Brawler Archive

Thread: Introduction and Goals from the new Brawler Correspondent.

Thunderheart
Wed Jul 23, 2003 10:11 am
#27

Hello Spaz



Kurt "Thunderheart" Stangl
Community Relations Manager
Ozoshh
Wed Jul 23, 2003 12:07 pm
#28

Thank you so much Spaz_Hairlip for hearing and voicing our concerns! I know exploits and bugs are the devs top priority, but this stuff is important too.


Class: Unarmed


Race: T'doshan


Name: Ozoshh


Server: Ahazi


Level: TK student


1) Yes lower HAM costs! Yes yes yes. To emphasize this point, I *always* come out healthier from a fight if I do NO specials - regardless of which ones I try, or armor, or VKs, etc. This is just no fun. The specials look cool, they make fighting more interesting, and they *might* add some interesting effects and strategy to combat (I'll get to that in #2), so it's a darn shame that they're virtually unusable.


2) More noticable effects from specials. This is my only point that hasn't been as emphasized by others, but it has been mentioned a lot as part of the "specials problem". It's cool to be able to blind or stun someone, but shouldn't I notice a difference afterward? I'm sure there's an effect in there, it just doesn't seem like enough if i can't really tell the difference. Shouldn't my hit1 do at least as much damage as someone elses targeted attack (body, leg, head shot1)? I just got my spin move and tried it out on two whites and the damage was pitiful. I know it might seem like asking a lot to reduce costs and increase effects, but it doesn't help much to have an affordable special that's still not very effective.


3) Yes defense of some sort. Blocking, dodging, absorbing, something. I know that ranged weapon-holders take extra damage from melee (some say pistoleers don't)but it's not enough. I'm supposed to be the guy getting hit, so allow me to do my job as the tank. Armor helps, but then there goes any remaining hopes of specials (as it stands now), and I don't get any better at wearing armor as I go up in skill.


4) Yes accuracy. The difference between my -6 and a pistoleers plus whatever at close range is just unacceptable. To be honest, it doesn't seem like I miss all that often. But if it's more often than the pistol guy, then it's not right, unless I'm doing a lot more damage. A related note here - I was all excited to get hunting II which gives a +10 bonus to hit creatures. Then I read more closely, and the description says that it only applies to *ranged* attacks. Excuse me? You have got to be kidding.


5) Yes, anti-fleeing opponents. It is NO fun to chase someone around until you are shot to death. Running away should not be an offensive tactic! Their advantage should be damaging us while we're closing. We need some way to close, and then it should be our fight to win once we get in there. If they choose to run away, they should be actually trying to run away - sure, they deserve a chance to get away, but their shots should be desperate and we should have a chance to catch them. And no, lunge doesn't work at this point. Maybe knockdown if I ever get there?


Responses to some other's concerns: (Spaz, you can skip these if you're short on time, I know I've had my five =), but there are some productive suggestions in here as well)


XP: I think if these other things got fixed, we should be getting competitive XP in a group, right? As long as we're doing competitive damage. Maybe we should be doing a little more damage since we're also taking the hits? Or get some extra XP for applying blinds or stuns? I feel like with my VKs I do a bit better damage than my pals...but it's hard to compare as far as skill level and weapons go...


Unarmed weapons: Doesn't this seem like an oxymoron to anyone else? Sorry but I just don't think there should be VKs at all. It's supposed to be UNARMED! Here's my productive suggestion since they probably won't get rid of VKs: Have our hands do almost as much damage as VKs. Then VKscan increase damage slightly, while increasing HAM costs slightly, so it becomes a workable trade off:a bit moredamage vs. a few more special moves. Both strategies need to work (here it wouldif Brawler's XP wasn't solely damage based).


(So these last few sentences might might qualify as a rant, but I certainly think it's relevant...Isn't this profession supposed to be about our hands being deadly weapons? I was so sad when I realized that to remain viable, I had to buy a weapon to continue with my unarmed fighting. Wouldn't it be nice if this one career path freed you from searching for, buying, and repairing your weapons? Or more importantly, if our bare fists actually did competitive damage?)

VargusStarblazer
Wed Jul 23, 2003 2:33 pm
#29

Welcome fellow Brawler!


