Brawler Archive

Thread: New Brawler Top 5 Issue List Request.

TeknoXI
Sun Sep 07, 2003 4:12 pm
#40

Berzerk / Lunge, Knockdown is my biggest concern. The way they were nerf totally screws over the way we get things done, fight, and in the long run...survive.


Explaination Below


-------


Berserk. I agree that +75 damage for Berserk1 was a good move. It was helpful as a Novice Brawler but didn't become too powerful as the PC grew. This is the way starter skills should be IMO.


Now...applying the same effects as Berserk2 but this time with a 2 minute duration...very bad idea. As PCs get to a higher level, a 75 damage increase just doesn't cut it anymore. Defense starts to matter at this point too. This is why a 75 damage increase does not justify loss of all defense. If Berserk2 was changed back to it's old double base damage, things would be great again. It is a fair trade of damage and defense. This would be up to par of a Master level skill.


Lunge2/Knockdown. As a Master Brawler, melee in general, we get kited quite often. If we fight mobs such asCorsecs and sometime Stromtroopers, they generally kite us. We lunge/knockdown them. We get in 1 or 2 hits, they stand back up and run. Because of the introduction of the lunge/knockdown nerf, we can no longer fight back after the first lunge/knockdown because the mob will be immune for a certain amount of time. I wouldn't mind the timer all that much if the "Target Out of Range" was fixed. That's the issue here. Because we knock them down or lunge them, and get into range, they have the ability to run off again and we cannot fight them.

Sir_Voor
Mon Sep 08, 2003 7:18 am
#41

Questions that we would at least like a response to:


4. Why so few damage types compared to range weapons?








[`M Sir VOOR N`\

_Outlaw_
Mon Sep 08, 2003 7:32 am
#42






Frederik wrote:

My other concern is kiting, which will not be fixed by adding movement buffs. That would lead to more exploitations instead. Fixing the knockdown moves would fix this well enough, or maybe even adding in a newmaster brawlerspecial movethat would lower posture or even knock players down at a ranged distance (say, 20-40 meters distance), like a throw rock or weapon technique. Its just a thought.







How does moving faster lead to exploitation? There needs to be some delineation to movement when running around with a big ass t21 rifle mounted over the shoulder and someone in fast pursuit with a vibro knuckler. If you wear armor or carry big guns, you should run slower. That's logic, maybe I am ignorant to your point because I do not see what you are getting at.


Even with increased defense, increased defensive mods while moving, even if we had increased damage, with our only ability to stop someone from running hindered by a 30 second timer, none of the changes to the melee class means anything. Sure we'll be able to do x3 damage to a commando, but when you see him shoot over his shoulder with a rocket launcher or flame throwerrunning at the same speed, how do you plan on getting to him?

Dahjiel
Mon Sep 08, 2003 12:34 pm
#43

Yea, I have an issue. My new character on a new server sucks. Unarmed is totally useless. I can't kill a dam thing.


But I can sure pull out my pistol and take care of the problem real quick. Kinda funny how a sevort can incap me at unarmed III. But with my pistol with bodyshot 2 I can aggro manage the whole sevort lair and come out with a fair amount of HAM left over.


Unarmed damage is way too low. Special moves fail way too often and I am not sure if they even do anything. It seems I take just as many hits from the mob even if they are stunned and blinded.


The only way that I have any hope of getting better is by using my pistol to healthshot and get the mob bleeding. And this is assuming that the mob does not BAF. Then equiping the vibroknucklers, which I am not certified to use, and beat the crap out of it.


All I can say is,unarmed sucks, and I'll probably neveruse it again once I hit the pre requisite for smuggler or commando. My experience so far with unarmed has made up mymind that I do not want to be teraskasi.




Tagit Kraitea
Mater Bio Engineer-Corbantis
Master Sergeant, Imperial Army Engineer Corps
snowballschance
Mon Sep 08, 2003 1:23 pm
#44

Attempted to post this but I don't see where it took, if dupe sorry, here goes.



Snowballschance - Master Pikeman - Master Brawler - Tarquinas - BHSS




1) Specials - Zerk/Warcry..etc (bugged makes melee horrid to play)



- Make the level 2 skills from master brawl worth it, zerk2 being the worst


- Bugged being the specials NEVER hit, has resisted message <-- fix asap


2) Deffense - We haven't been a "tank" from day one



- We need special deffenses block/dodge/counter (haven't had since release ???)


- Confused with our role in the game, reguardless ranged templates shouldn't get near equal deffense


3) HAM cost - Where was the balance it still socks



- Wookie with max str/quick and hits action/health for 139 <-- thats pathetic


- HAM for specials warcry/intim..etc, needs change: 1)high cost = high% hit or 2)low cost = lower% hit


4) Hit + Run



- Complain about movies/RL but once templates are in a game there must be balance, so many people cry: "if you chase me with bat and i shoot you with a gun i win...etc" This is everyones galaxy and should be balanced as we pay for it and work to create it. Therefor we as a whole decide the changes


- Melee must recieve some type of balance vs ranged. I've mentioned before add a special effect to intim or warcry that slows the foot speed of the enemy, root. Making melee not faster but having to use HAM + SKILL to catch the prey. <-- ya'll can do better with balancing this factor; game should be named star wars blasters or more recently star wars commando's


5) KD - It needed a balance but not made worthless



- With peoples given resistance to KD vs only usable every 30 sec? <-- things like this make me wonder because a BH can spam eyeshot and kill you before you land KD (in addition as a pikeman and having AOE sweep how fair is that, tru we shouldn't be over kill but this is one of the few reasons to choose pikeman over other classes.


- If KD are going to be nerfed then allow Lunge to be used more often. It already only did 1 damage and can be resisted also, yet another quick irrational decision to change without thinking balance.



* Overall this patch was a big slap in the face for melee's across the galaxy. MAKE MASTER BRAWLER WORTH OBTAINING. Problem being Master isn't worth it atm because the skills/specials given from novice can't even be used due to poor design. SWG has great potential, but you can only disgrace certain classes before they turn their back on you. I'm not going ranged because melee is bugged because I want to be melee. If some things can't be corrected SOE may find a shorter # of enlisted players/members.

Spaz_Hairlip
Tue Sep 09, 2003 7:55 am
#45

I'm polishing off this list and sending off tonight. If you haven't made a constructive comment by now do so, or you have no right to flame me when you hate the list *you know who you are!*




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


Wise_Old_Jedi
Tue Sep 09, 2003 10:32 am
#46

Since the KD nerf my biggest issue is that the knockdown doesn't last near long enough. Especially for a skill like lunge2, the whole point of lunge2 is to stop people from running away. But KD lasts less than a second, it actually takes longer to finish the KD animation than the actual time knocked down.

Its one thing to nerf KD so you can't use it over and over. But to also make it so the one KD you can use in battle doesn't even last long enough to make it worth it is simply pathetic.
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