Idea for Brawlers
Posted: Sun Jul 07, 2013 4:01 am
EDIT: Going to compile the various posted ideas for easier inspecting by certain persons who would have some power to implement them!
Grmblplan: Make it so that when grappling with someone, you have damage sharing with them. This both makes sense (If you're grappling, it'd be hard to hit just you!), would add some much needed mitigation, and would be fun/interesting. Perhaps make it scale with one of the grappling talents, ideally getting up to something like an 80%/20% split (them, you).
Shibarideas: Replace unarmed discipline with something like this:
Unarmed Discipline / Advanced Unarmed Combat / Dragon Brawler Z / I really have no idea what to name anything
Mind Over Retarded Burst Damage (Passive): Each time you deal a critical strike you gain Awesome Shield for 10 seconds, reducing the next attack over 70% of your max HP by 10%..60%. This triggers off crits to keep you from having it up when not actively attacking easily and to reduce its early game power. By endgame you'll be activating it every attack turn, but it won't generally be expended as 70% is a very steep requirement. As with the old version, the goal is to have some buffer against the worst damage spikes while not gaining much overall damage mitigation. This also fits nicely with encouraging attack instead of defense--you don't get your shield if you use a turn activating a regen.
Tempo (Finisher, CD10-20): You punch guy for 50%..150% weapon damage. For each combo point spent, your Technique or Race talent with the longest remaining cooldown has its cooldown reduced by 1..3. Welcome back Blinding Speed, Rush, Timeless, Wrath of the Woods, etc. I like this the more I think about it, but I adjusted it to a flat CD reduction so it isn't so generous with racials. The damage component can be made trivial, its mostly there to make sure shield procs.
Essence Smash (Combo generator, CD10): Strips 1..3 physical and magical buffs from the target. Low to moderate damage. For each buff removed you gain 1 combo point. This is designed to be "notably better" than Spellhunt Remnants on single targets with high buff counts but not outdamage Double Jab on anything with only a few buffs.
Roundhouse Kick (Finisher, CD something): You do a kicky spinny thing to all enemies within 2 radius. Effected enemies are knocked back 1..5 spaces based on combo points. If they collide with a wall or another unit they take additional damage and are stunned. Damage should be low to moderate, not great even if they collide. I strongly feel this needs to be radius 2-3 to be an effective mechanic, or we run into the Whirlwind problem of it only being useful when you're positioned in a stupid way.
The numbers given are just to help illustrate the design of the skill and are very rough. I'd be happy to fill in the numbers, theme, description, or whatever on any of them if it would be helpful.
A note on finishers. If all of my proposals were added there would be 6 total finishers not counting anything potentially added to Grappling, and several are *extremely* powerful. The reason for this is I want combo points to be a scarce resource that multiple powerful effects are competing to use. This might warrant combo point generation changes, but I'd want to toy with the changed class before having any useful input on that.
FINISHING MOVES
Uppercut
This is fine as is.
Concussive Blow: The problem here is just power. AoE is not an important niche for character power, but it is an important niche for fun. Having to single target every trash MOB isn't fun.
- Change scaling to phys power not Str, this is not a useful distinction
- Cooldown from 10 to 0. This lets it serve as the 'unimportant' combo point dump that you can spam to AOE clear stuff that doesn't pose a threat anyway.
- Adjust damage such that the AoE part is the highest. No reason to encourage using this over Double Jab/Flurry on a single target.
- Radius progression to 1,2,2,3,4. Its okay for melee to have AoE that doesn't require them to be in stupid positions like Whirlwind, I promise! Mages regularly obliterate everything on screen at bigger radii and range 10.
Body Blow: Not at all sure this is worth keeping, really weird ability. Renaming "Knockout" and keeping some of the "disable off targets" theme.
- Instant cast. Non-melee classes have quite a few ridiculously strong instant casts even though they need them less.
- No stamina drain. Tacking on random effects that are essentially meaningless is not good design, it just clutters tooltips.
- Now applies Sleep instead of Daze. This limits its usefulness on the main target (though its instant and still DPS) while being incredibly good at disabling off targets. If one wants to limits its "just use for DPS" role you can make the Sleep debuff conditional on their HP being above x%.
- Probably adjust damage lower
Haymaker: Removed. In theory the idea of a high damage finisher makes a lot of sense, in practice this is a class with Double Jab on an insanely short CD and Flurry of Fists. You'd have to make some really stupid numbers to make a finishing move based on just damage compete with that.
