Brawler Archive
Thread: The Fixes for all MELEE! (plz read)
Funny, that having a disarm attack for us (not pistoleer) might actually allow us to possibly beat a commando who has at least flame single. Right now it's next to impossible.
Everyone knows that brawling is the gimp of all combat as of right now. With our out of range issues, no variety of weapons, and commando’s current power, we are currently the last resort for combat. With the exception of TKA, there are a small lot of us who are currently masters in swordsman, fencers and pikeman. When the devs fix the range issues we will be better but still quite unbalanced. I thought of a list of stuff to put together that will even us up and make us more formidable in battle.
(Has been edited abit from swordsman/brawler posts)
Swordsman
Pro – Good Mind hits and Mind Bleeds and deals out very good damage, Has the use of a non-kinetic weapon (Blast)
Cons – Terrible variety of Moves (No stun or blind, and very small chance of dizzying), and gets the least amount of skill mods than any other melee class, No class KD (In this tree).
Solution – Give us more variety and more skill mods and reduce HAM Costs
Offense Line Changes
Make Area Attack 1 ability to blind & Damage area
Make Area Attack 2 ability to stun & Damage area
Make Area Attack 3 Ability to dizzy and Posture Change area (dizzy much greater chance than what it is now though)
Technique Line Changes
Nothing really wrong with this area, swordsman have more toughness than pikeman and fencer but not more than TKA so I’d leave this alone.
Defense Line Changes
Change Two-Hand Sweep toKnockdown
Finesse Line Changes
In Expert Finesse give us a mind area bleed, more skill mods or move down the mind hit 2 to it. Overall need do something immediately in the expert finesse tab.
Master Swordsman
This is fine as it is but if anything I would make 2 hand hit 3 Dizzy and blind an opponent and have a much greater chance of success than before.
Special Class Move ( Savage ) – Only Available at Master this mode will make the Swordsman’s Speed (Delay in special moves decrease), Accuracy, and Damage increase by ½. Also Counter-Attack chances double. This lasts for 10 minutes, also this move takes 125 from ham and the swordsman’s defense goes down by 1/4. This is not like berserk or intimidate in terms of the chances of it being applied. Always works 100% of the time unless you are in a stun state. (Right now stun is pretty useless)
Special Class Move ( De-equip ) – Available to Fencers and Swordsman novice this moves makes the opponent unable to use his current weapon for around 5-10 seconds. Can only use once and 15% chance of working at Novice and include skill mods so when at master 85% or higher chance of working. Cost 125 HAM
Pikeman
Pro – Can attack the Action bar for good damage and bleed the action bar
This class deals one of the highest damage. Has the use of a non-kinetic weapon (Electric)
Cons – Terrible accuracy, no variety weapons (Mostly for all melee), Receives less toughness than other melee.
Solution – Give them more accuracy and more toughness than all melee (especially if their speed will be reduced in the upcoming patches) and reduce HAM Costs.
Support Line Changes
Instead of Accuracy +20 in two skill tabs, give them a +15 in all the tabs
Offense Line Changes
Give them +10 to toughness in every other skill tab
Special Class Move ( Defensive ) – Only available at Master this mode will make the Pikeman’s evasiveness, Defense, and Block increase by ½. This lasts for 10 minutes, also this move takes 125 from ham and the Pikeman’s Attack goes down by 1/4. This is not like berserk or intimidate in terms of the chances of it being applied. Always works 100% of the time unless you are in a stun state. (Right now stun is pretty useless)
Special Class Move ( Paralyze ) – Available to Pikeman only this move makes the opponent speed decrease by half and their running speed decrease by half lasts for 3-5 minutes (at master). Can only use once per enemy and cannot apply more if it is already applied. Has 10% chance of working and only lasts for a minute at Novice, and include skill mods so when at master 85% or higher chance of working and lasts longer. Cost 125 HAM.
