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Idea Necro Rework - Making Necro more Interactive

Discussion in 'Capture the Flag' started by EmperorTrump45, Jul 6, 2015.

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  1. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Disclaimer: Just to get it out there I am not the Chuck Norris of Necro (aka Colonel_Graff) so I do not contain a bastion of wisdom about the class since I have not played it a ton. Either way here's my idea for it:

    As stated in the title the goal of this rework is to make Necro more interactive. Right now you place a spawner somewhere and hope your zombies kill some peeps rather than wander off into the void (really annoying when they do that).

    A little history: Necro used to be more interactive. Originally - way back in 2012 on McPVP - Necro was a melee class that had poison potions and a ridiculously strong wooden sword (enchanted with Fire Aspect and Sharpness IV) along with a couple zombies that would follow you around everywhere.

    That kind of Necro was pretty damn powerful but insanely unbalanced cause the poison lasted a very long time and the sword made Ninja's sword seem like a flaccid dildo. Also the zombies had low sustain (no regen effects or anything) and didn't do much damage.

    Intro: What I'm proposing is changing Necro to be more like that.

    Right now Necro isn't a bad class, but it's very passive by comparison to the others. A lot of how much you do as a Necro depends on where you place the spawner/consistently healing your mobs, but most of the time there's not a whole lot going on. Again, I am not a pro Necro and yes many people have gotten huge kill-streaks on the class (also does anyone remember the infamous Necro glitch that let you place upwards of 60 spawners? :wink:) as i have - I once got a 17 kill-streak on Beaver Creek. But it depends so much on where the spawner is placed and you can't do a lot aside form stay next to the spawner and wait for your mobs to get kills - which they sometimes do.

    Necro can be more interactive than that and have a bigger impact on the game. CTF is full of mobile classes like Mage, Solider, Ninja, Assassin, Medic and so on. Even Engineer is a mobile class because of the tele-porter. But Necro isn't really mobile.

    Basically the idea is to make the class more useful.

    Necro Reworked:

    Tools and Weapons:

    Wooden Sword - Sharpness II, Unbreaking X
    3 Potions of Poison I
    Blaze Rod
    Spider Eye
    Rotten Flesh
    Portal Block (same as Engineer portal)
    Zombie Egg
    4 Steaks
    Compass

    Armor:

    Leather Helmet +0.5
    Diamond Chestplate +4
    Golden Leggings +1.5
    Iron Boots +1

    Total Armor: +7/10

    Details:

    Minions: This Necro can spawn largely the same minions as before- zombies, spiders, and blazes.
    Necro starts off with a zombie egg (one zombie) and can gain more by killing enemies. After killing an enemy player you gain another zombie egg, this is capped at 5 eggs.

    All mobs have a baseline buff of Strength I, Regen I, and Swiftness I.

    Necroes can also see the health of their minions like Medics can see the health of their teammates and enemies - thus you can monitor the health of your minions so they don't die.

    The Blaze Rod: Hit one of your minions with a blaze rod and it will turn them into a blaze with all the buffs the zombie had.

    Spider Eye: This works the same way as the Blaze rod. Hit one of your minions to turn it into a Spider.

    Rotten Flesh: The Rotten Flesh works in the same way as the Blaze Rod and the Spider eye but it will turn your blaze or spider back into a zombie.

    Wooden Sword: As with the current Necro, the reworked Necro can still heal their minions with their sword.

    Portal Block: Since the mobs have a tendency to wander the idea of the portal block is to keep the minions around when you need them. Place the portal block anywhere (except in the flagroom + other tele-porter restrictions) and it will teleport all your mobs to that spot 1.5 seconds later.

    Poison potions: The purpose of the Poison pots is to make Necro more powerful in combat. Necro with its sword alone is slightly stronger than Medic in terms of damage dealt. And since this Necro is very dependent on getting kills in order to spawn more monsters it needs to be able to get a decent number of kills which is what the potions are for.

    Changes from Previous Necro:

    -Removed Spawner
    -Removed Pickaxe
    -Revamped Armor
    -Changed the damage dealt by Sword
    -Removed Blaze and Skeleton Egg
    -Changed number of Steaks from 6 to 4.
    -Added Blaze Rod
    -Added Bone
    -Added Wooden Sword
    -Added ability of Necroes to see the health of minions
    -Added portal block
    -Added poison I potions
    -Removed Snowball Effect
    -Replaced Skeletons with Spiders
    -Added Rotten Flesh

    What do you think?

    -Admiral

    @Plautius - for similar idea to mine.
    @Colonel_Graff
    @Shawn_
     
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    #1 EmperorTrump45, Jul 6, 2015
    Last edited: Jul 7, 2015
  2. furtles

    furtles Well-Known Member

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    I really like necro reworks of this nature. I think necro really does need and should be something like this, or like Wiki's proposal.
     
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  3. EmperorTrump45

    EmperorTrump45 Dank Memer

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  4. Colonel_Graff

    Colonel_Graff http://www.brawl.com/games/ctf/lookup/188857/

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    Too complex
     
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  5. AriesRam10

    AriesRam10 Old MCPVP'er

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    I dont think its too complex, its pretty simple (Besides the buff chain). I dont see any reason to change to a skeleton over a Zombie though..

    It also still snowballs, besides that I dont see anything wrong with it.

    Im heart that I was not mentioned ;-;
     
  6. Ironic_Gentleman

    Ironic_Gentleman Well-Known Member

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    I like that this buffs it without making it too strong, but I don't like the snowballing. I like that it's capped, but it seems like the buffs are so small that they are little more than cosmetic The only non-cosmetic buff here is Strength, which may just be too good. This does depend on Regen and Speed level, though. Problem is, if those are high enough to make the mobs useful, the class becomes far too good.

