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Idea Elf Rework - Something Useful

Discussion in 'Capture the Flag' started by Tenshirox, Jun 29, 2015.

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What do you think of this Rework?

  1. Too Drastic

    1 vote(s)
    20.0%
  2. Not Drastic Enough

    0 vote(s)
    0.0%
  3. Not the Rework I imagined

    4 vote(s)
    80.0%
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  1. Tenshirox

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

    Joined:
    May 17, 2015
    Messages:
    651
    Ratings:
    +446
    I explained on a separate thread why Elf needs a change, this Rework will aim to change Elf in the fashion I stated: More emphasis on efficient damage and zoning.

    Elf Rework:
    • Elf gets a new "charging" system. This system is an xp meter that fills up when using an element, when the xp meter maxes out the ability used will be maxed out as well. The arrow will instantly fire when hitting a certain xp level.
      • This replaces vanilla bow drawback, it had the same properties but also allows the Elf to move around normally rather than sit like a sitting duck pulling back a bow.
    • The Pure element will stay the same in most aspects, but the ability meter charges twice as fast as pulling back the bow.
    • The Earth Element will stay the same, with its ability only activating at full xp charge.
    • The Wind Element will have a knockback effect, at half xp charge it deals punch I knockback, whilst full charge deals punch II
      • Flight takes two arrows, rather than one
    • The Water will create a 3x3 area indicated by water particles, it extinguishes negative effects and fire for allies as well as gives resistance whilst in the water. Enemies that walk into the water zone will receive Slowness I/II. The amount of charge determined how long the element will last, from 1 second to 5 seconds.
    Why?
    Since pullback cannot be altered, the XP meter acts as a fine alternative that makes the Pure Element more useful overall. Since the Wind and Water element are gimmicks, they received the zoning aspect of the class. Water zones by slowing down enemies and whilst the Wind element is raw knockback, allowing Elf to have a decent capability of keeping enemies at bay.
     
  2. Septembers

    Septembers Member

    Joined:
    Jun 12, 2015
    Messages:
    54
    Ratings:
    +9
    I don't really understand the ability meter part?
    So you'd have to draw back the bow first and then after that it insta-fires?
    That sounds kinda op, and flight costing 2 arrows would nerf it too much (most people are already low on arrows if they're firing at someone)
    I agree it needs a rework but I don't believe this is quite it.
     
  3. Brendoom

    Brendoom Well-Known Member

    Joined:
    May 17, 2015
    Messages:
    411
    Ratings:
    +98
    I would honestly not bother debugging anything. But the only thing I would fix personally is the blocking. Elfs block archers for ages and it's stupid not to be able to hit them. But other than that, I wouldn't try and make it complicated and just leave it the way it is.
     
  4. Lujiu

    Lujiu Active Member

    Joined:
    May 24, 2015
    Messages:
    145
    Ratings:
    +23
    It can only sustain its shield for about 7 seconds.

    If you alter the bow drawback it will confuse a lot of players because its removing a classic minecraft aspect of bow drawbacks (adding yet another learning curve to the class)

    I think that instead of making the water element slow down enemies it should be the earth element. The earth element is meant to stop enemies so I think that if they change the earth element to something like:
    -If the arrow hits the target they are frozen in place for 3 seconds
    -If the arrow goes near the target they receive slowness 2 for 4 seconds.

    I also think the water element needs a buff maybe something like
    -Allies receive regen 1 and resistance 1 for 10 seconds (with the fire removal.)

    (I agree with your buff idea for the wind element but I think instead it should just be a lot more knock-back but with the same proprieties it already has)
     
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