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Idea Non-Instant Kill Pyro Rework

Discussion in 'Capture the Flag' started by EmperorTrump45, Sep 8, 2015.

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What do you think of this Pyro rework?

  1. Amazing!

    3 vote(s)
    20.0%
  2. Looks nice for the most part

    4 vote(s)
    26.7%
  3. Undecided

    1 vote(s)
    6.7%
  4. It needs some work

    4 vote(s)
    26.7%
  5. I don't like it

    3 vote(s)
    20.0%
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  1. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Disclaimer: Hello everyone! Here is a Pyro rework me and @cactusflower and @obikenobi21 (both gave a lot of great feedback) came up with that removes Pyro's current bow and arrow mechanic as well as its instant kill. The reason for removing both of those things is simple:

    - The instant kill makes Pyro too OP and leads to very uneven gameplay for the Pyro and enemy players.
    - The flint and steel has been removed and replaced with Frenzy mode, making Pyro far stronger at short range to compensate for the nerf on Pyro's ranged attack.
    - The bow and arrows allow for Pyro camping, which make it far too strong in the flag room.

    Keep in mind that this rework would work best in a CTF where Soldier's mobility is more limited and classes like Chemist were not as ridiculously strong as they currently are.

    One final note, this Pyro rework makes Pyro both short and middle range. In short it offers two playstyles, one that is similar to current Pyro, and another that is completely new and different, that way it is not too different from current Pyro while still offering multiple new things.

    That said, here's the rework! :smile:

    Pyro:

    Diamond Axe
    Bow
    5 Fire Charges
    Magma Cream
    Button
    5 Steaks
    Compass

    Leather Helm*
    Leather Chestplate
    Leather Leggings
    Leather Boots

    *all armor is enchanted with Protection I, Blast Protection I, and Fire Protection I.

    Flamethrower:

    -Draw back the bow to shoot the fire charge.
    -Enemies hit by the fire charge are lit on fire for 5 seconds.
    -Enemies in a 2 block radius of the target are also lit on fire.
    -Fire charges recharge 1 every 7.5 seconds.

    Pyroclasm:

    -Enemies that are on fire take 3 hearts of true damage per hit.

    Frenzy Mode:

    -Right click Magma cream to trigger Frenzy Mode.
    -Enemies in a 3 block radius are lit on fire.
    -Frenzy Mode lasts a maximum of 4 seconds with an 8 second cooldown.
    -Diamond Axe deals 3.5 hearts of true damage during Frenzy Mode.
    -Pyros steaks are changed into health. For example, if Pyro has 4 steaks left they gain 16 extra hearts of health during Frenzy Mode and get back x number of steaks after Frenzy mode is over. (this may be too OP - but I want to hear what you guys think about it)
    -At the end of Frenzy mode an explosion is automatically triggered dealing 6 hearts of true damage to anyone lit on fire.
    -Right clicking the button before Frenzy mode is over will trigger the finisher explosion early.

    Conclusion:

    So yeah, this is a kind of hybrid Pyro which combines Frenzy Mode and Axetinguish into one rework. It eliminates (nearly) Pyro camping by removing the instant kill and the bow/arrows and evens out Pyro's relationship with the other classes instead of either being a super harsh counter to them or being very harshly countered by them.

    It might be a little complicated to understand but I don't think that's much of an issue since most 'new players' can probably figure out what each thing does after a minute or two of using it. Even Elf, which is considered the most complicated class took me only five or ten minutes to get a good idea of what everything does the first time I tried it.

    @Tenshirox
    @obikenobi21
    @Sir_Inge
    @Miskey
    @Quarrelt
    @Xelia_
    @LordCh4os
    @Alturia10

    Have a pleasant day,

    -Admiral
     
    • Like Like x 2
    #1 EmperorTrump45, Sep 8, 2015
    Last edited: Sep 11, 2015
  2. Gyseline

    Gyseline Ex-Staff Manager
    Retired Staff

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    I like this pyro.

    My opinion is that, for get the HP back in frenzy mode, get 1 less steak back then you had previously, keeping on 0 of you don't have one. This doesn't make it to op, as you said it could be to op maybe.

    Further, nothing wrong in my opinion.

    So, +1 is there!
     
