Brawler Archive

Thread: I need some help today with a Brawler Fix to get implemented.

cimianx
Sun Sep 21, 2003 5:28 am
#14

Man, I agree with Duke Hondo. The combat dev has already said that damage and HAM need to be addressed, but it'll need to wait until the new combat system + baseline is put into place. I would focus on skills that were broken with recent patches that don't appear to be on the radar. Skills, that if fixed, could help out brawlers everywhere:


1. Warcry1, Warcry 2 not working with delay timer (if this were fixed, we could reduce damage immediately instead of waiting for the new system).


2. Taunt apparently on an immunity timer/working inconsistently (makes it hard to stop kiting mobs).


3. Berserk1, Berserk2 don't scale at all as skill level increases. Berserk2 especially impacted and next to useless.


All of the above are brawler specific and have known fixes becausethey were working before and are now broken. I don't understand why you felt the need to prioritize an issue that's already been recognized by the developer's as a priority issue.




Cimm Katta on Chilastra (active)
Teräs Käsi Master | Master Creature Hander | Medic

Cimmee on Tarquinas (retired)
Master Weaponsmith | Master Artisan | Fencer | Marksman
Spaz_Hairlip
Mon Sep 22, 2003 7:02 am
#15

I would like several clean, short replies from UA, 1h, 2h and polearm about why Berserk, Warcry, Intimidate, and other skills are not working for you. Please explain yourself and try and get it in to me here in a day or so. I have been asking for input but have not really recieved as much varied explainations as I'd like. You guys seem more content to do nothing, then flame me if you don't like what I do on my own


So give me your broke skills based input ANDa way to fix them (that is really important). To me, Intimidate works rather well, so I don't really know where you are coming from if you all think it sucks. Berserk1 is fair at lower levels but gets a bit useless at tier4. Warcry is borked and I haven't been able to try Warcry2 for a while. I'd like a little input on each skill, I have the main mans ear ready for some input, so if you don't enlighten me with what you want said, then I tell him what I think, and you don't like it ...


You have the stage! Make good use of it now!




NNNNNNNNNNNNN
Marshall Pat'richia "Imperial Jedi Hunter"
TKM - (Holo Grind Class)
s Guildless
You don't know the milkyness of the Breast side.


Rissen
Mon Sep 22, 2003 8:10 am
#16

Good deal spaz. intimidate does seem to fail a lot but that could be the level of the mob factoring in. war cry as you say is borked. Does defense seem to be working for everyone...maybe it is just me? anyway any fixes would be appreciated ham costs, broke skills, etc.



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DukeHondo
Mon Sep 22, 2003 8:49 am
#17

First off, failure rates are rediculous for how much HAM it still uses..


Intimidate is good, yes.. But it fails very often.


Berserk1 is useless after you get your first tier, because you can outdamage it with specials(I can atleast.. with any of the weapons) I'm fine with this blowing after a little I suppose..Though it'd be nice if they lowered failure rates considering it isn't realy worth much anyhow.


Berserk2 is even more useless because you do the work to get that and then it's basically just longer duration. Why not revert Berserk2 to be like the old Berserk was? (Double the damage taken for double the damage dealt)


Warcry1 and Warcry2 don't work, I don't know why.. I don't know what they did, this is something theyd have to figure out.




Hondo (Radiant)
Yoda - Lineage 2 (Kain)
Robinhood/Hondo - Lineage 1 (Dep/LoA)
Hondo - Guild Wars
Hondo - World War 2 On-Line
cimianx
Tue Sep 23, 2003 7:11 am
#18

Berserk1 and Berserk2do not scale. Berserk, in general,adds a fixed amount (+75) to damage and reduces defense for a specified duration. As you gain ability, +75 damage points becomes a smaller and smaller proportion of total damage output. Yet, the defense penalty remains the same - namely, you get hit signficantly harder (and more frequently) by higher CR mobs. Berserk2, in particular, is exceedingly worthless due to it's duration because the damage gained is not worth the loss in ability to utilize special moves.


Solution(s) might include returning Berserk back to it's old percentage based formula or, my preferred alternative, keep Berserk as-is, but allow specials to be utilized while Berserked. In effect, Berserk becomes an on-demand "powerup" and a unique ability to the Brawler line.






Taunt works inconsistently. In beta, taunt would cause NPC's and mobs to attack you at melee range. This was wonderful for stopping kiting mobs, though it cost a tremendous amount of mind pool. The current Taunt ability works inconsistently when it sticks:


1.Taunt will appear to have no effect (the target continues to behave as though nothing happened), OR


2. Taunt will work as in beta - the target will cease ranged attacks and attack at melee range, OR


3. Taunt will cause the target will cease kiting but continue to utilize stationaryranged attacks.


Sometimes, Taunt will consistently fail to stick or be resisted. I chalk this up to a bad string of random rolls.


