Brawler Archive

Thread: Top 5 Brawler Issues Submitted: Week 1

gustavef
Fri Jul 25, 2003 8:32 am
#14

Here is my take on the HAM issue.


A Marksman can spam their /<part>shot1 till the cows come home and not realy worry about it.


If a brawler over uses a special, they kill themselves.


So make the Marksman Specails cost more, or lower the Brawlers. (Kill their cow, or give us one


-gustavef

Klorss
Fri Jul 25, 2003 8:56 am
#15

Akuna, in all those insances it's because you're out of range according to the server. Watch the combat spam window and you'll see.


Brawlers can attack while moving, but terrible netcode prevents them from being in range.

ejr
Fri Jul 25, 2003 8:58 am
#16

Spaz, you are right on target there buddy. I've got friends playing doing over 900 damage with their laser rifles with overcharge...we should be able to do the same, except with a equal level type of knuckler, in other words, knuckler certification is a good thing.
Also, as much as people state that they are a brwaler and not a tank, that is BS, if you are solely a brawler, you are a tank by definition, and as such you need to be able to deal with damage done to you like a tank. Either by being able to take a helluva lot more of it, or by being able to defend better against it. No, this is not EQ, but there they had the implementation of an unarmed fighter done correctly. Also special costs need to be lowered, period, as does the extra cost for using them with knucklers equipped. For example...if I punch you in the face with my fist, how much harder or taxing on myself do you think it is going to be for me to punch you in the face with brass kuckles on? Same deal..I can see a high special muliplier for high cert knucks...but that is a circular argument right now since there is only one type of knuckler available.
Anyway man...great start, I'm glad you're up there going to bat for our class.

Bromir
Kauri
Streetracer81
Fri Jul 25, 2003 9:19 am
#17

ejr get over it man. This is not everquest, there is no such class as a tank anymore. Brawlers job is not to tank.
Sir_Voor
Fri Jul 25, 2003 9:24 am
#18

ejr: "Either by being able to take a helluva lot more of it, or by being able to defend better against it."


I use traps to week his defense to melee attacks, use attack to reduce his ablity to attack, then attack his weakest spot. also have my stats set so a recover quickly and use little energy do special moves. SO I use my brains not uber defense or attacks. if you want to be a tank ask for uber armor not to force ALL meleers to be tanks!!!!!!!!!!!!!!!!!!!!!!








[`M Sir VOOR N`\

AkunaTenshi
Fri Jul 25, 2003 9:31 am
#19

Klorss - That may be the case. I have suspected for a long time now that the problem with attacking while moving was caused by position tracking problems. Regardless of the cause, we should be able to attack moving targets reliably.


I was also thinking about the strange (negative) to hit modifier we get. It occurred to me that for unarmed, the min, ideal & max ranges are the same. I wonder if we are getting hit with some kind of point blank range penalty.


StreetRacer - It's fine if you don't think there are any problems with the profession but a lot of people think there are. I'm sure we all play differently so there are probably a lot of things about the profession (good and bad) that sompe players have experienced butothers haven't. Just because someone hasn't had a problem doesn't mean there isn't one.


I'm still confident that Spaz will do his best to address the problems that people are having.


Akuna



Redirect
Fri Jul 25, 2003 9:53 am
#20

Voor, thank you. I hadn't used traps (much less realize I could) so I am going to try that out tonight.
RedRiver
Fri Jul 25, 2003 9:59 am
#21

nobody ever asked for tanks here. this is not EQ for sure. ya can pick multiple professions and combine melee with ranged so makin' brawlers tanks will make 'em uber.


however, if the deves address any one of the points listed by the original poster we are gonna see much improvment already! if they do all 5 or so it's gonna be fantastic 8-)

TheDoctre
Fri Jul 25, 2003 10:02 am
#22

Spaz,
Excellent post, and good work. You covered all my bases.

Streetracer,
As no one has asked this question of you, if you think Brawlers aren't tanks then what do you think we are?

Personally I see a brawler's role as the main tank for a group. We control aggro through taunt, we are supposed to be right up on the mob which means the mob is going to be hitting us the most. That means we're tanks.

Sir_Voor,
As to the armor issue, ummm some people play Wookiee brawlers so armor does us absolutely no good whatsoever. We need defense bonuses.