Fencer
Pro – Good attack Speed, can bleed body, and can target multiple ham bars at once with its attacks. And has the use of a non-kinetic move (Stun), Nice variety of moves (Dizzy, stun, area dizzy, area blind, etc)
Con – No KD, or no basic Posture change other than what all melees get in brawler, not enough evasiveness or dodging. Not fast enough.
Solution – Increase it’s attack speed and give it more dodging and defense bonuses to make up for less damage.
Fencing Stances
Give them +5 instead of +2 to melee and ranged defense in both skill tabs.
Fencing Footwork
Give them +15 to all 4 tabs in speed.
Fencing Technique
Give them +10 to dodge in every other tab instead of +5 in one tab.
Special Class Move ( Parry ) – Only available at Master this mode will make the Fencer Parry moves and return the damage and effects of the move that was going to be dealt to them, to the attacker at half the damage, has to be done before the move and has a chance of not parrying. If not parried they suffer 1/3 more than they would if they had gotten hit. There is a 65% chance of parrying the move. So if the Attack was a 100 stun move and the attack was parried the attacker would suffer the stun and receive 50 damage. If the attack wasn’t parried the fencer would receive 125 damage and still be stunned. No HAM Costs.
Special Class Move ( De-equip ) – Available to Fencers and Swordsman Novice, this moves makes the opponent unable to use his current weapon for around 5-10 seconds. Can only use once every 35 seconds and 15% chance of working at Novice and include skill mods so when at master 85% or higher chance of working. Cost 125 HAM.
Teras Kasi
Pro – Good damage overall, fastest attack speed, can directly attack all pools, can heal poison/bleed and other effects, good toughness, excellent variety of moves and skill mods.
Con – High HAM damage, no variety of weapons.
Solution – Just reduce HAM Costs.
Overall Change
That is what I had in mind for the melee changes, plus, overall Swordsman and Pikeman should have more toughness and deal more damage than the TKA and Fencer, while those 2 shoulddeal lessdamage and have more evasiveness and speed (right now TKA has more of all). So instead of decreasing TKA’s damage, just increase pikeman and swordsman damage, and increase fencers’ speed. The Swordsman and Pikeman range should be changed since they acquire larger/longer weapons. I think this would be a good way to add variety and give us other classes the variety in which we are are lacking.
Range changes:
Pikeman: 9-10m
Swordsman: 8m
Fencer: 6m
Teras Kasi: 5m
I believe if those changes were put into affect this would make melee so much more better and balanced. I’d love to hear what everyone thinks about this please feel free to post. Hopefully if we get enough readers to read this it we could get some of this implemented. This wouldn’t be hard at all to implement just a few variable changes and new moves. Thanks all and stay brawlin.
5m range for TKA and 6 for a fencer is worthless. The ranges should be higher unless we can hit while runing and even then TKA should have like 8 m at the least while weapon users a bit higher.
As a TKA i can hit at 5mwith np at all, my problem is i can not be taking a single step to be able to hit.
Great suggestions Zen. Hope this will be not only read but also considered in future changes if they ever happen.
we could use
1) throwing darts ! ya!
2) combo hit 2 , hitting for the same dmg as uanrmed hit 3 cept targets 3 pools at 2x ham cost /shrug
3) increased range to 8m atleast
4) styled moves that intimidate 1, instead of having to pause to apply like some crap poison that never works
5) boost power in master box, that will be 40% more productive then the current TC version
6) new vibro cert in master box that does kenetic+acid dmg /shrug
7) and if this combo system is going to go in, give us somre more dmging styles that do somthing worth while
7a) unarmed hit 3 ( already have)
7b) combo hit 2 (already have, needs to be better)
7c ( the stun, blind, KD2, needs dmg incerased on them)
7d mind action and hp pool shots, they are ok sorta, but the HP one needs a major overhall, and the action one needs a moderate one for dmg.
7e some sort of percision blow, that avoids armor, IE we hit their vulnerable spots, or have a chance to etc etc.
or.....
please give us one giant pair of clown shoes, if we are suposed to be ronald mcdonald.
