Brawler Archive
Thread: TOP BRAWLER ISSUES in need of Balancing
I too am a little disappointed in the Brawler. I'm halfway through expert unarmed and I usually get my clocked cleaned by blue mobs with more then 500 pts in any given pool. The sad thing is, I'm advanced in carbine and can easily kill white mobs that have 700 pts in a pool. Carbine/Pistol is just so much easier.
I see the big issues as follow:
1. HAM costs are a joke for unarmed.
2. Specials do little, are not worth the cost, and fail to much.
3. Unarmed damage is really low/bad.
4. I have no defense ability, I can't block/dodge?
5. I can't punch a target while moving, but a pistol user can shoot you in the chest from 64M away while running and hit with 100% accuracy? A rifle user can headshot you at 64M while running and hit 100% of the time. Running with a rifle??
6. Run speed should be faster for an unarmed, unarmored, highly trained athelete/fighter.
7. Unarmed attack speed should be higher.
Traps dont work on people...I guess I could use grenades(they work on players??)
I am just in total awe that they made a melee class who cant block or dodge..and not as a special ability, it should be inate.
I dont like the fast someone with pistol 1 hr into the game can kill me because I dont get any type of abilities that can literally stop him.
I am in favor of some type of dodge or "movement" ability similar to the movie/stories of "Dune".
Or even a disarm ability.
I am a Master Marksman, Master Unarmed, and Master 2 handed brawler.
The brawler class, although very fun is completely outclassed by anyone carrying a gun. Guns are far more powerful then melee. The brawler class is poorly implemented and completely unfinished.
I have become a master marksmen in less time then it to took me to reach unarmed master or 2 handed master. That should make it apparent that there is some real work needed with the brawler class.
I can sit out at 64 meters and 1 shot kill most mobs and 2 shot the others, with LOWER HAM costs then my brawler special moves. I take 0 damage, with 0 risk making it 0 downtime. I can take out a lair with my rifle in under 1 minute. It takes me 10-15 minutes going unarmed to take out the same lair . I usually get incapacitated once as I get MOB pops on me plus a couple lair spawns. With my rifle any one of them would be dead in 1 shot.
If for some chance a MOB jumps me I can use warning shot or threaten shot to make them run away in fear then pick them apart. If a humanoid jumps me I can use suppression fire to drop him to the ground then pick him apart. Oh but wait theres more, I even have pointblank shot so I don’t suffer any accuracy loss while in close range with my rifle.
Brawlers on the other hand have to run in and engage, taking all the risk and killing themselves with there own special moves. Which cost more then my gun specials by the end of a fight. Brawlers are taking all risk with more than twice the damage a gun carrying class is. If we use berserk we can take upwards of 4 times the damage. Its become very annoying having to constantly run back to town to heal because you have no way to avoid damage like a marksman.
My accuracy in melee range is –5 when unarmed or using an axe. My pistol is +10. Kind of silly. If I can use my rifle to get a +50 to accuracy at an optimal range of 35 meters why can my brawler not receive the same kind of bonus at optimal melee range. Instead my brawler takes a penalty for being at optimal range for his class profession but a marksman receives a bonus?
Why does my unarmed skill not get a specific pool hit? My 2 handed gets a mind hit, if I had gone 1 handed I would have action hits. I know unarmed receive the status effects, but they do not work. My stun attack NEVER stuns my opponent. However with my carbine I can stun a MOB almost constantly, yes stun at point blank range. Not to mention make him run around in circles with warning shot and threaten shot and I can use selectable action pool attacks.
I was always told never to voice a complaint without some constructive ways to fix them so here they are.
- Lower the HAM costs for brawlers by 50% at least for all brawler skill trees
- Fix the accuracy in melee range, melee should receive a bonus for being at optimal melee range just as markman do
- Increase the brawler melee defense in all skill trees
- Give each skill tree in the brawler class a dodge or block skill. A skilled brawler will actually learn how to develop this not so unique skill of their profession.
