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Idea Pyro Rework Concepts

Discussion in 'Capture the Flag' started by Quarrelt, Jun 10, 2015.

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  1. Quarrelt

    Quarrelt Genetic co-leader | team!

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    Hey everyone.

    It’s finally here - the community pyro thread. This was a project I started a long time ago and it’s been created with tons of feedback from multiple community members. I’m happy to finally be able to share it with you. I’ll be splitting this thread into 5 different parts to make it easier on the eyes. The first 3 are the most important. Please read everything if you can; it would be informative. If you post something and the answer is in this post, I’ll simply ask you to read the thread - so I’d read it before hand.

    Quick note before we begin. Regardless of the change that happens, we will be able to make changes a lot quicker now. We're not looking for a perfect fix here, the balancing can be done later - we just need you to work with us and trust us on that ^^. (Remember, all number can be tweaked, don't worry about that.)

    Part 1. Explanation and Information
    The thread works like this. Each number is it's own concept. I've ignored steaks and numbers for now because I just want pure concept. We'll get to the crunching later. When approaching this thread, try to think of Pyro alone. Classes and things can always be balanced around the change so for now, just try to think of these concepts would work and be fun. Now that that’s out of the way, here are some other major points.

    °Pyro
    We are still looking to keep it defensive and will cater to that. We’d rather not have to heavily nerf all the capping classes as well, so if we can avoid that – we will. Pyro will still be an anti tank/armor class, so keep that in mind. Pyro still needs to be able to effectively do it’s job.


    °Main Changes
    We’d like pyro to become more versatile and less camp-y. We’re going to try and tone down it’s spam as well (Flint and Steel/Bow spam). One of the biggest problem with pyro is that precision and spam achieve the same reward.


    °Instakills vs. Non Instakills
    Now, there is a constant complaint on instakills. I’m going to state right here that I don’t want to see that argument start up on this thread. You may hate instakills you may see their value, but that is not what this thread is about. Think about each concept individually and try to imagine if they would be able to work in game. You can mention changes like, “Concept 1: If x class was changed, this concept could work if this part is tweaked,” or something like that.


    °True Damage
    True damage seems like the easy way out, but we already have so many classes that just beat each other down. If pyro is given true damage, there should be something flashy, something fun, something to make people play pyro instead of another class. If pyro’s “cool ability,” of the instakill is taken, it needs a substitute.
    Part 2. Instakill Reworks
    1. Layered Instakill
    This one would still allow for an insta kill while making it more difficult to pull off. If the Pyro is unable to instakill, they still have a large damage output.

    -When Pyro is on fire: Axe deals true damage
    °Fire damage will be removed OR reduced (for Pyro)​
    -When an enemy is on fire: Axe deals double true damage
    -When both the Pyro and an enemy is on fire: Axe instakills
    -Flint and Steel would be limited
    °Stackable and regen / XP bar and regen
    °Single item with quick cool down


    2. Mobility Instakill
    Instakill work same as current pyro, except it’s based on bow pull-back - giving the enemy more time to possibly escape and promotes movement on pyros.

    -Pyro gains a full XP bar
    -Pulling the bow back will drain the XP bar (seconds can be changed)
    Release arrow instantly after 3rd stage - enemies on fire for 5 seconds, 3.5 hearts explosion
    1 second - enemies on fire for 3 seconds, 3 hearts explosion
    2 seconds - enemies on fire for 2 seconds, 2.5 hearts explosion
    3 seconds - enemies on fire for 1 seconds, 2 hearts explosion
    4 seconds - enemies do not get lit on fire, 1.5 hearts explosion
    5+ seconds - enemies do not get lit on fire, 1 hearts explosion

    Part 3. Non Instakill Reworks
    1. Axe-tinguish
    This takes out large amounts of health at a time, so the pyro cannot solo as easily, yet again, is still able to be a powerhouse on defense.
    -The drawback on the bow determines the radius of the fire explosion
    -Damage is based on how long the player has been on fire
    °Hit instantly to deal 7+ hearts (max)
    °As time goes on, damage goes lower
    °Players will be on fire for 4(?) seconds max (ex: 7hrts, 3 seconds=6, 2 seconds=5, 1 seconds=4)
    °Hitting a player extinguishes the fire
    Suggestions:
    -Gain health back after hit with axe

    2. Frenzy Mode
    Made so Pyro now has to use their ability wisely rather than camp in the back with their bow, perhaps making pyro more mobile again.