Swordsman: 8m
Fencer: 6m
Teras Kasi: 5m
----------------------------
Although to be somewhat realistic, these ranges seem ok, but when you compare them to the game, anything less than 12m is still useless against other players. There is a fudge factor of 6mbetween aplayer and the server, and considering one player chasing another with the same 6m fudge factor gives you a possible error of 12m. Anything lower than this would be pointless.
Zenoge wrote:
Which is dumb not to implement it,I mean why not, that is an actual fencer move. I don't see why not to have it, and why the hell would a pistoleer get a melee move? Makes no sense to me. If the devs can't give the fencers a move that would be useful they sure as hell need to think of something quick. Anyone other ideas guys cause i've ran out of stuff that the programmers can code into the game without it taking too much time.
because if it actuall unequips the weapon, it has to have a timer or else people just have to hotkey their weapons. if it doesn't allow you to equip other weapons, then people would get extremely annoyed by it, on top of the fact that it is probably not a simple implementation either. pistoleers have a disarm skill because it's not just a fencer type of move.. they could shoot the weapon out of your hand.
instead they could just implement a attack delay move that would keep people from being able to attack for a duration. This would accomplish the same end result without the hassle of actually unequiping the weapon.
Everyone knows that brawling is the gimp of all combat as of right now. With our out of range issues, no variety of weapons, and commando’s current power, we are currently the last resort for combat. With the exception of TKA, there are a small lot of us who are currently masters in swordsman, fencers and pikeman. When the devs fix the range issues we will be better but still quite unbalanced. I thought of a list of stuff to put together that will even us up and make us more formidable in battle.
(Has been edited abit from swordsman/brawler posts)
Swordsman
Pro – Good Mind hits and Mind Bleeds and deals out very good damage, Has the use of a non-kinetic weapon (Blast)
Cons – Terrible variety of Moves (No stun or blind, and very small chance of dizzying), and gets the least amount of skill mods than any other melee class, No class KD (In this tree).
Solution – Give us more variety and more skill mods and reduce HAM Costs
Offense Line Changes
Make Area Attack 1 ability to blind & Damage area
Make Area Attack 2 ability to stun & Damage area
Make Area Attack 3 Ability to dizzy and Posture Change area (dizzy much greater chance than what it is now though)
Technique Line Changes
Nothing really wrong with this area, swordsman have more toughness than pikeman and fencer but not more than TKA so I’d leave this alone.
Defense Line Changes
Change Two-Hand Sweep toKnockdown
Finesse Line Changes
In Expert Finesse give us a mind area bleed, more skill mods or move down the mind hit 2 to it. Overall need do something immediately in the expert finesse tab.
Master Swordsman
This is fine as it is but if anything I would make 2 hand hit 3 Dizzy and blind an opponent and have a much greater chance of success than before.
Special Class Move ( Savage ) – Only Available at Master this mode will make the Swordsman’s Speed (Delay in special moves decrease), Accuracy, and Damage increase by ½. Also Counter-Attack chances double. This lasts for 10 minutes, also this move takes 125 from ham and the swordsman’s defense goes down by 1/4. This is not like berserk or intimidate in terms of the chances of it being applied. Always works 100% of the time unless you are in a stun state. (Right now stun is pretty useless)
Special Class Move ( De-equip ) – Available to Fencers and Swordsman novice this moves makes the opponent unable to use his current weapon for around 5-10 seconds. Can only use once and 15% chance of working at Novice and include skill mods so when at master 85% or higher chance of working. Cost 125 HAM
Pikeman
Pro – Can attack the Action bar for good damage and bleed the action bar
This class deals one of the highest damage. Has the use of a non-kinetic weapon (Electric)
Cons – Terrible accuracy, no variety weapons (Mostly for all melee), Receives less toughness than other melee.
Solution – Give them more accuracy and more toughness than all melee (especially if their speed will be reduced in the upcoming patches) and reduce HAM Costs.
