Brawler Archive
Thread: The Fixes for all MELEE! (plz read)
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 =)
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.
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.
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![]()
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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.
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.
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.
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