get rid of or at least reduce the weapon switch delay for master brawlers/people with multiple brawler professions.






YES!


I will now bug you ingame about this. A lot. /evilgrin mapai






and you assume I haven't asked for this many times, lol



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MrHyde
Tue Oct 19, 2004 1:47 pm
#24


I have seen that in the current system that one handed vs. two handed is really a loosing battle. Two handed combat is known for incredible damage output, with slower speeds... though the slow speeds is a mute point mainly becausemost peopolehavetwo handed weapons faster than somemost one handed gear.Perhaps we should give one handed a little edge. Before the fencer tree (or perhaps in the tree itself though this wouldn't be the place to discuss that...),I suggest that one handed users begin instruction on more precision moves (ie identifying chinks in armor...) that cause a little more damage and adds temporary modifiers to their enemies' specials or speed or some such.To maintain balance, this would be effetive on an almost individual level.You couldn't find the weaknesses in an entire mob's armor/muscles.

-Tenerbis



Peace is a lie, there is only Passion
Through Passion, I gain Strength
Through Strength, I gain Power
Through Power, I gain Victory
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The Force shall free me!
quitch
Tue Oct 19, 2004 4:21 pm
#25






MrHyde wrote:


I have seen that in the current system that one handed vs. two handed is really a loosing battle. Two handed combat is known for incredible damage output, with slower speeds... though the slow speeds is a mute point mainly becausemost peopolehavetwo handed weapons faster than somemost one handed gear.Perhaps we should give one handed a little edge. Before the fencer tree (or perhaps in the tree itself though this wouldn't be the place to discuss that...),I suggest that one handed users begin instruction on more precision moves (ie identifying chinks in armor...) that cause a little more damage and adds temporary modifiers to their enemies' specials or speed or some such.To maintain balance, this would be effetive on an almost individual level.You couldn't find the weaknesses in an entire mob's armor/muscles.

-Tenerbis




I have a 2.2 speed gaffi, and a 5.4 speed Power Hammer, not close to the same. Fencers are good in PvP because of stun baton and good defense, but are bad because they hit health most of the time, and cant focus on mind.




-who lightdust
jubbs
Mon Dec 20, 2004 6:59 pm
#26

I like this idea intimidate 2 should be an area of effect attack. hits all the guys u r fighting at the time for about 10m away. Also warcry 2 should be area of effect also and stuff same distance as intimidate 2, but if u target and shoot off and intim or warcry at a target say 20m away it just hits him not the guys around u. Lunge needs a revamp especially since the dizzies dont stick after u posture down them. and the posture down needs a greater chance to hit. i would like quests for certain elite weapons sort of like the scythe quest but u can do it3 times definitely but have to wait say2 weeks in between each quest tryand in order to take the quest u must be the profession which the quest is for and the correct skill level to use the weapon. Let's use the Executioner's Hack for swordsman. At technique 2 a swordsman will be able to take the quest. But it wont be easy for him. And if you die on the quest you will have to wait2 weeks. Also make the person do it alone thus they cant grind out these weapons. Also make certain area where schems for all the weapons drop. Maybe add another cave? We have the executioner hack and de-10 at death watch bunker, geo pistol and dxr6b at geno caves. Make a place for scythes and fix the NS lance thing. Make these quests only solo and make the random drops a group thing. With this addition i think the game will get a lot more pve group combat which it needs. Oh last thing unarmed line needs a dmg boost. Make VK cert at unarmed 3 or 4 and take 30 dmg away form TK nov and put 10 more on unarmed 3 and 20 more on unarmed 4. That way its much easier to accomplish.


Ocelot

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