Brawler Archive

Thread: Brawler PvP Snare Ability

V-vex
Thu Jul 03, 2003 9:20 am
#1

Problem: In PvP Brawlers are being Kited by Marksman with no way of inflicting damage.


Solution: Although I hate comparing SWG to EQ, I think that one solution for this problem would be to give Brawlers some form of "Snare". If we had some method of slowing the target player then we could have a chance at picking them off. Make it last only a few seconds with a re-use timer of say 10-15 seconds. It could be an easy coding task, on a successful "snare" just have the client force the code of holding down the "Shift" key for that player. That would give us the ability to get within range for a few seconds, or at least long enough to get a single special attack in.


It would be easy to tune the length of time it last and the re-use timer so that it doesnt become an balance problem, just give me a few seconds so I can get a hit in please. Hell tie it into the Stun Attack, that would be fine for me. Also please consider making "Blind" specials black out the players screen like they do in EQ (again sorry for the kickback). There should be some sort of client side ramification of a player blinding another player.


And go one step further, Dizzy should do something also =)


I know that this type of balancing is at the bottom of the list with the laundry list of other gamestopping issues, but hopefully someday they can be evaluated.


-Vvex

Grimror
Thu Jul 03, 2003 9:35 am
#2

I don't think snare fits into anything brawler type, though I agree something needs to be done about ranged kiting in pvp. I think something to the effect of decreasing chance to hit while on the run with ranged vs PCs might be effective, or increasing our range vs PC so we don't have be up the gut of someone in order to do damage. But you are probably correct in that this won't be addressed anytime soon.
icutyou
Thu Jul 03, 2003 10:39 am
#3

We have one, it's called unarmed lunge. Yeah it sucks, but if you can get lunge 2 you'd be rocking. Not only does it stop your target, it knocks them down for a good while. Once down, they're incredibly vulnerable to melee attacks so you can hit them even harder without getting hit.



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icutyou
Thu Jul 03, 2003 10:41 am
#4

Oh, about dizzy, it does do great things. As you advance in skill it works better. Basically if someone is dizzy, every posture change has a chance of them falling down. In beta, I dueled my TKA friends a lot. We did a no knockdown rule because that's kinda cheap - whoever hits knockdown first usually wins. With that said, I'd immediately hit my friend with dizzy followed by lunge 1 to stop his attacks for a moment. When he stood back up, he ended up falling down for the rest of the round. This allowed me to hit berserk and lay waste to him. Quite effective



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ZnickZ
Fri Jul 04, 2003 11:24 am
#5

Don't forget to run-burst before rushing in to lunge.

Z



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Metherian
Fri Jul 04, 2003 5:32 pm
#6

A snare ability ... for a brawler? Hmm ... I dont think I like this idea. It sounds like an overcompensation to me. Too easy to exploit, as well. If you want to make brawlers better in PvP, why not just give them some limited defense abilities--some special defenses that supplement their melee and ranged defense skills? Maybe something like Melee Deflection, a skill that makes melee attacks more difficult to hit, but for a limited time period and a some action cost. Or, maybe a limited Uncanny Dodge ability that improves ranged defense/dodge for a short period of time, again for a few action?

Meth
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