- Brawler Rework / Changes / Wishlist -

  • Hello everybody,


    as you recognized Brawler gets a few new things with balancing patch too. There for i asked a few Bralwer Mains what they think about this patch and about Brawler DPS / Tank in general.


    I will begin with Brawler as Tank, later we´re going to look at Brawler DPS.


    Brawler Balancing:


    1. Bloodlust

    - Removed Bloodlust effect (HP-dependent damage calculation for NPC)


    We all know that a Brawler is scaling with Bloodlust very strong. If they remove it, what will be the alternate DPS for 80%+ Bloodlust on Haymaker & OneInPunch?


    2. We got a new passive Skill Empowered Will which

    - Increase Physical Amplification by 5%


    It is okay, but is it okay enough when we look at the point 3 & 5?


    3. Jackhammer

    - Decrease Physical Resistance of target by 10% of Physical Amplification


    I dont know how to reach 150k + phys Amp. Because Lancer got the Buff Debilitate - Decrease Physical Resistance of target by 20% of Physical Resistance.

    For example: Lancer got with +15 Mythic (Brooch, Belt, Mask) ca. 72k Phys Resist, after patch round about 75k phys resist. 20% of this is round about 15k / 15% debuff.

    For example 2: My Brawler is at the moment +15 Mythic (Brooch, Belt, Mask) and i got 125k Phys. Amp., after patch round about 131k phys. Amp.. 10% of it was 13k / 13% Debuff.

    If i include to this calculation my Pet and some Buff food too, i can may reach up to 142k Phys Amp after 5% Buff. This would be 14k / 14% debuff.

    Maybe it would be nice, that a Brawler Tank can generate the same value of debuff as a Lancer can do. But we will see how it works when patch is here.


    4. We get a new passive skill: Growing Fury (Defense)

    - Increase Power based on Physical Amplification


    Its okay, interesting to see how much Power we get after.


    5. We get a new passive skill: Gauntlet Mastery

    - Increase reflection damage based on Physical Amplification


    I hope it will scale additive not like the Talyph option from Haymaker that increases 60% more DPS of Perfect blocks.

    For example: 40% DPS from a perf block. + 13% (as example) from passive skill. 1. option = 53% Reflect Damage 2nd Option: 45,2% cause 13% of 40% is 5.2%.



    6. Brawler DPS

    - at patch gets nothing



    So at this point, i will show you a few more ideas to #makebrawlergreatagain or #makebrawlertankagain.



    Brawler Tank / DPS Wishlist


    - The Talyph on Haymaker "resonance" gives at the moment 1.5% DMG increase for the party. Let me quote a few brawlers: "Do you feel the 1.5% DPS buff? I feel nothing."

    It would be proper nice if we can get a usefull buff for the Group, like 3% or 5% DMG increase for the party or 3% DMG increase+ 5% Atack speed or something else, feel free to improvise.

    I wish that one day a Brawler had a usefull support skill for party members.


    - Brawler Passive Skill - second life

    sometimes it would be nice, if we only had 5 Minutes cooldown on this passive and not 60 Minutes. Yeah sometimes i miss the 5 minutes, as tank it can safe lifes, even if you dont had blue shields or golden shields.


    - Get a second I-Frame for Tank that positions in front of target and grants aggro for 5s, it can have 30s base cooldown.


    - Aggro Shout. It would be proper nice, if we can get the same Aggo shout as a lancer got, when using, resistance against knockdown etc.


    - A lost Skill for PvE. It is called Rampage.

    We all know that the skill Rampage is very strong and got a own point in Talyph system. But nobody use this skill in PvE because it costs 3000 Rage to activate.

    Why cant we take this skill and make it like Divine Charge? Give the skill mana cost of 500-1000 MP, 90 seconds cooldown (like ultimate skills from DPS classes)

    and calculate the crit chance and damage from this skill so that a brawler had a little Burst skill. Feel free to improvise if this only can be used as DPS or as Tank or on both.


    - A wish for Brawler DPS is, that the Talyph Opinion maybe will be adjusted. If we had a look at some informative pages like moongourd, we see that a brawler dps deals round about 8 to 10 m/dps fewer than any other dps class ingame.

    Therefore it would be proper nice when the Talyph will be customized from 45% more damage when hitting behind, to a much higher value when hitting behind or from side.


    - Awakening Skill Rhythmic Blows. At the moment the vibration effect increases with each hit the power of user by 2% to a total of 8% for 5s. That would be 4.8 Power more with each stack to a total of 25 power with 5 stacks for 5s.

    It would be a huge damage push if the skill would increase skill damage instead of power.


    - Skill: Mounting Rage

    Mounting Rage gives at the moment 50% rage and fill it up 20 seconds by 50/s to a total of 2500/3000. The wish was that mounting rage gives 3000 Rage instant and not over the talent with 5% chance to get.