Soaring Leap: You instantly leap 1..5 spaces depending on combo points. This definitely seems like the most appropriate gap fill, giving Brawlers a third mobility skill that can be used as an escape, but only if they've been fighting to generate CP. I think it could have a free attack or small radius AoE on landing, too, but this more conservative version is still very good.
MISC CHANGES
Hack'nback
- Instant cast
Heave
- Instant cast
- Possibly buff the power vs. save
Mobile Defense
- Also gives you a chance to evade any damage equal to 30% of your Defence. Scaling can be whatever, target number is about 25% damage mitigation at 80 Defence. Leaves Tide is precedent for the weirdness of "dodging" any damage type. This should NOT be a save check against Accuracy, the fact its only a % chance to mitigate damage makes it unreliable enough already.
Doctornullness: A throwing tree:
This tree would allow access to Throwing Stance, which would be a "defensive" stance in contrast to Striking Stance. While in Throwing Stance, you'd gain a bonus to Defense, and have abilities like:
- Redirect Charge (passive while in Throwing Stance; 1 turn cooldown): when some jerk Rushes you, reduce his accuracy by X. If he misses you, you can hurl him 2-10 squares away and slow him.
- Offensive Flip (activated; 5 turn cooldown): Swap places with someone 1-4 squares away, daze him, and deal damage.
- Redirect Attack (activated; instant; 10 turn cooldown): Pick an adjacent foe. When that foe attacks you or casts a spell at you while adjacent, he must roll against your physical power. If he loses, he instead targets a random square where you're not.
- Toss Foe (activated; 4 turn cooldown): Pick up a foe of your size or smaller, and hurl it in the direction of your choosing. If it hits another enemy, great! You damage both of those jerks.
Superminiiiiiiiii:
Unarmed Discipline:
Push kick: strike targets in a line, the more targets there are, the more damage they take, from slamming into each other.
Alternative, does the same thing it does now and lets you leap to a location afterwards (like hack and back, only ending with a leap).
Defensive throw: throw enemy x spaces, if they hit the wall, make it explode with aoe physical + daze damage.
Alternative, does the same thing it does now, but gives you 300% move speed bonus for 1 turn when it triggers. With heightened reflexes and this, it could be fun.
Breath control: How about 5/10/15/20/25 move speed bonus and 8/16/24/32/40 to physical saves?
Roundhouse kick: Frontal arc finisher is ok, make it do crazy damage though - it is cd 12 ability in a locked tree, after all.
Grmblplan: Make it so that when grappling with someone, you have damage sharing with them. This both makes sense (If you're grappling, it'd be hard to hit just you!), would add some much needed mitigation, and would be fun/interesting. Perhaps make it scale with one of the grappling talents, ideally getting up to something like an 80%/20% split (them, you).
Shibarideas: Replace unarmed discipline with something like this:
Unarmed Discipline / Advanced Unarmed Combat / Dragon Brawler Z / I really have no idea what to name anything
Mind Over Retarded Burst Damage (Passive): Each time you deal a critical strike you gain Awesome Shield for 10 seconds, reducing the next attack over 70% of your max HP by 10%..60%. This triggers off crits to keep you from having it up when not actively attacking easily and to reduce its early game power. By endgame you'll be activating it every attack turn, but it won't generally be expended as 70% is a very steep requirement. As with the old version, the goal is to have some buffer against the worst damage spikes while not gaining much overall damage mitigation. This also fits nicely with encouraging attack instead of defense--you don't get your shield if you use a turn activating a regen.
Tempo (Finisher, CD10-20): You punch guy for 50%..150% weapon damage. For each combo point spent, your Technique or Race talent with the longest remaining cooldown has its cooldown reduced by 1..3. Welcome back Blinding Speed, Rush, Timeless, Wrath of the Woods, etc. I like this the more I think about it, but I adjusted it to a flat CD reduction so it isn't so generous with racials. The damage component can be made trivial, its mostly there to make sure shield procs.
Essence Smash (Combo generator, CD10): Strips 1..3 physical and magical buffs from the target. Low to moderate damage. For each buff removed you gain 1 combo point. This is designed to be "notably better" than Spellhunt Remnants on single targets with high buff counts but not outdamage Double Jab on anything with only a few buffs.
Roundhouse Kick (Finisher, CD something): You do a kicky spinny thing to all enemies within 2 radius. Effected enemies are knocked back 1..5 spaces based on combo points. If they collide with a wall or another unit they take additional damage and are stunned. Damage should be low to moderate, not great even if they collide. I strongly feel this needs to be radius 2-3 to be an effective mechanic, or we run into the Whirlwind problem of it only being useful when you're positioned in a stupid way.