    -Right click Magma Cream
    -Iron axe turns into diamond axe w/ Looting (for effect)
    -Anyone within a <2 block radius of pyro gets lit on fire
    °High damage output​
    -If the pyro survives frenzy mode, they set off a “finisher” explosion and anyone that is still on fire will lose (x) hearts
    -Frenzy mode lasts (x) seconds (cooldown)​
    Other thoughts that are up for debate or suggestion:
    -Axe deals no knockback [during frenzy]
    -Pyro gains debuff (slowness, take more damage) [during frenzy]
    -Steak is removed and transferred into (x) extra hearts, steak is returned at the end of frenzy mode [during frenzy]
    -Not in frenzy, true damage (ex: 3/4 hearts). In frenzy extra true damage ( ex: 5/6 hearts)

    Part 4. What We Need From You
    Please let us know your opinion of these concept. Also, if you have any ideas yourself or if you would like to take pieces of these concepts and make a new one, feel free to post those here or better, send them to me in a forum PM or on skype (if we're contacts). I can't guarantee they'll be added to the list, but they may be used to help us narrow down what's wanted in the final product. Try to focus on the one's we have, though.

    This is for real so be serious about your feedback please, we'll take it all into consideration if it's calm and presentable.

    Part 5. Credit
    As I've mentioned, because of the amount of people that have and will contribute, credit will go to the community. No two or three people did more than the rest so credit will be going to everyone. If you help, then you and everyone who sees your contribution will know you've helped.

    Thank you guys for reading! If you need clarification on anything, please let me know.

    Final Notes:
    1. We are able to make changes more quickly on Brawl, so once we make a change don't think it will take 3 months for things to be tweaked. You'll have to bear with us for a bit, but we're not looking for a perfect fix. We'll find a rework and then balance as we go. We'll work as hard and as fast as we can c:

    2. Flint&Steel. No matter which rework we decide for pyro, flint and steel will be changed to be limited and less spammy. So don't worry about the current flint and steel being a problem.
     
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    #1 Quarrelt, Jun 10, 2015
    Last edited: Jun 11, 2015
  2. Tenshirox

    Tenshirox C a p t u r e F l a g

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    I've contributed a bit to this before but I may as well state them again
    Instakill #1
    The main issue with this is that lighting oneself on fire can get rather annoying to do anything, this wouldn't be the most fun way to play Pyro
    Instakill #2
    This wouldn't really do much, it'd keep pyros on defense and just rely on flint and steel more often than they do now
    Axetinguish
    Depending on how much the damage scales down, this may be a good idea but the instant axestinguish may be a bit too much
    Frenzy Mode
    Currently my most favorite rework since it enables versatile gameplay. It takes away the big issue (The Bow) that makes Pyro defensive more than offensive and acts as a crowd control class.
     
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  3. wintergreen3

    wintergreen3 Delta Force Leader | Staff Manager | CTF Admin

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    I personally really like the sound of the Mobility Instakill. It would make fighting a Pyro more fair, but still keep Pyro fun. I'm not a huge fan of the Layered Instakill by the sound of it right now, due to the fact that you'd have to light yourself on fire and take damage while trying to kill someone, leaving yourself even more vulnerable to buffed Ninjas/Heavies(/any-class-that-can-3-shot) than usual.
    The Axestinguish and Frenzy mode sound interesting, but I think Pyro is more fitting as some sort of insta-kill, and I don't understand Frenzy mode fully. Is there someone that could explain it to me a little more?
     
