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Idea Dwarf 2.0

Discussion in 'Capture the Flag' started by EmperorTrump45, Jul 7, 2015.

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What do you think of this Rework?

  1. Sexy

    2 vote(s)
    18.2%
  2. Pretty Good!

    6 vote(s)
    54.5%
  3. Can't make up my Mind

    0 vote(s)
    0.0%
  4. Needs work

    2 vote(s)
    18.2%
  5. Asscrack Ugly

    1 vote(s)
    9.1%
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  1. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Disclaimer: Dwarf is not a bad class but it needs a rework because it is broken, and extremely limited to one locale - the flag room. The goal of this rework is to scale down Dwarf's power, expand the range of the class, and make it a little more sustainable (so you don't have to be handheld by a medic).

    Into: For this rework I'm taking a page out of @NomNuggetNom's Dwarf rework. I would link the thread - but as far as I know it no longer exists.

    Armor:

    Diamond Helmet +7/10
    Diamond Chesplate +3.5
    Chainmail Leggings +1.5
    Iron Boots +1

    Total: +7.5/10

    Tools and Weapons:

    Stone Axe
    Diamond Axe
    Iron Axe
    4 Steaks

    Special Abilities:

    Stone Axe: The stone axe is used for knockback. To use it, crouch for 4 seconds while holding the axe to charge up the effect (which will be shown through the XP bar like Mage). The axe then gains a Knockback II.

    Diamond Axe: The Iron Axe is used for damage. Crouch for 2 seconds while holding it to charge up the effect. The axe gains a Sharpness III enchantment.

    Iron Axe: The iron axe is used for fire. Crouch for 4 seconds while holding it to charge up the effect. Hitting someone with the axe will light them on fire for 2.5 seconds.

    Note About charges: The XP bar will not decrease if you are not sneaking.

    Passive Abilities:

    Dwarf is immune to potion damage and fire instant kills like the current Dwarf.
    Dwarf can sprint and has permanent Slowness II.

    Final Note:

    This Dwarf has a very similar layout to Mage. But it works as it lowers the damage dealt by a lot and increases the mobility of the class.

    This is not a final version of a Dwarf rework and probably needs some work.

    What do you think?

    -Admiral

    Change-log:

    -Removed Sword since it's not needed anymore.
    -Increased slowness from Slowness I to Slowness II.
     
    #1 EmperorTrump45, Jul 7, 2015
    Last edited: Jul 9, 2015
  2. lasertagfighter

    lasertagfighter Well-Known Member

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    This is almost as confusing as elf, but I shall not let this idea go to waste, BRING IN MY MONICLE, BUTLER!
     
  3. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Perhaps you would prefer some glasses instead?
     
  4. sulfuratus

    sulfuratus Well-Known Member

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    Dwarf won't be targetted by Assassins that much if the snowballing gets removed. The main point in assassinating dwarves was to set them back to zero. I don't see a need for that sword after the rework.
     
    • Informative Informative x 1
  5. Xelia_

    Xelia_ (ノ^ヮ^)ノ *:・゚✧

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    I like the separate axe ability concept. However, sharpness V is very powerful for something that takes such little time to load. Also the fire ability seems like a death sentence for any of the enemy team if there is also a pyro in the flag room. For such a powerful class, perbaps higher slowness too. Personally, I'd say increase the slowness, work a different ability into the fire axe, make the timers higher, and maybe even work in some cooldowns for the axe abilities. Just my thoughts =3
     
    • Agree Agree x 2
  6. lasertagfighter

    lasertagfighter Well-Known Member

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    The fire aspect is very weak, it only deals 1.25 hearts of true damage over time. That's pitiful.
     
  7. sulfuratus

    sulfuratus Well-Known Member

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    No, it actually deals 2.5 hearts since fire does damage twice in one second.
     
  8. lasertagfighter

    lasertagfighter Well-Known Member

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    Sorry my friend, it doesn't. It deals a half a heart per second...
     
  9. Xelia_

    Xelia_ (ノ^ヮ^)ノ *:・゚✧

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    Yes, but if there is a pyro in the flagroom, any players set on fire by the dwarf will die instantly.
    By the way, you also have to count the damage done by the weapon as well as the fire aspect.
     
    • Agree Agree x 2
  10. EmperorTrump45

    EmperorTrump45 Dank Memer

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    I decreased the sharpness to Sharpness III, increased all the timers except on the diamond axe (damage ability) by a couple seconds, and increased the Slowness to Slowness II (keeping sprinting so the class isn't so limited to the flag-room). I didn't increase the timer on the damage ability because I want that to be pretty easy to use fairly frequently like Mage's damage spell is.
    I'm not sure what other ability to incorporate in replace of fire but I'm tempted to keep it around if Pyro's instant kill ends up getting removed because it won't be as powerful. Also, another nice thing about the fire is that while it doesn't do a lot of damage it does inhibit movement quite a bit and thus is quite useful for defense. Not to say that there aren't other abilities to work in but it fire does have its uses. I might replace it with an ability that removes part of an enemy's armor or something.

    I don't really want to add any cool-downs since the timers on the abilities take enough time and ideally Dwarf should be involved in a lot of defensive close quarters combat so its abilities should be up fairly frequently.

    Thanks for the feedback/suggestions!

    -Admiral.
     
  11. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    Is there a cooldown on eac h thing or do u have to stay crouched?
     
    • Funny Funny x 1
  12. pandanielxd

    pandanielxd its panda daniel

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    Look at the diamond axe (Iron axe is for damage :stuck_out_tongue:)
     
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