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Kits: Dash, King, Bloodline, Rat, Tenderfoot, Vine, Fish, Farmer, Merchant, Mooshroom, and Patch

Discussion in 'Ideas' started by Volcasaur, Jul 8, 2015.

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  1. Volcasaur

    Volcasaur Active Member

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    I'm not sure if there's any guidelines as how to write this so I'm just going to wing it here.

    Kit: Dash
    Starting items: none

    Similar to Beserker, every time this kit gets a kill, the player obtains speed III for 10 seconds.

    Stradagy: keep chain kills going.

    Kit: King
    Starting items: none

    This kits ability depends on what helmet the user has

    Leather = 10% chance to light a nearby player within a 10 x 10 array within intervals of 10 seconds.

    Chain = The player cannot gain buffs or debuffs. Buffs/Debuffs on the player cannot be removed until the helmet is removed.

    Gold = Damage done to the player is always 1 heart regardless of effect or armor type. Damage dealt by the player is always 1 1/2 regardless of the effect or armor type.

    Iron = Player gains fire resistance and water breathing.

    Diamond = All swords do +1 damage, strength II for 5 seconds per kill. 10 if the player kills the opponent with their fist.

    Kit: Bloodline
    Starting items: "Piercing Pride" (slimeball) - 3

    The Bloodline kit is a unique one, for it's ability depends on your health. The kit also let's you take an extra 1/2 a heart of damage when holding a diamond sword and -1/2 a heart of damage when you hold food aside mushroom stew and any of it's variants.

    Right clicking with "Piercing Pride"...

    Full health (20): lose half your hearts -Move: Potential Sacrifice

    19-16 health: You gain a minute of no fall damage. Canceled if you have 10 or less health. -Move: Furry Feet

    11-15 health All lava within a 20 x 15 array evaporates, regardless of height and you gain 1/2 a heart - Move: Hell's Drain

    10 to 8 health: For 5 seconds all damage you do to your opponent is based on your health. -move Payback

    7 to 2 health: The next 3 players you hit has their kit abilities negated. If you go above 10 health, the effect is gone. - Move: Phantom Transferance Crease

    1 health and 1/2 a heart: Gain +5 health and cause a 20x20 explosion, you taking no damage. However all "Piercing Prides" and slimeballs are wiped from your inventory and you gain a minute of weakness. - move: Doom Eraser

    Kit: Rat
    Starting Item: 3 Silverfish Eggs

    This kit could be a potential pain in the ass for some. Every time the Rat kit hits a player, it has a 25% chance to grant weakness to them This kit also has silverfish eggs (closest thing to rat babies) to use against the opponent or for experiance. This kit cannot be attacked by silverfish, endermites, or endermen.

    Kit: Tenderfoot
    Starting item: 16 grass blocks.

    This kit gains speed II in plains biomes and 1 full level of xp every 3 minutes of standing or walking on a grass block. This kit is immune to kaya traps and takes double damage from being stomped by a stomper.

    Kit: Vine
    Starting items: 3 coca beans, 3 bowls, shears, and a "Vine Slinger" (lead with knockback II)

    The vine kit is a peculiar one to use for its multiple, odd abilities that it possesses. To start, the vine has regen I while in a jungle biome and poison I in a beach biome. When the vine kit uses chocolate milk (coca beanand a bowl), it obtains +1 more heart. When the Vine kit has..vines, right clicking on the vine slinger allows the kit to shoot a jungle lead block our between intervals of 3 seconds. These leaf blocks will begin to grow vines down and around surrounding blocks at an acceleated, fast ratw, which would latch onto surrounding blocks and would be good against tower teams by overwhelming them or to climb up hills or out of ravines.

    Kit: Fish
    Starting item: Potion of Water Breathing (Splash form, 8:00)

    A simple kit to allow the player to go underwater. Could be used to pair with a Poseidon kit.

    Kit: Farmer:
    Starting items: 1 melon block

    The perfect pair for a cultivator in a tower team. Every time this kit kills a player, they obtain 10 seeds. If they kill an animal, they obtain 1 melon seed, and if they kill a hostile mob, they obtain 1 pumpkin. This kit has a 3% chance to obtain a jungle sapling from a player and when this kit eats an apple, it gains regen I for 12 seconds. Overall well rounded.

    Kit: Merchant
    Starting items: 3 villager eggs and 5 emeralds


    This kit is as it says. You have villager eggs and emeralds. When you kill passive mobs (including villagers!), you obtain an emerald a piece.

    Kit: Mooshroom
    Starting items: shears

    This kit has a 14% chance to steal 2 soup (regardless of type) from an opponents inventory for every hit. Right clicking a red mushroom will remove the mushroom from the inventory and grant 10 seconds of haste. Righting clicking a brown mushroom removes the mushroom from the inventory and gives the player 1 bone meal. Use the shears to shave off mushrooms from mooshrooms.

    Kit: Patch
    Starting items: none

    When the user has half of all their hearts (10/20 health) left, the player receives regen I until they go above 15/20 health. This kit can heal its status effects (buffs and debuffs) by right clicking a piece of paper and is immune to all debuffs/buffs by wearing full leather armor.

    All just random ideas. Sorry if this goes against any format.
     
  2. Turmac

    Turmac Hardcore Games Enthusiast

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    I think fish should be perm water breathing and speed 1/2 underwater because I don't think anyone wants 8 minutes of free swim.. Other then that, great ideas!
     
