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Idea Mage rework concept

Discussion in 'Capture the Flag' started by Sir_Inge, Jul 19, 2015.

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  1. EmperorTrump45

    EmperorTrump45 Dank Memer

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    That analogy :stuck_out_tongue:

    First off I have to compliment your creativity on mixing some buffs (shorter cool downs) with de buffs such as the whole thing with healing and being forced to manually recharge spells. I also like the idea of limiting Mage's ability to spam its spells with a manual recharge.

    That said, I'm iffy on the idea of trading shorter cool downs for a manual recharge on spells. The whole idea of shorter cool downs on spells (i.e. Damage) which already have relatively short cool downs is a little frightening not to mention pretty OP. Theoretically the recharge time would be long enough to make up for this.

    But that's where my problem lies with this idea. It's either going to be an enormous buff to Mage's power or a massive nerf depending entirely on the recharge time. And even so, I don't really think that a recharge time could make up for Mage being able to act like a machine gun of damage and crowd control while it can cast spells. Plus, allowing Mage to act like that would unbalance the game even more because it's already pretty effective at zoning and ranged damage with its current spell cool downs.

    An alternative to this idea would be something like what @obikenobi21 suggested where Mage has a kind of 'mana' with each spell taking a bit of it and once the Mage runs out of mana they can no longer cast spells until it regenerates. The nice thing about mana (or a manual recharge) is that Mage would not be able to indefinitely spam its spells which, as I understand it, is what we're shooting for (pun intended).

    On the other hand, I really like your idea for the heal spell although I'd increase it to Regeneration III.

    @Sir_Inge you can add me to that list of people supporting an outright Mage nerf :wink:
     
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    #21 EmperorTrump45, Jul 19, 2015
    Last edited: Jul 19, 2015
  2. Sir_Inge

    Sir_Inge Well-Known Member

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    I'm not the only one supporting a rework though. Only you and @Risabu are supporting an outright nerf from what I've seen.

    Maybe a buff to the time was too much?
    In halo, a pistol shoots at the same rate damage spell does, but takes about 1.5-2.5 seconds to reload. Possibly, the hoe's durability could decrease after each use in segments of 1/8, where it would then have to refil for 2-2.5 seconds. This would automatically happen at full depletion or it could be manually activated at x/8 durability by right clicking. The uses in flame spell would be out of about the same number with a similar recharge, while lightning spell and freeze spell would be more like 2 uses and a 3 second refill.
    Now, this fixes the whole mobile turret situation because
    A: The Mage has to run farther before it can turn around, so far in fact that it would be goofy and pointless
    B: The Mage has to totally stop to heal, making it very hard to get a second in the middle of a fight to heal itself.
    C: Close range combat is more effective due to Mage's resilience to hits and its ability to deal huge knockback.
    With this in mind, one might consider giving Mage a sharpness 1 diamond hoe.
    From halo, I can tell you that when your assault rifle runs out of ammo and you're using a pistol against a hunter, 2 seconds is more than enough to make me need to clean out my shorts.
     
    #22 Sir_Inge, Jul 19, 2015
    Last edited: Jul 19, 2015
  3. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Honestly, I want to know why the coders left Crowhart out of Mage. She's my favorite hoe!

    As for the idea of hoe depletion it sounds really interesting but could you clear up how it works? I was slightly confused (in a good way) after reading through it and I don't want to give mindless feedback on something I don't entirely understand.
     
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  4. Sir_Inge

    Sir_Inge Well-Known Member

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    The hoes durability depletes by a fraction every shot fired(1/8 for damage). When it gets to 0, no shots can be fired until it repairs, taking 2 seconds. It can be manually repaired to full durability before it reaches 0 by right clicking the hoe. This also takes 2 seconds.
    Each hoe has a different durability and a different cooldown time.
    Diamond hoe gets sharpness I.
    Additionally, I thought of something else. What if instead, we had the spell overheat if used too much, ex: every shot fired heats it up 1/5 of the way to overheating, but every 3 seconds the overheating bar ticks down 1/5 of the way. If it overheats, the bar must tick all the way down to 0 to be fired again.
     
