Steps for playable grappling
Posted: Sat May 04, 2013 5:44 pm
Grappling and unarmed discipline could start unlocked, unarmed discipline could be renamed grappling discipline and require cunning to level up, so grapplers aren't split between 4 main stats. A grapplers supporting talents are more about predicting when and how an opponent will react than acting faster than them.
Push kick could be a sustain with a stamina cost that gives passive projectile deflection while not grappling and with resist copying like feed has but without subtracting from the enemy's while grappling. Grapplers are really good at positioning their opponents to their advantage and at swatting projectiles away. We could call this warding palm. This also makes breath control relevant.
Defensive throw could use constitution/physical save for its chance to throw, because repeatedly tossing someone around is better if you have a good fortitude. Also, it could add cooldown reduction to the grappling and discipline tree like relentless strikes does.
Roundhouse kick could be gravity damage instead, with a better critical bonus if the target is stunned (like the rogue's stealth talent.) This is a good place for the disengage from push kick, but I have a silly idea: What if the brawler jumped off their grappled target and grabbed or hit (with gravity damage) all of the creatures they landed next to. Using this after a couple good defensive throws would really make grapplers bring the pain! This could be called windmill kick. Perhaps the second hit could only happen when the talent level is <=4
Egos: Grappler's: Cooldown reduction on clinch and windmill leap, on-hit defensive throw.
Push kick could be a sustain with a stamina cost that gives passive projectile deflection while not grappling and with resist copying like feed has but without subtracting from the enemy's while grappling. Grapplers are really good at positioning their opponents to their advantage and at swatting projectiles away. We could call this warding palm. This also makes breath control relevant.
Defensive throw could use constitution/physical save for its chance to throw, because repeatedly tossing someone around is better if you have a good fortitude. Also, it could add cooldown reduction to the grappling and discipline tree like relentless strikes does.
Roundhouse kick could be gravity damage instead, with a better critical bonus if the target is stunned (like the rogue's stealth talent.) This is a good place for the disengage from push kick, but I have a silly idea: What if the brawler jumped off their grappled target and grabbed or hit (with gravity damage) all of the creatures they landed next to. Using this after a couple good defensive throws would really make grapplers bring the pain! This could be called windmill kick. Perhaps the second hit could only happen when the talent level is <=4
Egos: Grappler's: Cooldown reduction on clinch and windmill leap, on-hit defensive throw.