Support Line Changes
Instead of Accuracy +20 in two skill tabs, give them a +15 in all the tabs
Offense Line Changes
Give them +10 to toughness in every other skill tab
Special Class Move ( Defensive ) – Only available at Master this mode will make the Pikeman’s evasiveness, Defense, and Block increase by ½. This lasts for 10 minutes, also this move takes 125 from ham and the Pikeman’s Attack goes down by 1/4. This is not like berserk or intimidate in terms of the chances of it being applied. Always works 100% of the time unless you are in a stun state. (Right now stun is pretty useless)
Special Class Move ( Paralyze ) – Available to Pikeman only this move makes the opponent speed decrease by half and their running speed decrease by half lasts for 3-5 minutes (at master). Can only use once per enemy and cannot apply more if it is already applied. Has 10% chance of working and only lasts for a minute at Novice, and include skill mods so when at master 85% or higher chance of working and lasts longer. Cost 125 HAM.
Fencer
Pro – Good attack Speed, can bleed body, and can target multiple ham bars at once with its attacks. And has the use of a non-kinetic move (Stun), Nice variety of moves (Dizzy, stun, area dizzy, area blind, etc)
Con – No KD, or no basic Posture change other than what all melees get in brawler, not enough evasiveness or dodging. Not fast enough.
Solution – Increase it’s attack speed and give it more dodging and defense bonuses to make up for less damage.
Fencing Stances
Give them +5 instead of +2 to melee and ranged defense in both skill tabs.
Fencing Footwork
Give them +15 to all 4 tabs in speed.
Fencing Technique
Give them +10 to dodge in every other tab instead of +5 in one tab.
Special Class Move ( Parry ) – Only available at Master this mode will make the Fencer Parry moves and return the damage and effects of the move that was going to be dealt to them, to the attacker at half the damage, has to be done before the move and has a chance of not parrying. If not parried they suffer 1/3 more than they would if they had gotten hit. There is a 65% chance of parrying the move. So if the Attack was a 100 stun move and the attack was parried the attacker would suffer the stun and receive 50 damage. If the attack wasn’t parried the fencer would receive 125 damage and still be stunned. No HAM Costs.
Special Class Move ( De-equip ) – Available to Fencers and Swordsman Novice, this moves makes the opponent unable to use his current weapon for around 5-10 seconds. Can only use once every 35 seconds and 15% chance of working at Novice and include skill mods so when at master 85% or higher chance of working. Cost 125 HAM.
Teras Kasi
Pro – Good damage overall, fastest attack speed, can directly attack all pools, can heal poison/bleed and other effects, good toughness, excellent variety of moves and skill mods.
Con – High HAM damage, no variety of weapons.
Solution – Just reduce HAM Costs.
Overall Change
That is what I had in mind for the melee changes, plus, overall Swordsman and Pikeman should have more toughness and deal more damage than the TKA and Fencer, while those 2 shoulddeal lessdamage and have more evasiveness and speed (right now TKA has more of all). So instead of decreasing TKA’s damage, just increase pikeman and swordsman damage, and increase fencers’ speed. The Swordsman and Pikeman range should be changed since they acquire larger/longer weapons. I think this would be a good way to add variety and give us other classes the variety in which we are are lacking.
Range changes:
Pikeman: 9-10m
Swordsman: 8m
Fencer: 6m
Teras Kasi: 5m
I believe if those changes were put into affect this would make melee so much more better and balanced. I’d love to hear what everyone thinks about this please feel free to post. Hopefully if we get enough readers to read this it we could get some of this implemented. This wouldn’t be hard at all to implement just a few variable changes and new moves. Thanks all and stay brawlin.
Isn't it already 5m? i know it was much lower than before and if it is 5m and our swords are 5m i thought comeon lets change it noway some guy with some knucklers on could reach out and hit someone faster and better than someone with a long azz polearm. Just doesn't make sense.