Brawler Archive

Thread: New Brawler Top 5 Issues Suggestions Wanted

MasterOfCombat
Thu Apr 01, 2004 10:03 am
#14

Previously Submitted Top 5 + Responses:


1. In a post on the future of combat, Q (quoting an unnamed dev) stated, among other things, that: melee damage should be improved and negative ranged mods should be looked at.


Melee damage improved in the December Publish. Feedback at that time will be helpful.



2. HAM costs should be further looked and made less prohibitive.


Melee damage improved in the December Publish. Feedback at that time will be helpful.



3. Brawler melee weapons should be given enhancement options comparable to those offered to ranged users.


We have a “Weapons Balance” that will bring a lot of fun to the game and it will be out in the January Publish. I know your first reaction will be, “January!?!?”, but consider it. Every weapon in the game will be re-balanced, we’ll see new weapons and it will be a lot more fun.


There is also a new HAM dynamic on Test Center and if it doesn’t suffer from any problems, it will greatly enhance combat in the game on all levels.



4. Warcry and warcry 2 would be made much more usable with the addition of a status effect icon on the target display.


I will ask the developer on the damage of WarCry 1 an 2. We agree on the Icon and it will go on the feature request list.



5. The unarmed tree branch of brawler is much more difficult than any other branch. This is due primarily to the initially low damage output of fists and their high delay.


This is a single item and with all the combat changes going in, its too early to tell what the impact is going to be here, so we’re going to have to wait it out to see what the overall impact is.


Which leads me to:


Obviously Warcry 1 and 2 have changed, and the new HAM system on TC never made it to Live for balance reasons. In addition, the Combat Revamp was pushed back to a as yet unspecified date. Are any of these still top tier issues for you all?



Tosedred -
Teras Kasi Artist 4000 |
Master Swordsman |
Master Brawler |
Master Pikeman
M0G4N
Thu Apr 01, 2004 2:52 pm
#15






AlonzoOdantis wrote:
MoC, can you, if you have time, comment on my berserk idea.....i wanna know if there's something i'm "missing" about berserk or if i'm right in my statements







As far as I can tell you're right. Berserk 2 is atm just a time extension ahead of Berserk 1, so basically, I only really use berserk 1.


I also agree that berserk2 would serve a much greater purpose if it was the same length as berserk 1 (not really a need to cancel it) and did more damage.




___________________________
[in limbo] Mo' Gan : Shadowfire ~ Farewell Shadowfire and SWG
[retired] Mogan : Shadowfire ~ Master Fencer, Master Brawler
· go go Power Rangers! · wishing the Combat Balance went Live much sooner ·
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MasterOfCombat
Thu Apr 01, 2004 3:11 pm
#16






AlonzoOdantis wrote:
MoC, can you, if you have time, comment on my berserk idea.....i wanna know if there's something i'm "missing" about berserk or if i'm right in my statements






If you check my original post, I edited it in . I'm tempted to ask for berserk to work with specials... but I think that'd get pretty ridiculous pretty quick (imagine having all of your weapons min/max increase by 75... yikes).



Tosedred -
Teras Kasi Artist 4000 |
Master Swordsman |
Master Brawler |
Master Pikeman
GTOfire
Sat Apr 03, 2004 9:58 am
#17

I second the HAM costs reconsideration. I suppose once you reach the elite levels you dont use the brawler specials anymore, and so this issue bellongs with each of the elites, but I figure this is a central place for the melee professions.


it also depends on how the devs envision our way of fighting, whether they want us to strategically use every move we acquire, or use the moves as a smalll bonus over our default attack strings. If they want us to use a special only once every 5 hits, I'd say we're doing fine as it is. If they want us to be able to use our specials like we wantt to, we need them to be less killing.





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MasterOfCombat
Wed Apr 07, 2004 10:30 am
#18

OK folks, only another day and a half until I have to send these in. Any more requests, issues, etcetera should get placed here as soon as possible.



Tosedred -
Teras Kasi Artist 4000 |
Master Swordsman |
Master Brawler |
Master Pikeman
Silverjohn
Wed Apr 07, 2004 1:29 pm
#19

Having just mastered Brawler this week I agree that Unarmed is weak right now. About all it has going for it is that nice Stun attack.


As you say weapons that increase your effectiveness are about the only solution. Perhaps Handwraps (strips of cloth that go around thehand and knuckles to help support the many weak bones in the hand) at Level 1 and Brass Knuckles at level 3. Failing that perhaps adding a special Kick attack.


I also agree about the weapons being a bit same same. Maybemove Straight Swords and Lances up to Level 3 but then have them doing armor piercing damage. Also make them a bit slower but with low HAM costs reflecting the fact that a Thrust attack has to be more carefully aimed but uses less energy.


As far as Berserk goes I didn't even use it past Level 1, except with Unarmed (which needs all the help it can get damage wise) and haven't even tried Berserk 2.


The thingsI like and which should be protected if the Dev'sstart horse tradingare the Unarmed Stun and Spin Attacks at Level 4.