  4. Sir_Inge

    Sir_Inge Well-Known Member

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    I like the layered instakill, but I'm not a fan of lighting yourself on fire. Perhaps another way to charge up the axe?
     
  5. Rohaibcheema

    Rohaibcheema Active Member

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    I like the mobility instakill, but that means you won't be able to hold a drawn bow, which makes it hard to stop soldiers and chemists.
     
  6. furtles

    furtles Well-Known Member

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    I'd have to agree with Tenshi about the instakills.
    1. Lighting yourself on fire gets annoying, especially if you have a default texture pack or one that fire takes up half the screen.
    2. Would flint and steel be gone or be pretty limited? If not, I don't like this idea. F&S would need to be gone for this to work in my opinion.

    1. I like the axe-tinguish rework. I think it would be cool if pyro gained small amounts of health when they hit someone as well (2 hearts max).
    2. The rage or frenzy mode idea is one that I think is more suited to assassin (large bursts of damage, then defenseless) but I don't think it can be used only for assassin. I think the pyro should gain Weakness during the Frenzy mode, and not Slowness. Slowness seems counter productive to me, unless you use it very close to more than 2 people. Getting that many people within two blocks is pretty rare.

    I think for the last two, medic would have to be changed to accompany the new pyro.
     
  7. redslime

    redslime Lead Developer

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    team!
     
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  8. Quarrelt

    Quarrelt Genetic co-leader | team!

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    Quick note that I mentioned under Layered Instakill that's relevant to all reworks. Flint and Steel will be getting a change regardless of which rework we go with. Flint&Steel will be limited so it's less spammable and a pyro will have to put effort into using it correctly.

    Sorry, should have brought this up. When finalizing this idea, we discussed a reduced fire damage for pyro or a removal of fire damage all together (for the Layered Instakill). You deal more damage when the enemy is on fire anyway, so the only reason to light yourself would be to instakill. What we were trying to do with this one was a sorta "pick your fights" deal. And yes, for this one there would be limitations of flint and steel. Fire charges, one charge with a cool down like mage, Molotov, somethin' like that.

    The Pyro's ability is shifted to a magma cream and must be activated. My personal dirt with this is I'm not a huge fan of main ability cool-downs, but this concept was a more "out of the box" rework than the rest. When you right click the cream, if an enemy is right next to you they will automatically be lit on fire and the Pyro is basically in berserker mode.

    Don't underestimate 3 seconds, 1 second is actually quite a lot of time in CTF ^^. The exact numbers may be changed, but the goal with this was to make pyros aim and work towards their kills, and if they get outplayed by their enemy they are more vulnerable.

    Read mah new note ^

    Oo, gaining health, I like that idea. I'll put it under extra suggestions for that one, thank ya.

    Wekaness where you deal less damage would kinda go against the point of frenzy mode so I'm assuming you mean take more damage, but correct me if I'm wrong.

    Thanks for the feedback so far guys c:
     
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  9. _Pai

    _Pai Well-Known Member

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    Here's something based on an idea I had a really long time ago:

    No bow, right clicking with the axe does a no-damage hit that sets the opponent on fire.

    When opponent is on fire: First hit does no damage but gives pyro two steaks. Second hit is the instakill.

    Pyro does not start out with any steak. Max steak held is 10, after which the first hit will give no steak (but is still necessary for the instakill combo).

    If you'd like the reward could be toned down to one steak.

    The purpose of this rework is to make pyro a fast more offensive class. Every time pyro wants to light someone on fire he has to stop and fire the bow, which is a slow thing. This made pyro a mostly defensive class. This gives him more speed in lighting people on fire at the expense of lighting one person on fire at a time (giving pyro a weakness of crowds) and losing range with the removal of the bow. It also makes pyro at the beginning a very fragile class at the beginning. Though the combo instakill may seem OP, it takes three hits to execute. With no steaking in between ie. when the pyro has just spawned in the three hits the pyro does to you, most classes will kill pyro before he gets the third or even the second hit. This makes pyro more offensive, but not a straight in your face tank offensive type. It means pyro will have to rely on good positioning and sneaking up on people. TLDR: Pyro will become more offensive but fragile.

