Facebreaking with Style: Melee skills and nodes should work when unarmed
I think people are getting a bit carried away here. Unarmed should not be a viable end game build, rather it should only be a fun low level possibility IF you get the right gear together.
I'm all for enabling some skills so people can play around with it but please don't turn it into something we can expect to see at end game. Fists are no match for steel. Perhaps just enable all skills compatible with blunt weapons for unarmed use including shield bash (it'll look like a shoulder slam without a shield) so people can charge in. I would also not be adversed to removing Facebreaker's level requirement so people can play with it right from the start. That would certainly make your 20th new character much more interesting. Last edited by BlastMonkey#5208 on Aug 14, 2012, 9:44:01 AM
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Just noticed the marauder's right uppercut animation would be perfect for infernal blow's unarmed animation. Then you could have a left right combo for double strike, followed but a mean uppercut for infernal blow.
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" I think you're not the one to decide if that should be viable end game option - seeing the feedback about that item from community i can tell that lots of ppl would like to see that viable endgame. Moreover i love this game because it has sooo many build options and every single unique item that makes new builds possible is an awsome addition to the game. So i hope that GGG will support unarmed build even more and make it viable engame strategy and make more uniques like that - providing more build options - if you don;t like it then stick to your build and don't bother with that item. |
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I don't believe I ever suggested it was up to me to decide. But I do believe that trying to put unarmed on par with cold steel kinda breaks things a bit. It's good for a laugh once you've been playing for a while but that's about it.
And from the initial suggestion things have gone quite a long way off path in this thread. |
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" To me that sounded like " do as i say " . Also why it shouldn't be on par with weapons ? you basicly sacrifice 2 slots - cause you have no weapon and you could have better gloves so it would be nice to atleast have decent dps possibilities - not overpowered or higher then normal builds juz decent/playable. As i said before the more options this game has the better it is for players who like to tinker with different builds and not just follow some online guide to make the best build possible. |
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as long as skills are enabled for the gloves im happy, mine are currently collecting dust because my melee weapon outclasses it stupendously considering all the skills and support gems that go into dps become useless with the gloves. also auto pick up is rather annoying with them equiped. it would also be nice if they were equipable from the start but it might be overpowered at begining levels. imagine if someone got it in pvp after infernal blow is enabled and proceeded to falcon punch the shit out of all the other players. also i think it would be fitting for a melee gem bonus on the gloves, i dont find the mod too advantagous but i think it would be fitting. a build based on these gloves would be heavily gear dependent seeing as you now lost all slots/bonuses from your hand and off hand (if they remove the quiver and shield bug). but heres my main wish, its quite simple i agree with Charan. I WANT TO PUNCH SHIT TILL IT EXPLODES. insert CaptainFalcon.jpg :D
quick edit: maybe add some facebreaking shoes and let us kick those zombies in the jaw? Last edited by Sabataexe#7345 on Aug 14, 2012, 2:07:28 PM
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" Sorry, it wasn't meant to sound that way. I used bold only to try and prevent my key concern becoming lost in all the text I wrote. The way I see it claws are basically hand to hand combat, same as unarmed, but with sharp steel spikes on your fists. It doesn't make sense to me that having no spikes would be as effective as having spikes. I feel that if having no weapon is as effective as having a weapon, then weapons lose some sense of being deadly and take a step towards being just a stat stick such as those in a game that shall not be mentioned. Also, unarmed typically means you're at a disadvantage. In my opinion, it is a very cool idea to enable an experienced player who understands the hidden possibilities of particular combinations of passives and rare or unique item mods to build a character that makes an inexperienced player's jaw drop when it explodes (or possibly even punches heads off?) mobs in a single strike, despite seemingly being at a disadvantage at first glance. It's the sort of thing that can be very funny but I think should only be possible for someone that really understands the inner workings of the game. It should, in my view, be a hidden treat rather than a staple build. |
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" Having done a few checks I think I agree for PvP. Shame really, after 350 to 400 hours I find the low level PvE stuff has become something I just want to skip. Tearing mobs apart barehanded in this part of the game would be very satisfying. Last edited by BlastMonkey#5208 on Aug 15, 2012, 11:43:22 AM
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" Thing is, just because Unarmed could be viable end-game doesn't mean it's equally effective as a build that uses weapons. Logically the time to kill would be much lower, as would be survivability. Viability only refers to the ability of the build to dispatch enemies and not the relative effectiveness compared to other builds. I agree it shouldn't be quite as effective as using shields and swords or dual weapons, but it should absolutely viable end-game, at least for PvE. |
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