Brawler Archive
Thread: Discussion of Top Brawler Issues
War Cry 1 = single target delay for 10 seconds, if running they go to walking
War Cry 2 = AOE delay for 20 seconds, stops all movement
I am new to the brawler profession, but I have managed to become a master marksman and master scout, as well as for a time a ranger and bounty hunter. I think that brawler has some fundamental issues.
a. HAM costs for special moves are way to high, as a marksman i could go through an entire fight with yellow and sometimes red difficulty creatures using special attacks for the entire fight. As a brawler this has not been an option if more that one quarter of my attacks are specials than I either end up killing myself due to depleting my pool or getting incap'd by the MOB. This is something that the dev folks may want to look at
b. Unarmed -vs- Armed brawling even here there is a definite difference. Take for example the womp rat, with level 3 unarmed I can barely beat this creature throwing stunning blow, unarmed lunge, warcry, and intimidate. If I switch to a 1h, 2h or polearm weapon with the same level of experience I can quickly beat them just using normal attack. Is it the intent that unarmed combat is supposed to be that much more difficult? Maybe increase the damage reduction from melee attacks while unarmed a little bit more. That or further increase of the attack speed so that at least you can hit quicker off set some of the damage that you will for sure end up taking.
Well thanks.
I am working on UA 4, on the way to smuggler. I can honestly say that it feels as if my progress is slowed toa crawl. I am also marksman 3/3/3/3, just about to finish out pistol. That went fast compared to the UA XP.
For heavens sake, I understand if the UA profession is supposed to be hard at first with the payoff coming in at TKM, but in a game where the newb experience is already under attack, please, please change UA to something more balanced (easier to hit UA4). 70K XP? 90 at a time because that's the most efficient way?
This road is too long for what you get at the end. I am looking forward to hanging up my boxing gloves and going back to good old pistols on my way to smuggler. If I never see another Sleemo punk, it'll be too soon.
--Yakisoba, Bria
- Unarmed is a brutal grind. There's no reason that unarmed must be as tedious as it is.
- Polarm is a weird grind. You go from the balanced and easy to use combat staff, to the inconsistant lance, and then to the self-abusive LVA. Something doesn't feel right in that progression.
- Fencer advanced the most appropriate.
- The XP progression is quite odd. You make quick time for boxes 1-3, but the 4th box of every profession is a much longer grind. This feels quite uneven in the scale of things.
/follow /follow /follow /follow /follow /follow /follow /follow /follow /follow /follow /follow /follow /follow /follow /follow /follow /follow /follow /follow /follow /follow /follow /follow /follow /follow /follow /follow /follow /follow /follow /follow /follow /follow /follow /follow /follow /follow
What developer decided that when the AI of your character will defend himself but not follow that would be a good thing for game play?
so if for whatever reason you the player does not see the attacker your brawler will go into a combat stance and then stand there and die because you cannot see the ranged attacker...
Oh yeah and why can running npc's abnd critters attack while STILL running but players cannot we have to stop then position ourselves to ATTACK... I am playing a fencer and that I know of the this is the reason kiting is possible... Mean while as a ranged attacker I burst run from my melee aggro and continue to get hit all the while but if I ran or walk at the very same aggrro that is running from me I have to STOP to attack!!!
Well these have my brawler issues for some time...
Otica (the wookiee with the most)
MAW Industries
(Intrepid galaxy: 4660 -3545 Moenia, Naboo)
First Wookiee
"YES, I AM a yeti, and I AM from Yavin 4"
Master Artisan
Brawler 4/4/0/0
Fencer 0/0/0/0
Marksman 0/4/0/0
Scout 4/0/4/0
Smuggler 0/0/0/4
Creature Handler 1/3/1/1
/follow /follow /follow /follow /follow /follow /follow /follow /follow /follow /follow /follow
/follow /follow /follow /follow /follow /follow /follow /follow /follow /follow /follow /follow
/follow /follow /follow /follow /follow /follow /follow /follow /follow /follow /follow /follow
/follow /follow
What developer decided that when the AI of your character will defend himself but not follow that would be a good thing for game play?
so if for whatever reason you the player does not see the attacker your brawler will go into a combat stance and then stand there and die because you cannot see the ranged attacker...
Oh yeah and why can running npc's abnd critters attack while STILL running but players cannot we have to stop then position ourselves to ATTACK... I am playing a fencer and that I know of the this is the reason kiting is possible... Mean while as a ranged attacker I burst run from my melee aggro and continue to get hit all the while but if I ran or walk at the very same aggrro that is running from me I have to STOP to attack!!!
Well these have my brawler issues for some time...
Otica (the wookiee with the most)
MAW Industries
(Intrepid galaxy: 4660 -3545 Moenia, Naboo)
First Wookiee
"YES, I AM a yeti, and I AM from Yavin 4"
Master Artisan
Brawler 4/4/0/0
Fencer 0/0/0/0
Marksman 0/4/0/0
Scout 4/0/4/0
Smuggler 0/0/0/4
Creature Handler 1/3/1/1
i dont know if this has been said before, but when I try to use beserk, almost EVERY time I try to execute it, nothing happens...then i have to hit it again...and again...and again and by the time it executes (sometimes over a minute later) my ham is either halfway gone, all the way gone, or im laying on the ground incapped/slain
please fix it so it executes when you hit it, or make it not charge you ham costs every time you hit the button
One ofthe biggest issues I see is that powerup range modifiers do not add correctly.
a powerup with Ideal range modifer +30% to a power Hammer with an ideal range modifer shouldnt increase the distance in range, but should add/decrease teh range modifier.
Currently for melee most mods are less than 1.0 rounding down equaling 0, makingthese powerups completely worthless.