Brawler Archive

Thread: Working with the nerf to Warcry.

SoulkeeperDragonshadow
Tue Mar 16, 2004 8:41 am
#1

Stright out the new nerf is annoying to say the least. However to change it for PvP reasons is a joke here's why.


Every Brawler Profession has a Dizzy, ( TKA, Fencer, HS, Pikeman) Master Brawler lets you KD. You can keep any Humoniod Down on the ground with Dizzy.


That being said, Yes it takes longer, Dizzy is resisted or doesn't hit a lot off of the attacks and it doesn't work on creatures. So heres the idea now that they have changed it.


All of us took Creature missions becuase we would Warcry then KD, Well Dizz doesn't work on creatures, so we must move on to NPC missions. What you will want to do is Start with Intimidation2, once intimdated spam your dizzy untill you get it on them, then use your KD, when Dizzy wares off put it back on and KD again, wash rinse repeat. This will take us longer to complete our missions but we are still able to do it. Just in a different fashion.


As far as anyone who thinks that because Warcry is nerfed a Master Brawler won't still kill you pvp in don't kid yourself. If you got sick of Warcry, you could atleast stand up when we did that too you. When we hit you with dizzy you will be taking much more dmg now with this patch if you are a ranged fighter, we have a +damage mod for attacking someone using a range weapon, add that to the +damage mod for being on your back, it should take us less time to kill someone PvP then it did using warcry. If you screamed for this patch becasue you didn't like a delay for 20 seconds, now you can scream about have to try and stand up when dizzy ( only works 1 out of 10 on a /stand) and then we just KD you again, its a 20m range on the KD with Lunge 2. All this did was give us more power PvP.


In closing to the Master Brawlers don't drop the skill, it will take longer to do missions but NPC missions pay better anyways but they arn't as much xp, so enjoy the extra credits guys.
ITK5
Tue Mar 16, 2004 10:30 am
#2

Nice...yea..i just got master Brawler..but as far as Warcry goes...its still Stops them..until you attack..so ill hit them with WarCry..then..WALK up..and KD+Dizzy...muuhhhaaa!



Jaedon Amigo -KU-

TerasKasi Master/Master Brawler/Doc

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GTOfire
Tue Mar 16, 2004 3:42 pm
#3

erm, you fail to see one point: it was a nerf, not a change.


The things you mentioned that give us more power are completely unrelated to warcry tragically being murdered in a dark alley. The dizzy-KD for PvP isn't improved because warcry is made pointless in offense. The damage done to people lying on their backs is unaffected by the warcry nerf.


The only changes are the ranged professions taking more damage from melee because well, that's just the way it was always meant to be, and the warcry nerf to be a delay only when you're not attacking. These two changes are completely unrelated, and nerfing warcry does not make us any more powerful in PvP then if it hadn't happened. The advantages against ranged fighters we receive this publish would not have been withheld if the warcry nerf would be removed.


The only change to warcry is that it's no longer functional if you attack, explain to me how that fact and that fact alone adds an advantage?



--------------------------------------------------
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ISM Superstore - Tatooine (outside Bestine) -1735, -4917

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RaptosKhywalker
Tue Mar 16, 2004 4:42 pm
#4

Nope, GTO, I don't get it either. Dizzy/KD was always the staple of Melee combat. Master Brawlers just had Warcry2 (everyone had Warcry) to help a bit more. Against a PvP opponent warcry enabled you to get that KD/Dizzy in and finish, unmolested by your opponent, they would often realise they were delayed too late but if they didn't, all they needed to do is run it off.It's hard to hit a target intent on kiting you, even with the Lunge's and their 20mtr range. This was another place where Warcry was good, stick on a Ranged opponent and you have 10 or 20secs to land the posture down or KD to close down that range, now you can stilldo that but the first Lunge or Lunge2 better have it's state stick or they are no longer delayed and will carry on picking you too pieces while running about. Warcry's biggest overall effect was when fighting mobs and NPC's, they didn't get once if KD'd.


