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Idea Instakills, in Their Current State, Are Overpowered/Unbalanced, Unfair, and Stupid

Discussion in 'Capture the Flag' started by Webmant, Jul 7, 2015.

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  1. Webmant

    Webmant Active Member

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    Instakills are possible to be balanced, fair, and intelligent if done right, but the way they are used in MCCTF is not only stupid, but overpowered/unbalanced and unfair. The reason why instakills, in their current state, are unfair is because if you do not see them coming, you are dead. Fair would be being able to recover from, or see the instakill coming, each and every time. You can recover from a Heavy or Medic coming up from behind and killing you, but this is not the case with Archer, Assassin, and, most of the time, Pyro. Thus, our instakills are unfair. The reason why instakills in their current state, are overpowered/unbalanced is the fact that they are always used in their respective roles. Whenever you see a good defense, there is always a Pyro, with almost no exceptions. Whenever you see good recovery, there is always an Assassin. Whenever you go in any game with open areas and choke points, there is always an Archer. These classes would not be overpowered/unbalanced if their respective roles could be fulfilled just as well without them, as opposed to always having to need them. Thus, our instakills are overpowered/unbalanced. The reason why instakills, in their current state, are stupid is the fact that out game can thrive, attract people, and do better if they were removed or implemented better.

    Now, you may ask, how could we possibly improve/remove instakills? That is simply impossible! However, it is not. Unfortunately, many people seem not to be able to think of ways to have our game balanced while having instakills changed/removed. Here are some examples of possible revisions for each instakill class.

    Pyro: I always see a Pyro on defense, and I always despise them on defense. I always felt that they would do better, especially with their abnormally long duration of fire (doing ****ing 4 hearts of damage!), if they started doing true damage as opposed to instakilling. This would make them much more balanced, as well as making them more reasonable on defense, as on defense you are usually constantly healed by a Medic, making you an instakill powerhouse with armor, and 5 steaks to back your health up. Pyro could also be made to have more tools to set opponents on fire (a stick that sets their opponents on fire after 1 or 2 hits as well as flint and steel with more durability and more arrows for their bow).

    Assassin: Assassin is a class that always seems to go three ways. You see them and block them easily and kill them. You do not see them and you are killed easily. You see them, but they fake you out and abuse sword block lag, and kill you even while you were blocking. This class is easy to see as depending on circumstance, and lots of it, causing it to be a randomly effective class. If your target is facing you, your circumstance is lowered. If their block happens to register when faking them out, your circumstance is lowered. A class that is based more around circumstance and luck as opposed to more skill and strategy is a bad class, in and of itself, especially if it is so frustrating as an Assassin. As opposed to the current Assassin, we can implement a more burst damage oriented Assassin that does true damage as well as having more tools to assist it (this new Assassin would be more effective against higher armored targets but weaker against lower armored targets). When Assassin would use its redstone, it would get a level or two of Resistance, a level of Strength, and would start dealing true damage anywhere from 3 to 6 seconds. Due to this, they would no longer be instakilled while under the effect of the redstone, and blocking would be less effective. Blocking an Assassin while they are using their redstone would result in the Assassin either losing all/some/levels of their buffs or halving the duration of their redstone and nothing more than that. This would give blocking some power over the Assassin, but would not stop the Assassin. Assassins will also have more tools to attack and to regenerate redstone (along with having more amounts of redstone). One such tool could be a grappling hook which would both pull the Assassin towards his target and bring opponents down to the ground and keeping them there (great for flying Elves or wall-climbing Soldiers).

    Archer: Archer is a class that has touchy solutions to their instakills. Some people think true damage should be based on range, instakilling at longer ranges, but this only makes random shooting much more desirable and effective, as well as keeping their victims unaware of an incoming instakill. Personally, I think the Archer's first shot should "confuse" their victim by nauseating, slowing, and blinding their target for a certain amount of time based on the range of the shot (20 blocks would be 2 seconds, while 100 blocks would be 10 seconds), as well as doing a decent deal of true damage (around 5 hearts). The second shot would instakill their victim (but only while they are under the effect of the "confusion"). This would make Archer take more skill as well as keeping their victims aware of an incoming instakill.