"Democracy is the worst form of government... until you consider the alternatives."
Winston Churchill


Morpheis
Fri Apr 09, 2004 5:18 pm
#20

i am sure ppl are going to dissagree with me on this but here we go, i think after going through most of brawler over the last week or so, unarmed isnt that bad, i do pretty even damage with unarmed 3 as i do on 1 hand 3and pike 3. 1 hand and pike are quite a bit slower and i am doing close to 200 damage per hit on unarmed at very fast attack speed/ of course this is while berserked, i would venture to say that i kill things faster with unarmed then 1hand3 or pike3. now if i take off my vk then i couldnt agree with the rest of the thread more.



RevDamienVryce

current-mast ch/ pistoleer / 4400medic

previous- mast scout/ ranger/ carbineer(holo 1)/ armorsmith(holo 2)mast brawler(holo 3)/ mast hvy swordsman/ tkm

holo 4 was silent
MasterOfCombat
Fri Apr 09, 2004 8:10 pm
#21






Morpheis wrote:
i am sure ppl are going to dissagree with me on this but here we go, i think after going through most of brawler over the last week or so, unarmed isnt that bad, i do pretty even damage with unarmed 3 as i do on 1 hand 3and pike 3. 1 hand and pike are quite a bit slower and i am doing close to 200 damage per hit on unarmed at very fast attack speed/ of course this is while berserked, i would venture to say that i kill things faster with unarmed then 1hand3 or pike3. now if i take off my vk then i couldnt agree with the rest of the thread more.







The point is: You're not certified with VKs, there shouldn't be an advantage to using them. It also shouldn't be necessary to have that advantage to gain experience at the same rate. Using the same types of things available, the 4 branches should be roughly equivelent in difficulty and the rate of experience gain. If you need to use a bag of tricks for one of the branches, it's out of line. I think this is part of the problem faced and never addressed when the cert for VKs was removed from novice Brawler, and placed in TKN.


I've compiled all the suggestions and I'll submit everything sunday night when i get back to my computer (away from home at the moment).




Tosedred -
Teras Kasi Artist 4000 |
Master Swordsman |
Master Brawler |
Master Pikeman
Areriye
Wed Apr 21, 2004 4:00 pm
#22

The weapons certs on the brawler tree are grossly imbalanced. There is no comparison between a Long Vibro Axe and a 2 handed Curved Sword. I am attempting to master brawler, and I found it amusing that a mob was easier to kill with only two boxes of 2 handed than it was with 4 boxes of polearm. Let's see... it is quicker, has the same AP and the accuracy more than makes up for the difference in damage. No contest there. The Basic Lance is a more viable weapon than the LVA, but with no AP at all, it really pales to 2 handed options. Either move the 2 handed Curved Sword's certifications or improve Polearm weapons on the basic tree. There's no reason why the LVA shouldn't have positive accuracy modifiers (if if still much less than the 2 handed options) if it is a slower weapon to others.


And I agree that HAM costs for CoB, Berserk, etc. are too high, considering that, early on, they're not particularly helpful.





-
Chilastra: Areriye Tsion, 47th IEF Squad Corporal

Starsider: Dackelrra, Dragoon (Master Pike/Tracker)
BristaAB
Wed Apr 21, 2004 9:58 pm
#23

Ranged power ups can have a primary of attack speed,max damage of minimum damage of up to 33%


Melee power ups can only have primaries that reduce HAM costs or increase chance to hit. The chance to hit power ups seem bugged because they are based on the range stat without adjustment for the fact that a +10 range weapon is actually pretty good (+60 over the minimum). The +10 range weapon with a +33% to hit power up would become a +13 range weapon, a rather feeble bonus of +3


In any event neither range nor HAM costs are the most desirable since beyond a certain point a brawler will hit most of the time and can offset HAM costs using buffs


I think that most brawlers who use powerups would like to see attack speed and max damage available as primary stats


I don't think this needs to be a complicated change - simply adding them into the list would be fine as patient artisans trial and error their way to a perfect schematic on our behalf - especially since they would make a lot more sales



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Areriye
Thu Apr 22, 2004 6:35 am
#24






BristaAB wrote:

Ranged power ups can have a primary of attack speed,max damage of minimum damage of up to 33%


Melee power ups can only have primaries that reduce HAM costs or increase chance to hit. The chance to hit power ups seem bugged because they are based on the range stat without adjustment for the fact that a +10 range weapon is actually pretty good (+60 over the minimum). The +10 range weapon with a +33% to hit power up would become a +13 range weapon, a rather feeble bonus of +3


In any event neither range nor HAM costs are the most desirable since beyond a certain point a brawler will hit most of the time and can offset HAM costs using buffs


I think that most brawlers who use powerups would like to see attack speed and max damage available as primary stats


I don't think this needs to be a complicated change - simply adding them into the list would be fine as patient artisans trial and error their way to a perfect schematic on our behalf - especially since they would make a lot more sales






Very true.5 stars for you.



-
Chilastra: Areriye Tsion, 47th IEF Squad Corporal

Starsider: Dackelrra, Dragoon (Master Pike/Tracker)
MasterOfCombat
Thu Apr 22, 2004 7:40 am
#25

Just an FYI folks, I've already submitted the Top 5, probably about 2-3 weeks ago now.



Tosedred -
Teras Kasi Artist 4000 |
Master Swordsman |
Master Brawler |
Master Pikeman
AlrightyThen
Sat Apr 24, 2004 12:26 am
#26

Warcry2 also needs to be more effective in the means of actually working, it seems they dont even get delayed anymore



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