    I hope that Brawler gets his unique selling point back one day. For this point my idea was, that brawler gets a Skill with 3-5 minutes cooldown which resets the cooldown from party members around 60 / 90 / 180 seconds to reset a full burst.

    This would be a strength skill but that is maybe a reason to choose a brawler tank in a party.


    Thanks for reading, feel free to comment.


    Regards,

    Teilzeittank - Yurian

    *i cant post it myself cause forum says nope

  • As to like add by myself,
    we also has some problems when repositioning as tank brawler
    any skill can be body blocked by a party member and it will ruin hole your mobility, cause none skills "other than bullrush and iframe" can ignore party members,
    as well issue with flying kick getting body blocked by even pets at some point,
    suggestion is to remove the body block from party members on said those skills
    issue with brawler tank ulti:
    brawler tank ultimate is super important cause it provides 8% endurance shred to party for 20s
    also a way to define a good from bad brawler, which is fine for most part,
    but issues with it, some times you have to block with it else it will go on cooldown and brawler ulti, FORCE you to drop out of block window which can sometimes lead into not so pleasant coincidences, as well as on some inactive bosses it may reach high cooldowns "flying kick perfect blocks matter"
    suggestion is to increase block window for ultimate, as well as adding other means to reduce ultimate cooldown to be up
    lastly to my points
    there issue with flying kick skill advancement
    it says "boosts damage of flying kick by 90% at max rank"
    but in reality it only boosts by 9%
    it would be good if either are corrected to true values "either tooltip or skill bonus"
    addition:
    Growing fury attack speed penality removal "the 10% negative attack speed"
    it would be such nice buff to brawler and makes it less clunckier that it already is
    suggestion to make counter effected by attack speed
    manual block itself is an animation lock and the drastic fact unless u r in growing fury, u need to wait 0.8s for it to block for you,

    Edited once, last by Maki ().

  • can we have an info on if these have been forwarded or something? or would it be better to post these on korean forums too?

  • Thank you for the Brawler's rework ideas. We will inform you once (if) we forward this.


    Thread moved to proper section.

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    ~~~~~ Kamuijunketsu - Warrior ~~~~~

    ~~~~~ Rilakkuma - Priest ~~~~~

    ~~~~ Kamuisenketsu - Mystic ~~~~
    ~~ Momosenketsu - Sorcerer ~~
    ~ Lancérmomo - Lancer ~



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  • okay, after further testing with new patch let's note
    1 blood lust is still there which is good.
    2 reflection passive works as this [reflect value+(reflect value*bonus from passive)]
    aka if you reflect 40% on haymaker, u ll reflect 4% on that skill if u have 10% on passive that is, it's so bad cause not all skills reflect 40% from base damage, for example jackhammer reflects 17% as base, so if u have 10% on passive, u ll reflect 1.7% more, and is very weak of a passive.

    Edited once, last by Maki ().

  • So on conclusion i would like to further this post as it follows

    1 jackhammer physical resistance debuff

    it's scaling being too weak to compet with other 2 tanking classes

    brawler full best in slot physical amp rolls would have

    14.6k reduction

    warrior tank would be 16k+ with naked gear (aka no rolls. explained by the broken glyph, same case as lancer adrenaline rush)

    lancer 16.4k with also naked gear (no rolls)

    so in order for brawler fully bis amp geared to catch is to also have fully 50 followship physical amplification partner to reach 16.1k phy ress reduction

    this concludes that our scaling is too weak to reach any other tank even if we try hard on gear pets cards

    suggestion is to increase the scaling from based of physical amplification from 10% > 12% or to 1.15%

    cause warrior tank/lancer gets to 16k+ basically for free without investing into gear while brawler will be on 12.6k/13k

    while we at it, if we not gonna implement that change, suggestion would make jackhammer debuff priority lower than warrior tank's priority, jackhammer overwriting warrior tank combatative strike off in dps stance is just dumb in this current patch, we are overwriting stronger debuff for a weaker one.

    2 growing fury increase power based of physical amplification

    current meta for brawler is building absolute full power, building any crit outside of infusions or gear random rolls, is a dps loss and shouldn't be taken, so we are talking about 600 power fully buffed brawler with 161k phy amp, the 8 power will only yield 1% power, Consider that this effect will be only weaker due to healer temporary buffs (like edict divine charge) and brooch,

    suggestion would be buffing the value of scaling from either part,

    3 gauntlet mastery passive,

    the way of how it works is very weak as it will add only value from totall reflection value (aka 40% on haymaker in 100k = 10%, would mean 4% reflection value on haymaker as example),

    suggestion would be change it to be additive, so haymaker would reflect 50% instead of 44% in above example




    4- The Talyph on Haymaker "resonance" gives at the moment 1.5% DMG increase for the party. Let me quote a few brawlers: "Do you feel the 1.5% DPS buff? I feel nothing."