    Please Note: These three revisions of the instakill classes are intended to be used either as examples of a way to balance instakill classes or as bases to build reworks off of. These reworks have not been fully realized in any way due to the fact that they are not thoroughly explained, revisioned, and tested. Also, to all the idiots saying that instakills keep the game fast-paced, please think a bit with what may be left of your brain. All instakill classes are used, for the most part, for purposes of defense/recovery, thus they make the game slower as opposed to faster. Thank you for reading this thread.
     
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  2. furtles

    furtles Well-Known Member

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    I agree with your point, but not the instakills reworks. Still, very well said.
     
  3. EmperorTrump45

    EmperorTrump45 Dank Memer

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    You know... I'm not going to feel better about getting instant killed if I saw it coming beforehand. It still sucks.

    Instant kills are unbalanced, unfair, and stupid in any state.
     
    #3 EmperorTrump45, Jul 7, 2015
    Last edited: Jul 7, 2015
  4. lasertagfighter

    lasertagfighter Well-Known Member

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    Heyyyyyyyyyyyyymitch! Remember thy?
     
  5. Tenshirox

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

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    I myself was shocked when I didn't realise sooner the fact that most instakills are defense based. The poll from before was rather invalid due to the majority not understanding the topic and the fact that "balance" with instakills is nearly impossible. This should shut up the "instakills make the game faster" debate, they're just a shortcut to replace skill for frustration.
     
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  6. lasertagfighter

    lasertagfighter Well-Known Member

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    There should be only 1 instakill class and that's assassin. Every class has a ability which is different. Assassin has always been a instakiller for generations. I shall not let this be removed!
     
  7. furtles

    furtles Well-Known Member

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    @Tenshirox To add to your point, I'd say a good half of players who voted to keep will be dissatisfied with the balanced instakills, because for instakills to be balanced, they have to be hard to do and have some sort of counter. Most players enjoy the ease, not the concept.
     
    #7 furtles, Jul 7, 2015
    Last edited: Jul 7, 2015
  8. DeadRhos

    DeadRhos Minimum Brain Size

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    Trouble is, they're necessary for defense, they're just too good at doing what they're not supposed to do, which is random killing. :frowning:
     
  9. furtles

    furtles Well-Known Member

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    Instakills are not necessary for defense. All you need is teamwork. Isn't CTF a team game after all? We had a no-instakills match on MCPVP, and the team I was on had no trouble defending.
     
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  10. Tenshirox

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

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    No they are not. Instakills promote solo play when this game should be about teamwork. Why have a viable team of a heavy/chemist/medic on defense when you can just have an easy pyro defense? Why coordinate recovery if you have Assassin? Why play with your team if you can just kill***** as Archer? Instakils are the skilless shortcut that makes teamwork obsolete in a game that should revolve around teamwork.
     
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  11. EmperorTrump45

    EmperorTrump45 Dank Memer

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    [​IMG]
     
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  12. DeadRhos

    DeadRhos Minimum Brain Size

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    Yeah, that's what I said. My point is that sometimes a heavy/medic/chemist team often isn't viable for defense. Especially in flagrooms where soldiers can quickly and easily get away without being followed, instakills are necessary to stop games from being ridiculously short.

    That said, I do support a sensible overhaul that would remove instakills. Have a look at my Pyro rework a little way down this page.
     
  13. EmperorTrump45

    EmperorTrump45 Dank Memer

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    They really don't do that at all. Also you forgot Dwarf which is one of the best defense classes out there and definitely keeps games from being short.
     
  14. DeadRhos

    DeadRhos Minimum Brain Size

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    Beaver Creek.
     
  15. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Your point?
     
  16. DeadRhos

    DeadRhos Minimum Brain Size

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    No amount of teamwork can stop a soldier on BC since it's so easy to get in and out. Also, while Dwarf isn't technically an instakill class, its snowballing's widely regarded as a terrible mechanic which will probably (hopefully) get changed anyway.

    Regardless, you're missing my point that I do support the removal of instakills as long as it can be balanced sensibly.
     
