Brawler Archive

Thread: The Fixes for all MELEE! (plz read)

Cruseydr
Tue Oct 07, 2003 12:19 am
#27







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)






By non-kinetic move you mean our stun baton correct?


Unfortunately our dizzy doesn't stick (if it lands) for long anymore. Blind is somewhat useful.







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.






that's not going to make us any faster =)







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.




the devs have already said that they aren't going to make an actual disarm skill. Pistoleers have been asking for their disarm shot to disarm since beta, but they've said that it would just be a headache for players.



__________cruseydr________________________________________
Blademaster - 1433 Doctor on Chilastra (Currently Active)
3143 Dancer - Aspiring Smugger on Intrepid (When I'm Bored)
Combat Medic - Pistoleer on Bria (Retired since July)
IamDaniel
Tue Oct 07, 2003 3:01 am
#28

I just wanted to say that I PRAY those Swordsman changes you listed won't ever be implemented, because it's one big piece of nerfbait. The only thing I see fit that should be changed for us, is to move the posture down timer down to 5 seconds also, same as KD. I like my profession for everything else. We should NOT get kd AND pd.
Xeonus
Tue Oct 07, 2003 6:54 am
#29

Your ideas are good..I have been one of the forerunners trying to help the Melee classes....but....I completely disagree with making pikemen the toughest at melee combat. They do need more accuracy....but i do not believe they should have more toughness mods compared to TKA...sorry I just dont see that...Increase speed and accuracy..most definately.



Lo'Pan (Master Creature Handler / Going Back Up The TKA Tree / Medic)

Kauri Server

"There are many mysteries, many unanswerable questions. Even in a life as short as yours." -David Lo Pan (Big Trouble In Little China)
Wookiefreakout234156
Tue Oct 07, 2003 10:10 am
#30

WOW


I love that paralyze move I hate it when enemys get away though you should also make it so they can't burst run for another 10 min or make tka weaker




Vistit IMPHL Mall At -5945 1395-Talus, Hunter's Legion
UnseenForce
Tue Oct 07, 2003 11:19 am
#31

It sounds great but I don't think we have the highest damage in melee... if this is correct, I believe that some websites listed hit 3 for tka, fencer, and swordsman for 4x the damage, while we only have 3x. Of course, we also have a posture change and stun effect added when we hit them but as stated above, stun is virtually useless right now, and with the kd timer, the posture change effect is hardly useful.



Insusurro Gafiw

Master of the Single Handed Blade

Master of the Art of Tera Kasi

and Master of the Brawling Profession



Live well, Fight with honor, Rest in Death
fulltime_killer
Tue Oct 07, 2003 1:14 pm
#32

Have you checked the in testing page recently? There are several general fixes for brawler that should be in the next big update. Mostly damage increases and HAM cost adjustments. Also there is a post in SWG discussions ( posted by adev )that outlined specific profession changes that will probably alsobe in the update. One specific change that should interest you is that they are going to increase melee range to about 10-15m, that's right I said 10-15m. The reason given for such an increase is to compensate for latency issues between client and server. In other words, whereyour opponent is on your computer is not neccessarily where your opponent actually is, so to make up for thisthey are increasing the melee range so that any Mob cannot possibly be out of range while still seeming to be in range. An inelegent but likely effective solution.



Not exactly "Mr. nice guy"
Zenoge
Tue Oct 07, 2003 2:11 pm
#33

Well you guys should be, I mean look at what your carrying around.



Ayyub Zenogias

Da Black Ghetto Swordsman in Shinin Armor

"f**k wit me imps and my Titan's Hand Hammer will be all up in yo a$$"
Zenoge
Tue Oct 07, 2003 2:16 pm
#34

Hehe, no need to be sorry it's your opinion. I respect that. I believed they should have been tougher because of the speed delay the devs mentioned, I mean if they're going to hitslower they should receiveless damage to make up for the less hits. Thats just my opinion though and I still like to think what everyone thinks about the master classes moves.



Ayyub Zenogias

Da Black Ghetto Swordsman in Shinin Armor

"f**k wit me imps and my Titan's Hand Hammer will be all up in yo a$$"
NeutralMonk
Tue Oct 07, 2003 2:39 pm
#35

5/7/9/12 would be good ranges for me, but what I really want to hear about is the ability to attack and run at the same time. How many martial arts movies/shows/whatever have you seen where the guy can't run and jump kick or throw punches while running?


I think the ability to run and attack will be good, maybe a small delay after the attack. For example when you run and jump kick, when u land, you will stop for about a little less than 1 second and continue to run again. Maybe the same with punches.

Mister_Heavy
Tue Oct 07, 2003 2:51 pm
#36

Cool post. Some very creative additions in there.



I must admit that I don't like the idea of having different ranges for the melee professions. I know it's realistic to have pikemen attack from further away than unarmed, but with the server sync issues, I really feel that everyone needs to be able to hit from at least the 12m server "fudge factor" (as the devs put it). I also feel that 12m is far enough away for a melee attack. Anyone using melee attacks from more than 12m away would only add to the strangeness.




Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
pyclone
Tue Oct 07, 2003 3:46 pm
#37

Agreed with the tka change, we should have the lowest ham costs in game even with VK's we are unarmed.


Across the board melee range should be uped to 10-12m becasue of server lag, or 16m if heavy weapons remain clasified as melee.




Zocli a ilcoZ
Killer Doctor t Jedi Crafter
Xedshu
Tue Oct 07, 2003 5:20 pm
#38

DEVS read this and THINK, i know you can do it



-----------------------------------------------------------
STOP NERFING THE "OVER POWERED", START FIXING THE "UNDER POWERED"!

KarlaceEQ wrote:
"Ya know the devs spent alot of time and energy making sure Vader doesnt yawn, you want them to fix a profession to????"

Xedshu Nuorag Ranger/ Paused-Pikeman/Pistoleer
JunonS
Tue Oct 07, 2003 7:32 pm
#39

Taking it into proper perspective...

Little bladed knuckle thing vs a hudge pole or pole with an axe on the end of it.

Some gaffi stick with little spike on the end of it

Power hammer... thats bout only thing that should be higher when comparing it to a Polearm of some sort.


Can agree that they are also taking ranges on these weapons out of context too... the invention of the polearm came about because it could out range some sword, hammer, or fist.

Poke him in the eye from a good distance away.. doink
Page 3 of 4