Solution(s) My preferred solution is to return Taunt to it's beta roots - force the target to attack you at melee range for a significant cost to the mind pool. This might be extended into PvP to perhaps reduce accuracy of ranged attacks, since you obviously can't force a player to move into melee range.






Warcry1 and Warcry2are no longer working after the delay timer addition. Prior to the delay timer, Warcry would add a significant delay to the target's combat queue. This was equivalent to 3-6 combat rounds, depending on your own attack delay. Currently, all targets will resist the delay, even if combat/spatial spam indicate a successful Warcry.


Solution(s) I suspect the designer responsible for the delay timer has not initialized the timer for Warcry, and this is causing the current bug. Just get the timer working correctly.






Intimidate1 and Intimidate2 I have no issues with these abilities. I have not noted unreasonable failure rates, although it should be noted that both skills work better before the target has taken substantial damage. I have had great success landing these if I use them before damaging my target. I'm not sure if this is by-design, a chance occurrence, or a system fluke.




Cimm Katta on Chilastra (active)
Teräs Käsi Master | Master Creature Hander | Medic

Cimmee on Tarquinas (retired)
Master Weaponsmith | Master Artisan | Fencer | Marksman
Sir_Voor
Tue Sep 23, 2003 11:04 am
#19

1H Lunge is complely broken


here is a link to some results I posted with some replies that confirm my results


forums.station.sony.com/swg/board/message?board.id=fencer&message.id=4390








[`M Sir VOOR N`\

Spaz_Hairlip
Wed Sep 24, 2003 12:56 am
#20

Warcry and Warcry2 have no effect at all when used, but you still take the HAM hit for it. There was a point a month ago or so when they were working, but now they just don't seem to fire off, even though you get the animation and the HAM hit.


Berserk1 is good at novice, but when you get to tier 4 in a tree that +75 dmg is no good. The damage to Berserk1 should scale a bit more.


Berserk2 should also do more damage, and since it lasts several minutes, really causes a problem since you can't do any specials while berserk and you take more damage from hits. With berserk2, it should do the same damage that it used to, or scaled up damage for what it does now, but no longer give the defense penalty when taking damage.


Intimidate1 and Intimidate2 are working ok, but the general sense is that they fail to often for the high price of the HAM costs.




NNNNNNNNNNNNN
Marshall Pat'richia "Imperial Jedi Hunter"
TKM - (Holo Grind Class)
s Guildless
You don't know the milkyness of the Breast side.


DukeHondo
Wed Sep 24, 2003 8:09 am
#21

/cheer


=P And for me Berserk1 wasnt even any use after tier 2 - not sure why.. I did more damage with specials. (But Trandoshan..)




Hondo (Radiant)
Yoda - Lineage 2 (Kain)
Robinhood/Hondo - Lineage 1 (Dep/LoA)
Hondo - Guild Wars
Hondo - World War 2 On-Line
VeganDago
Wed Sep 24, 2003 4:47 pm
#22






FluxHavoc wrote:

The EASIEST way to fix the cannot hit while running issue:





What "cannot his while running issue?" Everyone says that but I have absolutely no problem attacking while running. I do it in PvP and PvE with regular attacks AND with special attacks. NEVER a problem.
zaytra
Wed Sep 24, 2003 6:52 pm
#23

Thats what I want to hear Spaz... three cheers lets get our current skills working properly before adding anything just to cause more promblems ... I will be happy with warcry2 working again ... makes a HUGE diff in pvp pve battles on tougher things ..







Master tka Master defense fencer Master brawler .. part docter

DTank
Thu Sep 25, 2003 5:17 pm
#24

Well done Spaz excellent work..


D'Tank (Eclipse)

zaytra
Sat Sep 27, 2003 1:01 am
#25

Spaz if you get a update on warcry pls let us know..... hey maybe toss in a range increase for it while your at it ) ... but having warcry back would be wonderful ...
SordDaPlaya
Sat Sep 27, 2003 11:16 am
#26

serriously though... brawlers (and any melee elite, like pikeman, which i am) should do a hella lot more damage than a freakin pistol. Pistoleers (which i am also) get it way too easy (not as easy as BH though...) I mean... they get to shoot from a range, where we have to be like .00001 M away from our targets to hit them.. think about it... if we are 5 M from the target and the BH or pistoleer is 20 M away, who is the target going to attack? DUH! and then, to make it cooler, the BH/Pistoleer gets to do MORE damage to the target, where we are stuck doing our 200 HP hits, they are back there doing 600 HP hits..and not taking ANY damage the whole time, where we are taking every hit from the creature or player...


it is serriously stupid to have a person with a little zapper do more damage than a giant lizard with a stick that vibrates at mega high speeds and is very sharp on the end... its just not accurate...


-sorde




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