    I don't know where the f&s fits into this. Any rework would work fine with this idea, or it may not be required at all. The f&s is supposed to be a faster way of lighting people on fire but with this idea the axe is fast enough, making the f&s somewhat useless in its current state. Maybe it could be made more of a trap weapon.
     
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  10. Hanatamago_San

    Hanatamago_San Active Member

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    I definitely prefer the mobility and layered reworks.
    I'm not really a fan of the Frenzy mode. That's my two cents.
     
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  11. CrystaliteRyuko

    CrystaliteRyuko Well-Known Member

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    The instakill reworks, I love it. I never thought of it that way, but I think it is great.
     
  12. DeadRhos

    DeadRhos Minimum Brain Size

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    How about this rework? The premise is that setting a person on fire will remove their armor for a short time, decimating their defensive ability but keeping offense intact. Logically, it makes a certain amount of sense - you set someone on fire, and their armour burns or melts off depending on whether they're wearing leather or metal.

    It also beautifully solves a problem that other reworks have struggled with: Pyro stays as a defensive class, but stops being overpowered in the midfield. In a busy flagroom, pyro would provide immense defensive support from tank classes like Heavy, Chemist and Soldier; whereas in a one-on-one situation it wouldn't be quite as useful. As a separate addition, punch on the bow could be useful to stop it from being completely underpowered anywhere other than the flagroom.

    As @Quarrelt said balancing would be sorted out later on, but I'd love to hear what people think of it as a concept.
     
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    #12 DeadRhos, Jun 12, 2015
    Last edited: Jun 12, 2015
  13. obikenobi21

    obikenobi21 Delta Force Jedi

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    I must say, I really like this idea. Maybe give pyro bonus damage when their target is on fire too.
     
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  14. Ironic_Gentleman

    Ironic_Gentleman Well-Known Member

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    I love it. I do agree that bonus damage might be a good idea, though. This makes it a near insta, without the problems with instas. When well played it'll be more effective, and be far more difficult to use effectively than current Pyro.
     
  15. Quarrelt

    Quarrelt Genetic co-leader | team!

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    Interesting concept. I feel it would be slightly overpowered on defense because of all the extra people in the flag room. Would make pyro more useful on offense, but, I still feel removing their armor may be slightly overpowered on offense because then classes can be very easily two shot. Perhaps one/two pieces or only for like a second or something like that?
     
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  16. DeadRhos

    DeadRhos Minimum Brain Size

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    I disagree; I think it's a concept that will reward defensive teamwork, which is something that needs to be encouraged.

    One second seems to be a good starting point (although it would have to be tested further). A skilled pyro would be able to two-shot someone in that window, but it would allow the enemy to escape and steak as well.
     
  17. obikenobi21

    obikenobi21 Delta Force Jedi

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    And in addition, we could make fire last a shorter time, making pyro have to constantly set their opponent on fire to get that high damage output. However, in a crowded flag room,the armor removing allows other people to rek the offender, but on the flip side, offenders can take out a pyro more easily. Could make for some very interesting stuff.
     
  18. Quarrelt

    Quarrelt Genetic co-leader | team!

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    Okay, kinda liking this idea a bit actually, so I'm gonna roll with it for now.

    But explain that a bit. What's making the offenders able to take out a pyro more easily, because it can't instakill or.. something else? Not sure if I'm misreading something ^^.

    Also, should we can give the players that get hit some compensation for losing their armor for that time? Like they deal extra damage or something, I dunno.
     
  19. obikenobi21

    obikenobi21 Delta Force Jedi

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    yah, because it can't insta-kill.
     
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  20. Quarrelt

    Quarrelt Genetic co-leader | team!

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    Gotcha. Okay. I think I'll take this back to the google docs and polish it up a little bit and see what you guys think. Thanks again for the feedback ^-^.
     
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