Brawler Archive

Thread: Unarmed Ideas for balance.

Zydrik
Thu Aug 14, 2003 1:57 am
#1

I was severly angered as wel when I logged in tonight to find that I, a Smuggler in training who got up to Expert Unarmed last night and still need at least 68,000xp to get Specialist, can't even kill a white con mob without the use of Vibro Knucklers. So at this time I am stuck fighting mobs I barely get 100-150xp per kill and am at half health by the end of the fight, so by the end of 2-3 fights at the most I have to sit down for 5 minutes in a camp to regain my lost health. This children seems a bit underpowered compared to any other skill tree in the brawler class, and extremely underpowered compared to any ranged skill tree. But enough ranting. I have read all of the posts for people crying and complaining to the dev's to fix us, fix us, but not offering any ideas on how to do so. Let the enlightend minds who see a challenge in this situation, not a detour or broken line, gather and suggest some alternative ways of "fixing unarmed". Here are a few of my ideas, please add any you think need to be or state why you think these should not be implimented.


1. Unarmed skill tree does not have any direct HAM specific attacks, those start in the Teras Kasi Specialist. Every other combat related skill tree in the basic Classes has at least one, such as Body hit, Head hit and Leg hit.


2. Every other skill tree has new certifications for new types of weapons that in turn allow for more damage to be dealt. Yes unarmed get a direct boost to damage every level, but it is only +5 or +10. This causes Unarmed characters to do severly less damage due to the absence of damage inhancing tools, weapons.


3. Unarmed and from what I have read and heard all Melee bassed special attacks have a much larger damage on HAM pools than ranged specials do. This is in part based on higher base damage for the skill and a higher mod on the weapon. Decrease the HAM pool damage on special attacks, it pains me to do 58 damage to myself and do 86 to my opponent.


4. Unarmed attack speed is unrealisticly slow. Its not going to take a normal healthy person 3-4 seconds to throw a punch or kick at someone. This was the biggest boost in my opinion that the Vibro Knucklers gave, the damage was a nice addition mind you, but going from a 4.0 attack speed to a 2.1 was the thing that sold me on the Vibro's.


5. Unarmed and all other melee geared characters are going to be up in the brunt of a fight taking hits, that is the nature of melee. It is also the nature of melee fighting that you learn how to avoid getting hit as well as hitting more often. My complaint here is that melee defense isn't increased enough with the progression of skill. Perhaps add more melee defense to melee based classes or a +% to dodge melee attacks. Also I have noticed and have read similar complaints that melee special attacks are either dodged or miss much more often than ranged.



These are just a few suggestions, I hope the community can come together and add to these and balance this skill tree/Class out.



Zydrik Enod

Bad_Bad_Leroy
Thu Aug 14, 2003 9:49 am
#2






Zydrik wrote:

I was severly angered as wel when I logged in tonight to find that I, a Smuggler in training who got up to Expert Unarmed last night and still need at least 68,000xp to get Specialist, can't even kill a white con mob without the use of Vibro Knucklers. So at this time I am stuck fighting mobs I barely get 100-150xp per kill and am at half health by the end of the fight, so by the end of 2-3 fights at the most I have to sit down for 5 minutes in a camp to regain my lost health. This children seems a bit underpowered compared to any other skill tree in the brawler class, and extremely underpowered compared to any ranged skill tree. But enough ranting. I have read all of the posts for people crying and complaining to the dev's to fix us, fix us, but not offering any ideas on how to do so. Let the enlightend minds who see a challenge in this situation, not a detour or broken line, gather and suggest some alternative ways of "fixing unarmed". Here are a few of my ideas, please add any you think need to be or state why you think these should not be implimented.


1. Unarmed skill tree does not have any direct HAM specific attacks, those start in the Teras Kasi Specialist. Every other combat related skill tree in the basic Classes has at least one, such as Body hit, Head hit and Leg hit.


2. Every other skill tree has new certifications for new types of weapons that in turn allow for more damage to be dealt. Yes unarmed get a direct boost to damage every level, but it is only +5 or +10. This causes Unarmed characters to do severly less damage due to the absence of damage inhancing tools, weapons.


3. Unarmed and from what I have read and heard all Melee bassed special attacks have a much larger damage on HAM pools than ranged specials do. This is in part based on higher base damage for the skill and a higher mod on the weapon. Decrease the HAM pool damage on special attacks, it pains me to do 58 damage to myself and do 86 to my opponent.


4. Unarmed attack speed is unrealisticly slow. Its not going to take a normal healthy person 3-4 seconds to throw a punch or kick at someone. This was the biggest boost in my opinion that the Vibro Knucklers gave, the damage was a nice addition mind you, but going from a 4.0 attack speed to a 2.1 was the thing that sold me on the Vibro's.


5. Unarmed and all other melee geared characters are going to be up in the brunt of a fight taking hits, that is the nature of melee. It is also the nature of melee fighting that you learn how to avoid getting hit as well as hitting more often. My complaint here is that melee defense isn't increased enough with the progression of skill. Perhaps add more melee defense to melee based classes or a +% to dodge melee attacks. Also I have noticed and have read similar complaints that melee special attacks are either dodged or miss much more often than ranged.



These are just a few suggestions, I hope the community can come together and add to these and balance this skill tree/Class out.



Zydrik Enod







Well said!


I agree with everything here. I'm in the same boat, wondering how I'm supposed to earn ~200,000 XP to get through master unarmed and into TKA novice, now that I don't have VK's to increased speed and damage to comparable levels with other classes.




Creb - Doctor, Swordswookiee (SRA Master of Medicine, Sunrunner)
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creativeanalyst
Thu Aug 14, 2003 10:03 am
#3

I agree, however, I would like to see the return of vibroknuckler. My arguement is similar as the posters:


Anytime I try to fight anything big, like with a white marker, or yellow, I take a lot of punishment and have to heal myself back with stims. I may get 200-300 exp points, but then I have to wait, or go through stims like water to heal myself. And, I can't take out nests, or attempt to kill one thing in a group because I will get rushed. So I have to find random targets that are bythemselves or with only with one other. That is time consuming in itself. Plus I go though armor like water too. And without the vibros, I it is taking me twice as long to kill things as it did before. Paralopes died with one punch, now they take 2 or 3 and I take damage unlike before.


If I have to wait until I reached expert to use my special pistol, carbine and rifle, why not make the vibro's a certification after you complete specialist? The 70k expereience points were hard enough to get WITH the vibros less without.


This is just my opinion, but I don't think it is fair to change something like this right smack in the middle of play. I believe that if dev's make a change like this, they shoud not take away the ability to use things for the people who have been using them all along, but eliminate the use from the starting point. It feels like this goal is SO far from attainable anymore.




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