Brawler Archive
Thread: 3 Ways To Fix The Game (& Brawlers)
My idea of a group:
Brawler tanks a creature, absorbs the damage, and makes sure it doesn't attack anyone else in the group because they have the strongest defense. Medics heal the Brawler and Marksmen stand back and blast the creature for everything they've got. Simple, effective, everyone wins, everyone serves a purpose.
The current group:
Everyone uses pets to tank a creature and it holds aggro perfectly while marksmen stand back and shoot at it. Brawlers approach the creature and immediately grab its aggro (because apparently doing a little damage beside something is more aggrovating than doing thousands of points of damage from 40m away) and get their ass kicked becaues their defense bonuses are so pitiful. There are no medics about because they are all working on combat skills and can easily get medical exp in a Med Center. There is no incentive to group.
The solution:
1. Make Brawlers able to tank.
2. Change the way aggro works. Either make it so creatures still maintain aggro if someone goes into melee combat on its target OR make them LESS able to maintain aggro. The latter will prove unpopular but would actually help the game a lot because it would encourage grouping, create a function for the brawler i.e. tank,and stop 1guy and hisAT-ST from soloing 15k missions without any fear of death.
3. Create a higher incentive for medics to actually heal in groups. DO NOTlower currentmedical exp but rather impose a bonus for healingsomeone in a groupif they are in combat and the medic has not attacked anything for the last 60secs. I'm not talking about nerfing medical exp or the way healing works, I simple want to give an incentive formedics to join a group andhunt with them.They can still grind in the med center, they can still fight in groups, they can still do everything like normal but they can gain faster exp for healing group members who r in combat. Now medics might actually want to leave the cities.
Opinions please.
1. Make Brawlers able to tank.
Why? NO ONE in Star Wars could tank. Even the jedi had to rely on evasion and force powers/tricks when combat got close. Brawlers should be more skilled at dodging and avoiding damage rather than standing there like a meat shield.
Gor41 wrote:
1. Make Brawlers able to tank.
No one can tank things that hit that hard.. They need to boost toughness, but I don't want to be totally tank oriented, because tanks lose damage output.. That's why I quit my Warrior on EQ for a Monk..Damage output.
That would force grouping onto people, some enjoy solo play. The system is fine.. Mobs target the closest enemy and if two are equal distance go for the weaker of the two usually.
Gor41 wrote:
2. Change the way aggro works. Either make it so creatures still maintain aggro if someone goes into melee combat on its target OR make them LESS able to maintain aggro. The latter will prove unpopular but would actually help the game a lot because it would encourage grouping, create a function for the brawler i.e. tank,and stop 1guy and hisAT-ST from soloing 15k missions without any fear of death.
Gor41 wrote:
3. Create a higher incentive for medics to actually heal in groups. DO NOTlower currentmedical exp but rather impose a bonus for healingsomeone in a groupif they are in combat and the medic has not attacked anything for the last 60secs. I'm not talking about nerfing medical exp or the way healing works, I simple want to give an incentive formedics to join a group andhunt with them.They can still grind in the med center, they can still fight in groups, they can still do everything like normal but they can gain faster exp for healing group members who r in combat. Now medics might actually want to leave the cities.
There is an incentive to heal in groups, you get combat xp based on how much you heal. It's how my doctor got the combat xp for Combat Medic =P
You get medical xp if you use STIMPACKS to heal people(Not /tenddamage)
You get combat xp if you heal a person with stimpacks during fights