    It would be proper nice if we can get a usefull buff for the Group, like 3% or 5% DMG increase for the party or 3% DMG increase+ 5% Atack speed or something else, feel free to improvise.


    I wish that one day a Brawler had a usefull support skill for party members.



    5- Get a second I-Frame for Tank that positions in front of target and grants aggro for 5s, it can have 30s base cooldown.




    7- Aggro Shout. It would be proper nice, if we can get the same Aggo shout as a lancer got, when using, resistance against knockdown etc.




    8- A lost Skill for PvE. It is called Rampage.


    We all know that the skill Rampage is very strong and got a own point in Talyph system. But nobody use this skill in PvE because it costs 3000 Rage to activate.


    Why cant we take this skill and make it like Divine Charge? Give the skill mana cost of 500-1000 MP, 90 seconds cooldown (like ultimate skills from DPS classes)


    and calculate the crit chance and damage from this skill so that a brawler had a little Burst skill. Feel free to improvise if this only can be used as DPS or as Tank or on both.


    or even give it high cooldown and make Brawler's unique selling point. For this point my idea was, that this skill cooldown get's increased to 3-5 minutes cooldown which resets the cooldown from party members around 60 / 90 / 180 seconds to reset a full burst.


    This would be a strength skill but that is maybe a reason to choose a brawler tank in a party.



    9- A wish for Brawler DPS is, that the Talyph Opinion maybe will be adjusted. If we had a look at some informative pages like moongourd, we see that a brawler dps deals round about 8 to 10 m/dps fewer than any other dps class ingame.


    Therefore it would be proper nice when the Talyph will be customized from 45% more damage when hitting behind, to a much higher value when hitting behind or from side.




    10- Awakening Skill Rhythmic Blows. At the moment the vibration effect increases with each hit the power of user by 2% to a total of 8% for 5s. That would be 4.8 Power more with each stack to a total of 25 power with 5 stacks for 5s.


    It would be a huge damage push if the skill would increase skill damage instead of power.




    11- Skill: Mounting Rage


    Mounting Rage gives at the moment 50% rage and fill it up 20 seconds by 50/s to a total of 2500/3000. The wish was that mounting rage gives 3000 Rage through talent to increase duration and not over with 5% chance to get full rage.


    12- counter punch talent : pummel


    this talent has been broken ever since v80 (lvl 70 patch) ever hit, a fix to it would be appreciatted




    QOL changes:


    any skill can be body blocked by a party member and it will ruin hole your mobility, cause none skills "other than bullrush and iframe" can ignore party members,


    as well issue with flying kick getting body blocked by even pets at some point,


    suggestion is to remove the body block from party members on said those skills


    issue with brawler tank ulti:


    brawler tank ultimate is super important cause it provides 8% endurance shred to party for 20s


    also a way to define a good from bad brawler, which is fine for most part,


    but issues with it, some times you have to block with it else it will go on cooldown and brawler ulti, FORCE you to drop out of block window which can sometimes lead into not so pleasant coincidences, as well as on some inactive bosses it may reach high cooldowns "flying kick perfect blocks matter"


    suggestion is to increase block window for ultimate, as well as adding other means to reduce ultimate cooldown to be up


    lastly to my points


    there issue with flying kick skill advancement


    it says "boosts damage of flying kick by 90% at max rank"


    but in reality it only boosts by 9%


    it would be good if either are corrected to true values "either tooltip or skill bonus"


    addition:


    Growing fury attack speed penality removal "the 10% negative attack speed"


    it would be such nice buff to brawler and makes it less clunckier that it already is


    suggestion to make counter effected by attack speed


    manual block itself is an animation lock and the drastic fact unless u r in growing fury, u need to wait 0.8s for it to block for you,
    this is all suggestions that me and some fellow brawlers came up to hopefully make brawler desirable tanking class among the community and accepted and be a viable option for both newbie/casual runs, end game high score runs
    you can forward this to developers cause this is full orginazed list of deserable brawler changes, My regards ~~

  • Let me add a little thing to this list.


    Talyph for Dps on Haymaker.

    Gain 100 more rage when hit, also increases skill damage by 20% if hit behind.


    It´s okay, but it took a few problems with it. With new Mythical gear it has no matter from where you hit the monster. You only gain the additional 20% damage if you hit perfectly from behind, like it was with the niveot system. In instanzes like the abscess hm you cant use it because the boss spins and spins and spins and you often dont hit the boss perfeclty from behind to gain the additional damage. It is better to go for double tank then choose a brawler as dps. In the last days i would be asked to go double tank because its often better then go dps with brawler.



    in this case,

    #make brawler tank again

    #make brawler great again


    regards,

    Teilzeittank , Yurian

    nelm6ojm.png

  • Yeah, this needs to stay up and to be seen by devs...as of now, brawlers are just in a sorry state.

