Brawler Archive
Thread: Unarmed Brawler/Scout Suggestions. We need help.
First,I noticed in the Trappingtree of the Scout classI get traps that lower acreatures melee defense. After testing many many times, I notice zero difference during combat in either of the 2 traps that lowermelee defense. I don'tnoticably hit more often orfor higher damage after successfulmelee reduction traps. Please note that I said "noticably". There very well may be a difference after I successfully hit with atrap, the problemis that I don't notice the difference. This will be acommon point Ibring up during this post. The Devs mayhave included many things in the game to aid combat enjoyment butwhen those things do occur, we don't seethe differencebecausethe changes are either too small to notice or are working properly. Aside from the snare and root traps, I can say after attempting houndreds of traps that I don't see one difference in the battlewith any creature. This post is about the Scout/Unarmed(melee) problems, so I will stick to that. I can see the hugebenefit to the snare and root traps fora Marksman. The only traps that benefit the melee class are the melee defense reduction line. These traps need to have a noticable difference duringcombat.My suggestion would be tonoticeably increase damageoutput and damage frequencyafter a successful meleereduction trap hits a creature.I know my damage outputs during combat, both highs and lows. An increase in 10-15 to the high output plus a noticeable bonus to hit the creature would not be out of line to ask. Thereason that I picked 10-15 damage to the high end is because I currently have a CH pet that does 10-15 damage (a canoid hunter baby) and while fighting even levelcreatures the battle justfeels right. Istill take a good amount of damage but my damage output with the pet makes battles more on the level of where I personally think it should be. The battle is no cakewalk and I still have to rest beforeengaging in the next battle, but thediffference is I don't have a rest for so long that Iwould need the aid of a camp. After abrief rest with the aid of theCH pet damage, I can comfortably engage in another battle.Some may ask why am I arguing this point at all when I am getting the 10-15 damage output from the pet. I would have preffered not to take any CH at all. The 17500 Scouting exp the get CH would have been usedonthe Ranger skills had Ithought I needed a damageboost from a CD pet.
Second, I noticed that in the Unarmed Tree I get Unarmed Stun 1 and Unarmed Blind 1. Again, both these skills do not do any noticable difference other than an increased damage output which could be attained by Unarmed Hit 1 or Unarmed Spin Attack 1 anyway. A creature stunned or blinded still appears to hit just as often when these 2 skills are successful. Also, Unarmed Hit 1 and Unarmed Spin Attack 1 are basically the same. There is no noticable difference in damage output in these 2 skills. Now the tricky part, how do you balance this issue? I for one wouldtake a damage output decrease in bothUnarmed Stun 1 and Unarmed Blind 1 if I could see a noticable difference after a successful hit. In my opinion Unarmed Stun 1 should act like Warcy 1 does but with the damage output of Unarmed Lunge 1. I'll take a 1 point damage with a stun attached if I can get a free hit from aincreased damage outputskill (more on that later)without taking damage. You would also have to increase the action pool penalty of Unarmed Stun 1 so it won't be just spammed over and over again during battle. Whatto do with Warcry 1 then? I would make Warcy 1 into a very short term fear with heavy Mind or Action Damage. Mind damage makes more sense to me.Lastly, please increase thedamage output of Unarmed Spin Attack 1 by 20-30 above the maximum it is now but with a increase in action pool damage to balance it out. Climbing up theUnarmedtree to only to get a skill that does no noticable difference than thethe first level Unarmed Hit 1 is not very enjoyable. Unarmed Stun 1 that does 1 damage and stuns the target for enough time geta freenoticeably increased damage output of Unarmed Spin Attack 1 will help me enjoy the class more. Unarmed Blind 1 should be set to do "normal" non-skilled attack damage output but please increase the chance for the creature to miss an attack. I would also assume that agreater action pool penalty would be in order to balancebut Iactually leave current action pool penalty and see how it goes just with the lower damage output for now.