- Give brawlers the ability to counterattack. MOBS counter attack me all the time, avoiding my hit then actually hitting me, why can’t I counterattack them? A little kreetle can counter attack yet a master brawler like myself cant. Heh!
- Ranged attack accuracy while moving should drop by 500 at least.
- Pointblank attack should be removed as a skill THIS DEFEATS THE NEED FOR A BRAWLER. If I can do 500 points of damage in melee range with a gun why the hell be a brawler with all the other problems the class suffers from
- Fix the unarmed stun attack to actually stun because it does not, but I can with my carbine.
- Give the unarmed a lower level weapon to use like Brass knuckles that a novice engineer can make. The lack of any kind of unarmed weapon until a weaponsmith makes such a high skill level is an amazingly ignorant oversight.
- Unarmed Hit should target health, unarmed stun should target action, and unarmed blind should target mind. An unarmed fighter is no less a marksmen with his fists then a marksman is with a gun.
- Fix shooting through hills and mountains. As a brawler this is one of the worst problems. In a PVP game proper terrain usage is a must for brawlers vs marksmen. With a radar for marksmen to see me and the ability for them to shoot through the hils/mountain I stand no chance when they can hit me for 1000 SELECTABLE mind pool damage before I can get to them.
- Berserk is totally out of control and implemented poorly. We already lose all of our special attacks and add to that the penalty MOBS never missing us and taking double damage. With some of the other ideas implemented above changing berserk to something like +25 damage, +25 Accuracy, -50 Defense would be better.
- Unarmed attack speed shoud be faster. if a pistol can do over 300 dmg and attack just as fast unarmed should at least be able to attack faster.
Make changes similar to these and brawlers can actually be brawlers and not cannon fodder.
Yes, what is the deal with the negative to hit bonus, no matter how close you get, its negative. Awesome.
Running mobs are awesome, they attack back, even though they don't do an attack animation. Awesome. I got myself a pistol just so I can shoot the runners without getting damaged more, needs to be fixed.
However what takes the cake? Terrain does NOT block ranged attacks. If a marksman uses tab, you can target something on the other side of a mountain and attack it. It get better, guess what does stop lasers? Rocks, the rocks you can't walk over. They are 3 feet high, and can stop a marksman from 'seeing' his target but a 5724628763897239263 foot high mountain can not. Buildings don't stop them either. Many a time have I been fighting someone in a city and try to lose their 'lock' by weaving through rows of buildings. Apearantly they crafted some crusie missle ammo cause it hits me just the same.
So in effect, the only way to attack a marksman is to find a flat feild with lots of little rocks. Mountains only slow you down while he blasts through them. Fix this. Now.
I love no edit button, gg enter key and tab = submit post.
Anyway, yes we do die alot. But if you paid to bind yourself where ever you where fighting (a measly 1k) you hardly are set back at all, get back out their and zerg those tuskans. Also I like how in big groups most melees hang back untill someone else goes up first and takes the aggro, get on up their and die =) Or do what I do when you get frustrated about how those tuskans beat you down in 10 hits by not tanking, and watch the ranged guys run around and die as the tuskans chase them =)
Another thing...
To tank effectivally I figured I would get some full chitin armor.
Armor + the stat drains +high HAM move cost = Dead due to loss of action or horrible damage and no exp.
whoever does that brawler corespondant needs to bring these issues up to the devs.. now that im a little farther along i see just how bad this really is. the 2 biggest are by far that we NEED our ham costs lowered (christ 100+ cost vs like 30 cost for a marksman!) and we SERIOUSLY need a HUGE boost in our defensive stats. right now a friggin pistoler can tank about as effectivly as i can, thats not right, were rough and tumble brawlers, why am i getting my arse handed to me the same as a scrawny bothian sniper?!
^_^x KD
Thanks, and notice there looking for brawler coreespondent. I have applied. I want this to be a viable play proffession, as of now its fun, but has many holes that need addressing.