Too put another dent into your KD/Dizzy combo, the Devs hate it, they want it fixed...Now go read the plans for Pub8 in particularly the bit that mentions "Combination Stacking" think we can safely say goodbye to KD/Dizzy combo next month too. Better start working on new tactics...Or just take up Combat Medic





Well, I told you once, told you twice.
I told you before.
Just 'cause I'm the bad guy, don´t mean I'm gonna lose 'em all
The opinions expressed herein are not necessarily those of my Guild, not necessarily mine, and probably not necessary
shutout
Tue Mar 16, 2004 5:13 pm
#5

here's what i don't like. you kd/dizzy someone, great, easy pickings for you to finish him off, right? oh uh, he's a doc. he can use the /healstate command. dizzy/kd will work about 1 second on this guy. oh wait, i can warcry2 him, and he can't heal himself either.


now that's gone. the thing we had to combat doctors with combat professions is now gone. well, that and krayt tanking ability.





--
Soull Halcyon: Master Sharpshooter-Teras Kasi Master

Havik Halcyon: Master Pikeman-Master Heavy Swordsman
RaptosKhywalker
Tue Mar 16, 2004 6:48 pm
#6

There shouldn't be an "I can always win" scenario. There should be a counter for everything. Unfortunately there isn't always but the fact that a Doc can get back up and you can't win just because you stuck KD/Dizzy on him is probably what they had in mind. One Combo shouldn't be the answer to every fight. Problem is Doctors and CM's are not effected by the same 25% rule the rest of us are. Meaning a heal in PvP does the full effect and so does a poison or disease. If I can't put out 2-3k Cho Moks then why can a Doc still heal for the same? I do 40 damage with a hit that should do 200 and they can still heal a whole bar in one go....Works for PvE where the mobs can be destroying a normal HAM bar in one hit but in PvP where they can't do close to this...That seems wrong to me.


One of the reasons, when people were talking about templates, I suggested Master Doctor as a secondary. Given how Melee defense and Range defense are now capped* I think this option does look more and more attractive. A lot of work admittedly and by the time you've ground out all the medic crafting who's to say they won't balance Doc's too but at the moment Master Doc + Combat profession templates are laughing.


*Yes I know they said the cap was only for secondary defense and Melee and Range would not be touched. There was this rumour (the one noDevwould confirm or deny) that Melee and Range had or should have had the 125 cap already. I believe this is now fully in place. Any other people with over 125 Melee defense care to comment? Mine is 141 (so not exactly sky high) and I get hit a whole lot more than I used to. I'm going thru Stims at a frightening rate. Oh, and in case you think it's my dodge cap, that was always 115 so no change there.





Well, I told you once, told you twice.
I told you before.
Just 'cause I'm the bad guy, don´t mean I'm gonna lose 'em all
The opinions expressed herein are not necessarily those of my Guild, not necessarily mine, and probably not necessary
Spetznova
Tue Mar 16, 2004 6:53 pm
#7

Yeah, you guys have said most everything. It is theoretically impossible to only nerf an ability, and therefore wind up stronger than you were before.



Spetznova
shutout
Tue Mar 16, 2004 7:08 pm
#8

i agree whole heartedly that there shouldn't be one combo that wins all the time. i gave that particular example of how people can now heal when warcry'd where as before they couldn't. i always fight buffed. i have my stats migrated towards my mind. i power boost. i have crates of brandy. i have the best composite armor you can buy. it takes a long time for someone to kill me with all of that. but, the same is true witha lot of other people. i don't like whittling a guy down to about half, then watch it all go back up in one heal. i like to stick my warcry, and beat them up, thus not enabling them to heal.



--
Soull Halcyon: Master Sharpshooter-Teras Kasi Master

Havik Halcyon: Master Pikeman-Master Heavy Swordsman
RaptosKhywalker
Tue Mar 16, 2004 8:16 pm
#9




shutout wrote:

i don't like whittling a guy down to about half, then watch it all go back up in one heal.



Agreed, that needs to be addressed as I said in another post somewhere The Medic professions are not effected by the same 75% reduction in damage/effectiveness (or whatever the figure is) so a CM's poison does the same against you or I as it would against a Mob and the same can be said for Heals....they are not proportianate to the amount of damage being done. I mean, it would suck to only heal 100-200 at a time with stimB's but considering you are only getting hit for the same sort of thing and that's with specials, it seems only fair.



Well, I told you once, told you twice.
I told you before.
Just 'cause I'm the bad guy, don´t mean I'm gonna lose 'em all
The opinions expressed herein are not necessarily those of my Guild, not necessarily mine, and probably not necessary
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