--
Omekat the former dancing Wookie

Brawler - 4/0/0/0
Master Scout
TKA - 0/4/4/3 - going for master
Ranger - 4/3/4/4 - going for master
ejr
Fri Jul 25, 2003 10:05 am
#23

Guys, I'm not asking for this to be EQ, I'm also not asking for this to be AC, where UA was also implemented better by the use of the melee defense skill. I AM asking for a better UA experience overall...IF I decide to beat on mob X, I have to close within melee range of said mob, allowing mob X to beat on me as well...ok, this is fact. Period. I now have to "tank" said mob till it, or myself is dead. This is only more evident when I am out with my ranged weapon weilding buddies who are doing far more damage (thus getting far more xp) than I am...the mob does not reaggro to them, it stay with me while I dole out 200-300 dmg hits, and they mind shot it to death for 500+ points at a time. It's really not anything I need to "get over" it is an inbalance in the game that needs to be addressed, simple as that.
Streetracer, fine brawlers don't tank..ok then, what do we do. Semantics is not something I am willing to argue here, and it's probably not an argument you want to get into with me anyway.
Sir_Voor, thank you for the tips...I have only been using those since day 1 of the game's release. This is not a game guide forum or thread, it is a thread describing what can be done to make the brawler a better class to play, as such my answer only dealt with that subject. We can discuss hybridized battle tactics all day long...somewhere else. Capice?
It is not the design of my response, or anyone here who wishes to see improvements in the class to paint all brawlers into a corner of what they are and are not able to do..but the fact of the matter remains...if you brawl (ua, 1H, 2h, pole), you "tank" WHEN you fight..period. When you are in the cantina...no you are not tanking...when there is a fight going on around you and you are playing medic to your buds..no, you are not tanking. When you are trying to work on your carbine skill, right, you got it...more than likely you are not tanking. If you are in the mob's face, and taking a beating just so you can earn some xp...guess what pal? You're tanking. But maybe you guys don't? Maybe there's a basketweaver skillset to the brawler tree I don't know about..that would be cool.... (sarcasm off...)
The point to my original post that seems to have been glossed over by the two of you is that as a class who HAS to take a beating to earn xp...I feel we need a better way to mitigate damage done to us, something other than wearing a ton of armor. That is my biggest gripe about the class, as I gain more experience I should be able to get hit less, period. I should be able to augment that with specials (stun, blind, etc) or traps that do the same thing. My case for being able to take more of a beating was only one of those things to throw out there because when you present ideas you try...TRY, to present something productive and you try to present more than one idea...you present options. My preference, though is to get hit less often, for less damage. You don't like my reference to EQ? Fine. You don't see any of the three musketeers (master fencers I'd say ) aching to get stabbed in the throat, no way, they block or get out of the way...

On a side note, I'm also thinking that instead of certifying knucks all the way up to TKA, somewhere in TKA you should be broken of your reliance on them, i.e. your fists should start outdamaging the knucks as you learn better not only how to hit your opponent, but where to hit your opponent.
Thanks guys, you woke me up on a lazy Friday...enjoy!

Bromir
Kauri
KayL
Fri Jul 25, 2003 11:03 am
#24

About Dizzy


Alone its useless, its meant to be used in conjunction with a stance change attack or a knockdown. Dizzy makes you have a very high chance of falling down when going from prone to standing, or changing stance at all.


So, the concept is: Hit with a Dizzy attack, then Lunge. When they go to stand back up after the lunge, they fall down.



The problem with this is simple.


1. Lunge does basically no damage


2.Two Special attacks = lots of Ham drain. You have just hurt yourself by about 1/4 of your total life doing this.


3. In a group, you wont get much xp by doing this. Dizzy attacks do minimal damage, and lunge does none. So while marksmen are blasting away for 300 a pop, or the TKA next to you is Berzerking for 500+ a hit, you arent doing anything that really gains you xp, but are helping everyting else in the group earn xp instead. BAD gameplay aspect if you ask me.


Scorus
Fri Jul 25, 2003 11:23 am
#25

Top notch!

For future weeks: /follow . There is some bug where about half the time when I hit /follow I run straight forward, no matter what direction my target is in or subsequently goes. It is as if I hit the autorun. Needless to say this makes it rather hard to stay in polearm range.

Scorus



Scorus
Streetracer81
Fri Jul 25, 2003 11:47 am
#26

TheDoctre you have to get out of that EQ beliefs. There is no more tank class. There is no such thing as a tank in this game. Tank had only one purpose (to take hits and keep agro), only one nothing else. We have a totally different purpose as brawlers.

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