  17. EmperorTrump45

    EmperorTrump45 Dank Memer

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    lol

    I'm glad we agree :stuck_out_tongue:
     
  18. Tenshirox

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

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    That's because the game is centered around instakills. It is true, Instakills are a staple in defense but that doesn't mean it should stay like that.

    Even without Instakills I'm pretty sure a Pyro will still hard counter a Soldier, just to an extent where it is fair for both sides. If soldier were to become drastically stronger I am sure there would be a change to the class.

    Honestly, it sounds much easier to balance a game without instakills than with them because you don't have to meticulously make instakilling hard but not too hard while still having people complain about getting 1 hit killed because it's a terrible gameplay feature.
     
  19. dukeisawesome12

    dukeisawesome12 Well-Known Member

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    helo webmant <3

    gotta say u make some valid points but i have 2 disagree wiff u ( D: ) but ye ill cut the **** and just get into it. so first off, u say this:
    "...The reason why instakills, in their current state, are unfair is because if you do not see them coming, you are dead. Fair would be being able to recover from, or see the instakill coming, each and every time. You can recover from a Heavy or Medic coming up from behind and killing you, but this is not the case with Archer, Assassin, and, most of the time, Pyro."​
    so basically when ur playing the game, u need to be aware of ur surroundings and if u happen to not notice an instakill coming, then u die. the way i see it, getting instakilled is a result of u messing up, so personally i wouldnt consider that particularly unfair, but i respect ur opinion on being able to recover from mistakes. however, this is all in regards to a player's life, not specifically the objective of the game. so if defense makes a mistake and they let someone get out of the flagroom, instakills give them a good way to recover from that mistake, whereas without instakills, it could take a pretty fkn long time to recover. with the current maps in rotation and style of maps evident in ctf, this would not work very well. larger, different maps would need to be made for a ctf without instakills imo.
    "...The reason why instakills in their current state, are overpowered/unbalanced is the fact that they are always used in their respective roles. Whenever you see a good defense, there is always a Pyro, with almost no exceptions. Whenever you see good recovery, there is always an Assassin. Whenever you go in any game with open areas and choke points, there is always an Archer."​
    all classes are always used to fulfill there respective role; thats the purpose of a class. pyros are designed to be used for crowd control (which tends to be needed for defense), assassins are designed to be used for killing a specific target (which tends to be the flag carrier), and archers are designed to be used to kill targets from a distance (which is best accomplished in open areas). i dont see whats overpowered about a class being used for the role that they were designed to be used for.

    the rework ideas u spoke about for the most part consisted of replacing instakills with high true damage output and then balancing things around that. this would lead players to play more tanky classes in order to counter the revised instakillers and would lead to slower-paced gameplay, which brings me to the point you made about idiots and fast-paced games.
    "Also, to all the idiots saying that instakills keep the game fast-paced, please think a bit with what may be left of your brain. All instakill classes are used, for the most part, for purposes of defense/recovery, thus they make the game slower as opposed to faster."
    the term "fast-paced" does not refer to the duration of the whole game, but rather the rate of the rhythm by which it moves. instakills do make the game fast-paced, as they induce shorter lifespans, quicker fights, and general quick-thinking. a game without them might be shorter, but not slower. to give an analogy for those of u who understand things better with one, just imagine a slow song and a fast song. say the slow song lasts 5 minutes and the fast song lasts 10 or something. the slow song is slow because of the speed of whats happening within the 5 minute duration of the song, and the fast song is fast because of the speed of whats happening within the 10 minute duration of the song. so ye thats that goodbye webmant : D <333

    EDIT: ps also thought id just add that the game can obviously balanced (ye theres a class counter system so u could argue a whole bunch of **** about that but "balanced" is sorta more like balanced imbalance but u know what i fkn mean) with or without instakills and neither one is like "incorrect" or whatever its just a fkn matter of how u think the gameplay should be
     
    #19 dukeisawesome12, Jul 7, 2015
    Last edited: Jul 7, 2015
  20. ContagiousBubble

    ContagiousBubble Active Member

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    @Webmant

    Can you make a poll regarding instakills being balanced and instakills being unbalanced. I'd like to know where the community stands about this controversial topic.
     
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