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  5. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Thanks for clarifying. I think that's a pretty brilliant idea! :wink:

    Here's my suggestions for the durability of the other hoes:

    Fire - depletes 1/5. (although its not the main source of damage its a weaker spell so it should be able to be used more often than freeze and lightning) cooldown time of 2.5 seconds.
    Freeze - depletes 1/4. Cooldown time of 3 seconds.
    Lightning - depletes 1/4. (both of these make up most of Mage's crowd control so it seems fair to give them a larger nerf) Cooldown time of 3 seconds.
    I'm not sure about Heal.

    I think the durability idea is better than overheating because it makes more sense where Mage is concerned and because its too harsh of a nerf on Mage's main fighting abilities - such as damage- because the overheat idea would more greatly restrict the frequency of how often they can be fired. On the other hand, the durability idea is a lighter nerf but tones down Mage's ability to spell spam without possibly destroying its capability to fight effectively as the overheat idea could do.
     
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    #25 EmperorTrump45, Jul 19, 2015
    Last edited: Jul 19, 2015
  6. Sir_Inge

    Sir_Inge Well-Known Member

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    Heal is an entire different animal- however, I think making it more like Ninja where you have to shift-heal is better.
    Heal gets 2 uses before recharge
    Cooldown on heal is 5 seconds
    Recharge is 10 seconds
    When shift-used, heal throws a resistance 1 regeneration 3 slowness 1 potion that lasts 3 seconds.
    A Mage must fully stop to heal and is slowed by the process.
     
  7. EmperorTrump45

    EmperorTrump45 Dank Memer

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    That seems like a little severe of a nerf on heal. Mage is a mid fielding class and is in the fight a lot - thus its heal should at least be available more often than twice every 10 seconds (not including the 5 second cool down in between each use) to stay alive considering its weak armor and the nerfs on the availability of its other 4 abilities.

    Instead, we could change the cooldown could be changed to 5 seconds and without the slowness and the requirement that Mage must fully stop to heal. This would make the heal spell less available (nerfing Mage's ridiculous survivability) but not enough to the point where Mage would be unable to fight against one or multiple opponents.
     
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  8. MrWaffleman

    MrWaffleman The negligence of time's end is man's downfall

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    Nice ideas, I don't see anything wrong with these. +1 from me.
     
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  9. Xavier1974

    Xavier1974 I cream scarecrows

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    The Mage needs a buff...
     
  10. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Whoa bruh. You think Mage needs a buff? What kind of wacky tobacky are you smoking?
     
    #30 EmperorTrump45, Jul 20, 2015
    Last edited: Jul 20, 2015
  11. Risabu

    Risabu Active Member

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    Burn it to the ground!!!!!!
     
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  12. Sir_Inge

    Sir_Inge Well-Known Member

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    Mm the contrast.
     
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  13. TOM_SAYS

    TOM_SAYS Active Member

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    DO... NOT... TOUCH... MAGE... WITH... SOME... FILTHY... NERF...

    I only like your featherfalling II idea instead of I

    I have a good idea myself, mage should instakill everyone in water with lightningstrike, it's a nice opposer for pyro that way!
     
  14. Sir_Inge

    Sir_Inge Well-Known Member

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    Umm. Uhh.

    WHAT?
    Seriously though, this isn't a nerf it's a rework. Note that the armor got an amazing buff and that you can now melee (poorly) with mage. In return, you just need to reload every one in a while.
     
  15. TOM_SAYS

    TOM_SAYS Active Member

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    I don't want to reload. I want to spell spam and heal myself whenever I can...
     
  16. Xavier1974

    Xavier1974 I cream scarecrows

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    True.
     
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  17. Sir_Inge

    Sir_Inge Well-Known Member

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    Don't you see how that's maybe a little unfair?
     
  18. TOM_SAYS

    TOM_SAYS Active Member

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    Not at all, sooner or later I'll get sniped or backstabbed by a jitterclicker anyway...
     
  19. MineBrick12

    MineBrick12 Active Member

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    #allmages
     
  20. Sir_Inge

    Sir_Inge Well-Known Member

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