Class: I have two classes I'm working on. TK artist, and Master Brawler (so very very close to Master).


Race: Human.


Name: Vargus Starblazer


Server: Bloodfin


Level: TK novice, Master unarmed, master 2 hand, expert 1 hand, expert polearm


1) One of my biggest peves so far is the fact that my ham drains so fast when I perform any kind of special. It seems to me, that as a brawler, I would have more physical strength, and prowes to kick with a weapon in my hand, if Brawling is my speciality. This should be especially true in TK tree.


2) Any of the lunges only work for about half a round. If I knock someone down, I should be able to get at least one good hit in, before he stands back up. This to me just seems like common sense. Though, if I remember correctly, this was nerfed late in beta 3. (Anyone else remember that, or was it just the damage was nerfed?).


These are the two big ones.




Lord Vargus Starblazer
___________________________________________
Commander - Brotherhood of Light
Col.- Rebel Alliance
FMR - Master Bralwer/Teräs Käsi Master/Force Initiate
Jedi Master
HAVOC Squadron Pilot
"Only the inept carry a blaster."
makkura
Wed Jul 23, 2003 3:13 pm
#30

sorry my bad ! i thought you were dissing the brawlers, peace out make love not war ;-)


on another note : woot !!! i made it to tera kasi novice i now have meditate and unharmed hit 2 !



it rocks.

gustavef
Wed Jul 23, 2003 3:28 pm
#31

I have only one meta-issue:


Make getting a specialist in one Brawling tree take as long as getting a specialist in the Marksman tree.


It seems to me, that someone could make Master Marksman in about the same time it takes to get only one Specialist in Brawling.


-gustavef

KayL
Wed Jul 23, 2003 3:40 pm
#32






gustavef wrote:

It seems to me, that someone could make Master Marksman in about the same time it takes to get only one Specialist in Brawling.


-gustavef






Yes, thats because marksmen dont have to spend nearly as much downtime healing, and getting wounded tended to as brawlers. Taking damage is a given for brawler. Marksmen can kill targets before they get in range to damage. And, have the advantage of kiting slower targets around. (can we say 800 xp red con Feral Banthas anyone? A young marksmans dream xp)


Not to mention, a brawler vs a white con target usually takes at least twice as long to kill it as a marksman vs a white con. This is due to the fact that


1. Marksmen have skills that target specific ham bars


2. These skills drain VERY little ham. WIth a scout blaster, Bodyshot drains less than 20 Action. You can simply spam it and only do it and hardly notice a HAM change. Id like to see a brawler do that with any of their skills.

ekiander
Wed Jul 23, 2003 4:07 pm
#33

One thing I'd like to add is concerning the damage brawlers take. Currently I agree that we take too much damage and do too much damage to outselves through our skills. I for one am better off not usingmy skills, I'm a novice TKA btw. But, when intimidate lands it is a devastating skill the problem is that it rarely lands and uses up a lot of HAM. The same goes for Beserk. Not quite as devastating as intimidate but effective none the less.


Basically what I'm saying is if intimidate became a bread and butter skill we would not need such a drastic overhaul of our damage absorbtion. The only problem is that you get it at novice brawler so technically every class could easily get it.


I just find it disturbing that basically all our skills are detrimental to our classes rather than helpful. I'd like to see our specials enhanced to make us more viable rather than a complete broad damage modifier.




Alibaba the great Wookiee
Chilastra
Kenshin-dono
Thu Jul 24, 2003 12:25 am
#34

err.. makkura, yes, it requires combat experience. But to turn your statement against you, obviously you didn't read the OTHER branches. all the elite profesions finess branch require combat expirence. Thats not what the point of your post was, you, and many others are saying you cant target the ham pool, im saying yes you can. that reply had nothing to do with your original post or my comment.


TK's please stop asking for pool specific moves, you get them, lets focus on real brawler issues.


I would like to comment on the 'make specials more effective' that some people are bringing up. I do agree with that. Not just ham cost effective (which is a major issue on every list, lol) but actually do something. of paticular notice are the stun line and lunge line. how about actually knocking them down, or better yet holding them in their position for at least more than 1/4 a combat turn =P Redrivers comment on ham cost on failures is good too. Although i thiink they should cost something, just less.. something like a fizzle from EQ



^_^x KD

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