Brawler Archive

Thread: Huge Balance Issues with Unarmed Fighting and Brawling in general

Hadokennn
Wed Jul 02, 2003 7:28 pm
#1

I'm playing a Master Unarmed/Master Rifles+Ranged Support/Level 4 Scout on Corbantis. At this point in time I'd have to say that the Unarmed skill, and brawling in general is highly unrewarding, given the tedious amount of effort required to train.

I'd suggest anyone who is considering to be a decently effective player, especially in factions and PVP, to switch professions until the Dev's balance out unarmed fighting. If you're masochistic, and enjoy spending the majority of your time incapacitated or sitting down, then Unarmed fighting is for you. I'll be dropping TKA for now and focus on Rifles/Pistols instead.

That said, here are the list of balance issues for why Unarmed fighting is severely underpowered compared to every other class.


-Hit modifiers are bugged. Brawlers get -5 to hit at close range. My rifle is getting +15 at close range. Someone tell me what the point of investing in brawling is again, when I can just use a rifle or pistol to headshot/bodyshot at close range and win against an unarmed fighter with over half my health intact?

I can win against brawlers while fighting in the cantina, just from kneeling and using headshot. Why even bother kiting?

Brawlers should be getting at *least* a base of +15 to hit at close range.


-Brawling special moves fail too much, cost too much HAM, and have negligible effects when they actually do work.

Basically all the unarmed attack move descriptions should read, "Kill yourself for failing your special move attempts, then hurt yourself again for doing a small amount of extra damage on a single attack." Or even better, "Suicide attack."

Blind and stun do nothing, and even if they did, the effects wear off far too quickly to notice any difference. Intimidation wears off far too quickly given the HAM costs and the number of times it fails. Does as much damage to you as the enemy, so it's not worth using. Warcry would be decent, if it didn't whipe out your HAM bars attempting it. It's basically a suicide move that kills yourself more in return for an enemy not being able to hit you for a round. Lunge attack is useless in every situation except against humanoid NPC's (even then you're wasting time and experience as other players are doing all the damage while you knock the npc down). In PVP, other players can get up instantly anyway, all the while getting in free shots while you kill yourself attempting the move.

Berserk is the only move that has any noticeable effects, yet you basically whipe out half your HAM bar for failing 5 times in a row, in return for getting hit more and doing twice the damage.

Fix: Special attacks should either never fail, never cost HAM when it does fail, or have their base cost reduced to 1/4th of what it is now. Stun and blind times should be increased or have drastically more noticeable effects. Berserk damage for unarmed should be doing 3x damage at *least*.


-Novice marskmen can kill about 3x faster than a Novice Tera Kasi. Why? Even a novice rifle, pistol or carbine user can target a specific HAM pool, and still do more damage per hit than a berserked unarmed can.

Brawlers don't get targetting until they hit the elite professions. The only move that does any noticeable damage is berserk, and the damage is randomly spread over the three pools. Brawlers have the hugest disadvantage in the game out of all classes: They have to be right up close to do any damage, and a brawler is targetted by every monster first.

Also, the downtime vs experience gains of brawlers is absymal. Fight for 30 seconds against a yellow or white, sit for two minutes. Every 30 minutes of fighting go back to town because of all the wounds, or set up camp and sit for another eternity. Mind you, I don't have these problems while training any of my scouting or ranged abilities. In fact the downtime is next to none when not training brawling.

Fix: Brawlers should be able to target pools by default, or at least have their starting moves replaced by pool targetting moves. Brawlers should naturally have *much* better dodge and melee defense modifiers to offset every disadvantage they have required to fight in close.


For now I'll just join up with the rest of the SWG faction world, and be a marksman if I want to be able to do anything. Pistols and rifles have every advantage against brawlers, even at close range. Pistoleers can knock down just as well, so why should I even bother continuing on the TKA path? Just to get a pool targetting hit that any novice marksman can do?
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