    • Like Like x 1
  3. stlast

    stlast Well-Known Member

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    Aren't those the exact same thing
     
  4. ExpertZJP

    ExpertZJP SG Player at Heart

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    Yes they are xD .5 heart = 1 heatlh we have 20 health and 10 hearts
     
    • Agree Agree x 1
  5. Volcasaur

    Volcasaur Active Member

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    Just read this.
     
  6. Rytheria

    Rytheria Well-Known Member

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    These kit ideas are very very cool, I'll post my opinion on all of then individually when I get back on my computer but the standouts are definitely Dash and Mooshroom.

    (psst if you want a format/guideline for these check out this)
     
  7. MattM1PVP

    MattM1PVP Ex-HG Staff Member

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    Dash:
    Speed III for 10 seconds isn't that useful especially if you're fighting someone solo

    Rat:
    How long is the weakness? And how much? (1,2,3) Has potential +1

    Tenderfoot:
    A more useful frosty +1
    But aren't the grass blocks useless if they only get speed in plains? I wouldn't stand on a grass block for 3 min just for a level...

    Fish:
    Too UP, please improve -1

    Farmer:
    Honestly, I don't see why anyone will go this kit. All a cultivator needs is to get 2 seeds, and it's set. No one will go another kit just for melons. Besides, bread has better saturation -1

    Merchant:
    Villagers normally have horrible trades, so I don't think this would be good. -1

    Mooshroom:
    The first part sounds a bit too OP, maybe 1 soup with a 7% chance? I don't see the point of the second part where you click on mushrooms. Has potential +1

    Patch:
    I pick 10 and 15 hearts respectively. Might be a little too OP especially in no soup. Shouldn't a piece of paper be one of the starting items? +1

    King, Bloodline, Vine:
    tl;dr. Your kit should not be overly complicated like these ones. No one is willing to spend like 10 minutes memorising the abilities of kits. Kits that are in game are very easy to remember what they do, this is way too complicated -3

    Overall: Good try, and you do have good ideas. Try not to make it too complicated and next time, write the pros and cons
     
  8. MR_EVIL_OVERLORD

    MR_EVIL_OVERLORD Elite Legacy Legend | PRO | Genius Super Villain

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    Can you add an Evil Overlord kit?
     
  9. ItsNotoriousBIG

    ItsNotoriousBIG Active Member

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    I honestly like NONE of these ideas , they are all just copies of existing ones with some minor changes or they are all just OP/UP .

    Dash= Honestly no point in this , ever heard of scout ???
    King = One of the best ideas here although i still feel like it has no practical uses .
    Bloodline= Slightly more complex than a kit should be , stick with the simple things because the concepts people grasp in a second are the best sellers ( kangaroo , grappler , madman )
    Rat=Way to OP , ever heard of madman ??
    Tenderfoot= This is way to op as speed 2 and xp should not be granted just because of a specific biome , not to mention i dont see where the stomper part ties in , doesn't make any sense !
    Vine=Bad Tarzan revamp .
    Fish= NO POINT TO ADD THIS , and im almost positive Poseidon cant drown !
    Farmer=Does not make much sense and overall UP
    Merchant=Just UP , whats the chance of getting anything worthwile with 5 emeralds in 3 villagers !
    Mooshroom= Mushroom learn to spell plox
    Patch= Only good thing is the regen which takes place , but i think its to OP for nosoup servers !
     
  10. Rytheria

    Rytheria Well-Known Member

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    I disagree with your point on Dash, it would be very helpful getting a SPEED III boost after killing a player for several reasons;

    1. If your opponent is in a team, you can kill one of the team members and run away easily
    2. Speed III allows you to get insane combos for that 10 seconds
    3. (this point is only valid if you get speed boost from mobs) You can kill mobs to get a combo and escape boost

    There are quite a few possibilities with Dash in my opinion, and I think it could be something interesting to test.
    ---
    Also your point on Mooshroom is invalid, you gave no reason why you don't like it besides it's spelling. I like the concept of being able to have the chance to "steal" soup from your opponents inventory automatically, it could be very effective and fun to play with.
     
  11. ItsNotoriousBIG

    ItsNotoriousBIG Active Member

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    1. Dash is just a inferior version of Scout which is way better and allows for speed 2 for a much longer duration therefore is way better !

    2. Mooshroom is not a good idea in my eyes since it has no reason to be implemented in No-soup HG and because a 14% chance to get 2 soup LOL ! That is insanely op considering when i play HG i hardly get hit at all ! With that logic all good plays who hit 3 times a second will be gaining 2 soup way to frequently , perhaps a 5% chance of 1 soup is more logical !
     
  12. Rytheria

    Rytheria Well-Known Member

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    1. I wouldn't say it's inferior, I'd say it's different.
    Scout gives you 2 potions which regenerate slowly, they do last longer however they are also Speed II.
    Dash on the other hand is toggled when you kill an opponent, you have little time to use it however you have Speed III (perhaps even Speed IV would be better). It really depends against tactics, you saying that Dash/Scout are inferior/superior to each other is like saying Berserker/Urgal are inferior/superior to each other - they're different.

    2. I get your point, I didn't really take the percentages into account when I looked at the idea - I merely looked at the idea of grabbing a soup from your opponent, etc. If the percentages were changed I think this idea has potential.
     
  13. ItsNotoriousBIG

    ItsNotoriousBIG Active Member

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    1. Beserker and Urgal cant be compared since Urgal pots wont regenerate although you do have a point . Furthermore i think that Speed IV might turn in to a disadvantage as at that speed its harder to control your player than most would think , 1 kill= 17 second of speed III would be more ideal although still inferior to scout !

    2. Yes i agree !
     
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