Unarmed Combat
Two ideas for the Unarmed Combat.
1. Hollow Palm Technique should be the base state for Monk (no need to choose this as a passive). His base unarmed attack should have better animation than being just a right hand punch over and over. 2. For all characters there should be: - Option to take Hollow Palm if they want to spec into it. - Option to take Brawling (more on the strenght side) that makes simple, more strenght based unarmed attacks (new animation), and allow for some small evasiv manouvers, while helping to tank some hits. Last bumped on Sep 6, 2025, 10:37:00 PM
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What do you think of the idea of adding a new base weapon that would qualify as "unarmed?" This would also enable crafting for that style of play rather than having our damage determined by other factors.
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" i like this more than using only qstaff skills, i mean same skills with different animation feels new but it's not. it would bring a whole new set of skills and open up a real new combat style. the problem might be to introduce interactions between supports/passives and also add new clusters in the tree since now (0.2) there's only one cluster for unarmed. |
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my main problem with unarmed is the loose of stats that can be massive.
you can litterally have weapon with 7 affix and 2 rune... how 3 stats can compare.. i feel unarmed must offer more than what we have right now. or it will always the less interesting choice than a weapon stats wise. |
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