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this ain't nerf, this is fucking trashing unarmed dude
#21
shouldn't the two melees be effectively a mirror outside of some aesthetic stuff

or, heck, a mirror altogether just with ironbody being another stance but whatever
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#22
This is not how builds work. Differing Unarmed users have differing supplementary trees. Right now, all Unarmed is good for is kiting and being an alternative to wielding a weapon. Buying Unarmed attack skills? Why would you when everything else is better?
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#23
(12-13-2019, 10:36 PM)Suke Wrote: ^ stfu

i ain't getting a TREE just to become strong. picked what I picked IC and ain't gonna change for that. unarmed as it is now is fucking TRASH af and it takes fuckin blind corpses not to see that, it's not fun, not rewarding, and all it takes is to press spacebar to fuck over an unarmed dude 10 secs

get rid of the stuns, get rid of that and give us fast paced combat instead of "lol, i hit u once and run away but i didn't do anydamage because range too low'' stupid ass shit

Hey now no need to get hostile this a place to voice opinions. don't tell people to shutup.

Unarmed can have its theme to be gcde but in order to do that they would need to accept having their damage lowered, likely by a noticeable amount. Since gcde will guarantee a combo with any sort of cc or lariat/stun landed
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#24
This is just my own opinion as an Unarmed user but...

I do agree that it should gain its GCDE on -most- techniques that received it back, at the cost of potentially lowered damage or increased CDs to make chaining techniques into combinations ending up in a dry spell of sorts. In my opinion, Unarmed's theme was its ability to chain techniques seamlessly into combos.

What I do believe is fine to remain GCD, however, is Lariat while keeping its damage, CD and range. In essence, Lariat already feels like a powerful battle-changing spell if you land it.

-ALTERNATIVELY-.

I don't know if it's viable but if the main problem with Unarmed Tree is the fact that people tie it in with dangerous spell trees, then it could have its GCDE restricted only on Unarmed Spells. In essence, you can then chain Unarmed Spells with one another but not Unarmed into other Spells. Just my two cents on the matter.
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#25
The issue with chaining GCDE spells is it was possible to get off a good 30+ damage in just a second or two, and that's before you end the combo with a GCD spell (such as a beam). I do agree that unarmed feels and looks far more fun when it's GCDE, but returning that is also going to mean drastic reductions on the damage of individual spells.

Proposal, let me know what you think:

- Reduce the damage on Weighted Punch from 10 to 6, make GCDE. (Unarmed)
- Reduce the impact damage on Lariat from 7 to 3; secondary damage stays as is. (Unarmed)
- Make Double Slash GCD instead of GCDE, lower the cooldown. (Armed)
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#26
Personally, I wouldn't mind GCDE Weighted Punch with a bit of a lowered damage in turn. Its combination potential was the stronger effect in my mind when it was GCDE.

I'd rather Lariat remain the same but that's mainly since it's my go-to spell for damage and stun. Lower cooldown while still being GCD, maybe? To make it more of a consistent stunner rather than a high damage stun.

If returning the tree to being GCDE will necessitate drastic reductions of damage on individual spells, maybe it won't be as worth it as it is in my mind. Since it'll kind of make it so that Unarmed users will be facing some form of skill ceiling that they need to meet to make the most out of it. (Chaining the proper techniques to keep the combo going and make the most out of them.) It sounds good on paper but in execution, it'll likely be very grueling.

Either way. I'm all for it.
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#27
After speaking to multiple unarmed users about how they feel with the changes I've compiled a list.

Flying kick could be quickly reworked to roundhouse kick with a short homing, delivers small kb, remains gcd and could act as a combo finisher.

Iron body could instead of root, increase DR by 50% and apply a lvl2 stun on yourself for the duration. blocking while it is on essentially making it 100% dr and still acting like a root while doing so.

Jab is fine as a gcde teleport, but not everyone has the eye for catching it. it's range should stay within 5 tiles of a player and fail if it moves outside of that range. To my knowledge I don't know if this spell actually does damage. for what it is it should at least be low damage. The combo starter.

Axe kick and Assault are spot on for what they are.

As chance suggested, and with these changes, it would make unarmed unique again in it's application of quick martial arts fighting. given how it so quick it will have its damaged lowered, but with decent enough cooldown reduction you would be able to cycle your combos in tandem with other spec spells of the players choice fairly quickly
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#28
But why would flying kick be reworked into a roundhouse kick that HOMES? When you do a roundhouse kick you spin in place. Honestly the ability is fine as it is.

Iron body changes i frankly don't care about as I don't use it.

Jab doesn't need to fail when outside its range. If you can't tell its range or use it poorly, you should have that moment of vulnerability to get punished considering its on an incredibly short cd at high RPL.

Axe Kick and Assault are fine though jesus phantom strike hits 6 times for a total of 24 damage.

Lariat's damage being butchered would be sad, but seeing as how it sets up for combos with its stun one can't really complain.
[Image: GLORIOUS_GIF.gif]
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#29
Is jab's range really just off the table?
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#30
@Jetniss. As someone was and still is testing unarmed out; heavily.

Jab is pretty much VITAL to unarmed. Without a *dash strike* technique, it has no way of actually closing the gap without tossing out a kick... That's obviously not the right way to go, seeing as their long cd an what not. When Jab was 3 tiles to proc. It was hell, it really was and i am not kidding. Ironically enough, raising it up 4, after its original 5 range. Has made it both comfortable to use from the unarmed perspective. But able to react to from the opponent.

The amount of times I miss now are pretty much 50/50 now depending on whom I fight. Clearly these range changes don't mean much to actual unarmed users. Since they always fight face-to-face.

But input on the changes chance spoke on.

I think Weighted punch can go with NO DAMAGE. like I said once before. Its slow is about as long as the CD and it gives -10% dr for like 7s? With that kind of utility, it really doesn't need damage. More so if it become gcde.

Maybe people will think otherwise? But I don't think wither does damage... And it's a debuff, Time slow doesn't do damage and I mean they work out fine. Not everything needs damage, MORE SO if it's applying heavier damage to a tree that's meant to attack /rapidly/.

PSS. Missing out like 2-3k damage isn't even that serious anyway...
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