    Their tanking is really bad

    1.you have troubles holding aggro if the dps has the same gear as you (i know brawlers are meant to rely mostly on dmg to hold aggro, but that means that you have no room for mistakes, and boss mechanics that force you to move away are likely to cause you to lose aggro), whereas lancers can easily hold aggro with anni even if all dpsers have kaia+14/+15

    2. you have almost no buffs and utility for the party, which causes people to always favor lancers or warriors in LFG (it's even hard to find a guild, as most guilds want to save room for lancers/warriors)

    3. the only i-frame we have has a waay too long cooldown, and must often be wasted just for repositioning


    their dps is also really bad

    most of the dmg on brawlers comes from perfect defenses and reflected damage, and the small buff on dmg from behind granted by skill advancement isn't enough to put brawlers in a competitive spot in terms of dps (to make an example, even the best brawlers out there, are still behind other dps classes by 10M or more per second (even more when compared to warriors, who are insanely outclassing brawlers both in dps stance and in tanking stance).


    another problem that's visible both when tanking and in dps is the awkward hitbox on flying kick and one-inch punch..it's not rare for said skills to miss when you are not perfectly in contact with the boss, and some bosses make it even easier to miss, which is a huge problem, since they're two of the highest damaging skills.



    to make tanking better I'd add the aggro glyph on counterpunch, same as on shield counter, or on jackhammer, and I'd add more party buffs, not at the level of lancers, but at least a bit closer.

    to make dps better I'd buff the dps booster on skill advancement, at least to replace the loss of reflected dmg, increased dmg on perfect defense and still leave you with an overall dmg increase (let's say you are doing 10m/s from the front as a tank...as a dps from behind you should do at least 15...if you do 12, it's not really worth it..and that's what you'd do now).

  • Maybe we can put Bralwer on the list of endangered species and someone give us love.

    #push

    #make brawler tank again

    #make brawler great again

    nelm6ojm.png

  • Brawler is one of the most interesting classes in this game that I and many people enjoy playing it, because of the play style itself regardless of the low beneficial of it as dps or tank.

    I am playing this class as DPS stance since it came out and sadly the outcomes from it not enough to be competent with other classes in fair way. The main problem of a brawler dps stance is the lack of damage as we can all see the average damage of brawler in dps mode is way far behind other classes, which make it unwanted class among tera community. I understand that Brawler dps is kinda new in compare to others. Which is normal to have some issues to balance it in a way close to other classes. If we look at warriors for example they have both Tank and Dps stance and in both stances they are broken in damage in compare to brawler.

    To sum it up what brawler dps need is dealing more damage which can be done by improving some options like:

    Irregular option on growing fury that give 45% more damage from the back. Need to be increased for example making it bigger percentage to enhance the big gap missing damage. Also remove the back damage and make it back + side damage. To be fair like all classes hitting same damage from side and back regardless of the crit loss. I see this improvement would really put the brawler as dps stance mode in another level. Brawler not only can be tank it also can be a dps, normal dps class like warrior dps stance.


    The last improves for brawler wasn't actually beneficial and according to other classes we received the lowest improves with increased the gap even more. Also the recent k-tera patch that came yesterday containing Haymaker decrease coldown on flykick by successful hit on thrust option is counted as weak improve which won't help us to make our class enjoyable and motive us to keep playing this game.

    Sadly the way that BlueHole updating or improving the brawler class shows that they don't actually listen to players voice since those improves can't help brawler to increase its potential. I hope that BlueHole will actually look at our point of view that comes from long experience with our class in order to have better understanding for the problem that we face and get an actual beneficial solutions that achieve our aim.

  • Hey Guys,


    I think they read our forum, because they changed some things we wish here.

    If we look at last KR Patchnotes we will see that:

    Rampage:
    Changed skill usage condition from Rage To MP (1000MP), applied cooldown (from 2s to 180s (read in discord))

    and at full cast grants an extra 500 Rage.


    Changed Haymaker - Resonance skill option.

    actually: Increased skill damage of nearby allies by 1.5% times for 8s.


    after patch:

    Increase damage received by target by 2% for 10s. ( this is actually just shy of 1% dps for everyone party compared to now)


    Added effect to Haymaker - Weak Spot Thrust

    Decrease skill cooldown of Flying Kick by 0.5 seconds uppon successful hit


    Provoke

    Decreased cooldown by 25%



    Well, for the first step its okay. We all know, that this fight is going about many rounds that we hopefully get awesome patches that brawler is qualified as Tank and as DD. I hope we get some patches in the future that brawler get a comeback as Tank / Dps.


    In this case


    #make brawler tank again

    #make brawler great again