Varth
Please forgive me if this sounds stupid...but since all brawlers get the snot beat out of them...what if we recieved experience based on the amount of damage done to us. We are after all the only profession that MUST get in close and personal, and since we don't have much in the way of defensive gains, it would help out. Like I said earlier...forgive me if it sounds stupid...just voicing an opinion.
Srahecc Expert Unarmed Brawler
Wookin pu nub....gettin slapped for it.
Srahecc, that idea has far to much room for abuse, I coudl actually take my wookie out into a nest of kreetles let them attack me all day, I heal fster then they can do damage to me now.
A more viable option is simply give the profession skills that its lacking. Skills that the profession would be trained in. ie, the art of dodging, counterattacking and the ability to actually take a punch better then a guy that is not trained in melee fighting.
I want my skills to actually work, and work for me, not against me and kill me faster then MOBs do. Berserk is broken, and all my other HAM costs are way to high to be added with the amount of damage I take from MOBs. No imagine if I got experience for all that? To much room for abuse. Especially if I had a medic there to heal me.
Varth (Kauri)
UmmmWTF wrote:
Please Don't turn this into a discussion thread. This is a list of what's wrong.. Keep it that.
I would like to add to the list that whenever you Bezerk you then have to press attack again. You stay in combat position but will never swing again until either you are attacked and then auto return attack or you press attack.
This happens to the marksman as well. I found myself mashing the attack button quite often, not sure if I was needing to or if there were just some very long delays in my attacks for some reason. It just seems buggy to me.
Im tired of these Johnny come lately's with their "slick advice". If one more jerkwater hick tells me, "nothings wrong, you just have to play better", they can bite my shiney metal ass casue brawlers are WAY out of ballance.
For those of you who were in beta, I noticed that from Beta 3 to launch, in a span of about 3 days, brawlers changed dramatically.
Im at the same place right now than I was in Beta and I am capable of accomplishing WAY less than before.
Not to mention, I have totally flatlined in terms of progress. I either have to go after mobs that are underpwoered and Im getting no XP or Im dying WAY too often...
th
No Offense guys,
But your all screaming Unarmed and Polearm, 1h and 2h are all suffering the same, Action, Damage, Slow attacks and lack of defense issues.
When a Lvl 3 Rifle User can Kill something in 3 shots and a Novice Pikeman Brawler gets a quick dirt nap the Issuses are HUGE!
This all started back in beta with the unarmed lunge and PVPer'sScreaming nerf. So what I get one hit with a 10k weapon for 800 ht pt which is once in a blue moon, the average is 250 or so. I have taken 3 punches in the face and have now 400 ht pt damage. The rifle user has 3 shots turn for turn doing 300+ ht pts per, with nodamage. I am not saying nerf the rifleman , Either SPEED UP THE BRAWLER ATTACKS orallow us to use 1 attack that attacks certain ham bars IE: Polearm hit Always hits health.
I don't PVP, but I am now looking at changing the way I play because of it. The nerfs are killingthe Brawler Class.
Brawler vs Creature ,
Brawler puts1hit on creaturefor 526 random on a bar
Brawler takes 3 hits from creature to same bar
Brawler hits creature for 200 damage random bar
Creature hits brawler 3 times for 120 each hit random bars
Brawler Zerks fails and takes damage.
Creature hits brawler 3 more times
Brawler takes a Dirt nap.
Rifle vs Same Creature
Rifle gets in range takes a shot hits creature for 300 or so damage
Creature rushes rifleman.
Rifleman takes another shot for 300 on creature hitting the same Ham bar
Creature now closing the distance.
Rfileman now runs shooting the creature while running and kills it.
Rilfeman Takes little to no damage if he can out run it.
RInse and Repeat.
And don't say it isn't the truth, Cause It has been proven numerous times. That is why I say speed up Brawlers attacks it is not the damage we are dishing out it is the fact we get 1 hit to thier 3 and we never get a chance to roll a good hitbecause we aren't hittingoften enough. If the "BIG" hit rolls are 1 in 10 the creatures will get them long before we ever get one.