The numbers given are just to help illustrate the design of the skill and are very rough. I'd be happy to fill in the numbers, theme, description, or whatever on any of them if it would be helpful.
A note on finishers. If all of my proposals were added there would be 6 total finishers not counting anything potentially added to Grappling, and several are *extremely* powerful. The reason for this is I want combo points to be a scarce resource that multiple powerful effects are competing to use. This might warrant combo point generation changes, but I'd want to toy with the changed class before having any useful input on that.
FINISHING MOVES
Uppercut
This is fine as is.
Concussive Blow: The problem here is just power. AoE is not an important niche for character power, but it is an important niche for fun. Having to single target every trash MOB isn't fun.
- Change scaling to phys power not Str, this is not a useful distinction
- Cooldown from 10 to 0. This lets it serve as the 'unimportant' combo point dump that you can spam to AOE clear stuff that doesn't pose a threat anyway.
- Adjust damage such that the AoE part is the highest. No reason to encourage using this over Double Jab/Flurry on a single target.
- Radius progression to 1,2,2,3,4. Its okay for melee to have AoE that doesn't require them to be in stupid positions like Whirlwind, I promise! Mages regularly obliterate everything on screen at bigger radii and range 10.
Body Blow: Not at all sure this is worth keeping, really weird ability. Renaming "Knockout" and keeping some of the "disable off targets" theme.
- Instant cast. Non-melee classes have quite a few ridiculously strong instant casts even though they need them less.
- No stamina drain. Tacking on random effects that are essentially meaningless is not good design, it just clutters tooltips.
- Now applies Sleep instead of Daze. This limits its usefulness on the main target (though its instant and still DPS) while being incredibly good at disabling off targets. If one wants to limits its "just use for DPS" role you can make the Sleep debuff conditional on their HP being above x%.
- Probably adjust damage lower
Haymaker: Removed. In theory the idea of a high damage finisher makes a lot of sense, in practice this is a class with Double Jab on an insanely short CD and Flurry of Fists. You'd have to make some really stupid numbers to make a finishing move based on just damage compete with that.
Soaring Leap: You instantly leap 1..5 spaces depending on combo points. This definitely seems like the most appropriate gap fill, giving Brawlers a third mobility skill that can be used as an escape, but only if they've been fighting to generate CP. I think it could have a free attack or small radius AoE on landing, too, but this more conservative version is still very good.
MISC CHANGES
Hack'nback
- Instant cast
Heave
- Instant cast
- Possibly buff the power vs. save
Mobile Defense
- Also gives you a chance to evade any damage equal to 30% of your Defence. Scaling can be whatever, target number is about 25% damage mitigation at 80 Defence. Leaves Tide is precedent for the weirdness of "dodging" any damage type. This should NOT be a save check against Accuracy, the fact its only a % chance to mitigate damage makes it unreliable enough already.
Doctornullness: A throwing tree:
This tree would allow access to Throwing Stance, which would be a "defensive" stance in contrast to Striking Stance. While in Throwing Stance, you'd gain a bonus to Defense, and have abilities like:
- Redirect Charge (passive while in Throwing Stance; 1 turn cooldown): when some jerk Rushes you, reduce his accuracy by X. If he misses you, you can hurl him 2-10 squares away and slow him.
- Offensive Flip (activated; 5 turn cooldown): Swap places with someone 1-4 squares away, daze him, and deal damage.
- Redirect Attack (activated; instant; 10 turn cooldown): Pick an adjacent foe. When that foe attacks you or casts a spell at you while adjacent, he must roll against your physical power. If he loses, he instead targets a random square where you're not.
- Toss Foe (activated; 4 turn cooldown): Pick up a foe of your size or smaller, and hurl it in the direction of your choosing. If it hits another enemy, great! You damage both of those jerks.
Superminiiiiiiiii:
Unarmed Discipline:
Push kick: strike targets in a line, the more targets there are, the more damage they take, from slamming into each other.
Alternative, does the same thing it does now and lets you leap to a location afterwards (like hack and back, only ending with a leap).
Defensive throw: throw enemy x spaces, if they hit the wall, make it explode with aoe physical + daze damage.
Alternative, does the same thing it does now, but gives you 300% move speed bonus for 1 turn when it triggers. With heightened reflexes and this, it could be fun.
Breath control: How about 5/10/15/20/25 move speed bonus and 8/16/24/32/40 to physical saves?
Roundhouse kick: Frontal arc finisher is ok, make it do crazy damage though - it is cd 12 ability in a locked tree, after all.