    Maybe just remove buffing entirely or start each different mob off with a different buff and remove snowballing, making each good in a different situation? This would make Necro a much more versatile class, which even this rework does not do.

    Also, what is the advantage of turning a Zombie into a Skeleton? Skellies don't have any zoning capability, so they just die. Strength also doesn't affect their damage, making them much, much worse. Zombies don't die as quickly, because they at least have some natural armour.
     
  7. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Hell you could say the same thing about Elf but a little complexity doesn't instantaneously discredit an idea. And either way it's not complex.

    All I'm proposing is to screw the spawner and give the Necro monster eggs and let him change his zombies into whatever mob that is needed for some situation - and then actually be able to control those mobs (with the portal) so they don't just derp around in some water pond.

    However it's a little hard to make a good rework when the only feedback given is 'too complex'.

    @Ironic_Gentleman I like your idea for standard buffs, that makes a lot of sense to me :smile:

    As for turning a zombie into a skeleton, honestly I have no idea what I was thinking there. Spiders might work better because they have a ton of mobility and more speed.

    @AriesRam10 I'm sorry I forgot to mention you :c

    I might remove the whole 'killing a player gives you more zombie eggs' thing. The snowball effect has been removed and replaced with a baseline buff.
     
    #7 EmperorTrump45, Jul 7, 2015
    Last edited: Jul 7, 2015
  8. AriesRam10

    AriesRam10 Old MCPVP'er

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    Ok yea, im starting to like this. Heres what I have now.

    I woudent remove the killing a player gives you an egg, yea, its a snowball and I said its bad. But it dose have a cap and its an easy snow ball. But I would also say the player should get an egg every x seconds so they dont get stuck with no eggs and no killing power.

    As for the changing of the mods. Yea, skellies are pretty worthless so I would change them to Spiders. You could also add onto the baseline buff as to the mod chosen. Like, all mods get STR 1, Speed 1, and Regin, 1. But Zombies get an extra Str buff and maybe a speed debuff. Spider/Skellies get an extra Speed buff or two, and Blazes (FTW fire ._.) could get extra regeneration.

    This would make choosing the mods to use in differnt areas less on there AI and more on the buff chosen. Of course that also dose make it more complicated but I would be pretty simple to figure out that Zombies are slow and strong good in small areas, skellies are fast and can chase down people, and blazes shoot fire on everything.

    Also maybe add a timer on the portal, somting like you place it down and then 5 secconds later the mods appear in the spot you put it. Because I can see it now, chasing a Necro who is so low on health then suddonly getting swarmed by mods and him getting away only to pull them again so I cant kill them.

    More stuff:
    Whats with the potions? Just thought it needed that? xD
    The bone and the blaze rod, its cool but I think that the eggs would be simpler to change from.
     
  9. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Ideally the mobs should be useful otherwise the might as well all be ocelots or something.
    I know that you meant keeping the mobs from being too powerful :wink:

    That's a really good idea! :smile: Added.

    Another nice idea.
    My take on this is that I don't want to put a cool-down on the portal that's too long. I'm thinking a 2 second cool-down would be a little better.

    Eh... I don't think it really matters whether or not it's eggs or utility tools like a spider eye and a blaze rod.
    I added the potions to help Necro in combat - because Necro is kinda weak (slightly stronger than Medic) and depends a lot on getting kills in order to spawn more mobs. I dunno why I decided on slowness tho xD... I'll probably change them to poison I so it's more effective or I'll give the Necro sword Fire Aspect.
    The problem I've had with that is making Necro strong enough to get a good number of kills in combat (5+) without making it too strong.

    Thanks for the feedback and I'm glad you like it.
     
    #9 EmperorTrump45, Jul 7, 2015
    Last edited: Jul 7, 2015
  10. AriesRam10

    AriesRam10 Old MCPVP'er

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    You could do a custom potion. Like a minor insta-dmg pot. Only dose 1 heart of damage but it could fully heal all the mods the hits? (No fire swords Pyro Necro combo to strong)
     
  11. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Changed. And yeah I was iffy about the fire swords (they are fun to use though :stuck_out_tongue:)
     
  12. lasertagfighter

    lasertagfighter Well-Known Member

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    You are a disgrace to minecraft.... Diamond chestplate is 4 armor ;(
     
  13. EmperorTrump45

    EmperorTrump45 Dank Memer

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    I'll be durned it is. Fixed.
     
    #13 EmperorTrump45, Jul 7, 2015
    Last edited: Jul 7, 2015
  14. ContagiousBubble

    ContagiousBubble Active Member

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    I realized that you are only able to upgrade your spawner when your mobs get the kill. The kills' that necro get from their pick axe or sword should count as a kill to upgrade your spawner.

    Another suggestion would be for mobs to spawn with buffs(speed, strength) but a range to a certain extent so a necro can't escape and hide. So basically, necros aren't able to move out of a certain radius within their spawner.
     
  15. Ironic_Gentleman

    Ironic_Gentleman Well-Known Member

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    I wanna play this Necro. An army of mods would be a lot of fun. :3
     
  16. AriesRam10

    AriesRam10 Old MCPVP'er

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    This is a rework, not a change to the current Necro. Its different. (Your 2nd idea would kill Necro compleaty)
     
  17. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Dude I want an army of mods on my server.
     
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  18. Ironic_Gentleman

    Ironic_Gentleman Well-Known Member

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    I was pointing that out. .-. Whenever he meant "mob", he wrote "mod".
     
  19. ContagiousBubble

    ContagiousBubble Active Member

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    Necro is already dead
     
  20. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Hey that quote's a perfect example of The Pessimism Fallacy!

    The Pessimism Fallacy: Fallacy that occurs when one assumes that something is already useless while ignoring its potential to be very useful.
     
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