  3. Sir_Inge

    Sir_Inge Well-Known Member

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    TBH I don't think the true damage will work. If I'm a heavy and I come barreling into the flagroom, pyro A has to do frenzy mode -> hit 2x, and either trigger the explosion or axetinguish. That's a total of 10 hearts damage, and it's possible to do, but the heavy will steak 2 or 3 times. This will render the attack useless unless there's a particularly skilled ninja on defense. (Or an assassin, but that defeats the point of the pyro) Better pray the heavy doesn't have strength from a chemist. And if the true damage isn't enough to stop some heavies, every single soldier is going to blow through that flagroom, take a maximum of 10 hearts of true damage over the 2 seconds it spends in the flagroom, and wallspam it's way to victory.

    The final thing is that pyro is awfly reliant on frenzy to deal meaningful damage. 7 hearts from a combination now hit and axe hit and that's it if frenzy is on cooldown? Pyro should be able to eliminate about half of the offense based on the true damage it deals to them, and I say half because if the person coming into the flagroom has enough skill they should be able to dodge.
    IMO nice concept but in need of tweaking.
     
    • Agree Agree x 4
  4. iMuffles

    iMuffles Well-Known Member

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    It doesn't counter chemist in the slightest. 7 hearts of damage, then extinguish. Plenty of time for the chem to regen and steal, and by then they're out of the flagroom. Fire should, ideally, cancel buffs and prevent healing in some form, or else most classes would be able to bring this pyro down considerably low.

    I also think the fire charge is an unnecessary gimmick mechanic and can just be changed to a bow.
     
    • Agree Agree x 1
  5. obikenobi21

    obikenobi21 Delta Force Jedi

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    Allright, so I agree with a lot of what is said above.

    The fire charge thing is a bit gimmicky, a bow works fine, and that keeps it like the current pyro. In addition, it's nice to be able to see yur ammo count while the bow is drawn. Also, does the bow explosion only work at full draw, or does it work like the old pyro did, where any arrow shot would do the explosion?

    The axexstinguish seems pretty useless. The pyro would keep it's role as a core defender in this rework, but this just takes it's insta-kill and nerfs it to 7 hearts. After the target is extinguished, the pyro is basically useless since it used it's bow to light people on fire, and doesn't have flint and steel. So 7 hearts, and then the pyro is skrewed, and this is really only against 1 opponent.

    Frenzy mode seems unnecessarily complicated. I mean, so you click it to light stuff on fire, deal sustained damage, and then cooldown. The thing with the steaks seems really unnecessary, and kind of OP since the pyro doesn't have to steak. The finisher explosion is a nice way to, well, finish off people, but it still might not do much cause steak. In addition, there is no way the pyro could deal with multiple opponents, they would have to focus one, and have no options toward the others. A heavy could eat this pyro up, since it has more sustain, while this pyro relies on irregular bursts of true damage.

    In my opinion, this seems like it's a combination of pyro's former one-shot effectiveness, while trying to put keep it balanced, but it doesn't really work. This pyro wouldn't be able to dish out enough damage to, let's say a heavy, without the heavy severely weakening it. The pyro would use axestinguish, then the heavy would steak and begin wailing on the pyro, so the pyro frenzy modes. 1.5 hearts of true damage is way outclassed by the damage the heavy does with a diamond sword, the pyro would most likely lose, depending on pvp skill, and this is in a 1 v. 1. In a flagroom, the goal is to get out quickly, and there is no way this pyro can stop that from happening, even with a soldier nerf.

    I think you should really remove frenzy mode, and try and incorporate more true damage into pyro's basic hits with fire. Pyro should really be able to light a crap ton of stuff on fire, and deal with them quickly. If the person is on fire, they should be at a major disadvantage, but not to the extent they are now. A good pyro should still be able to quickly kill someone. Something that you could do is make pyro's hits while they are on fire do 2.5 hearts each. Keep axestinguish, but make it optional. Then, remove the fire charge bow thing, keep the fire charge as ammo, and let pyros use it as flint and steel. A good pyro would be able to constantly light hit opponent on fire and axestinguish them, but you would have to be really good. frenzy mode could stay, but it would need to be reworked a bit.

    Good concepts doe, I like it.
     
    • Like Like x 2
    • Agree Agree x 1
  6. EmperorTrump45

    EmperorTrump45 Dank Memer

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    That's a moot point because Chemist is so stupidly strong right now nothing but extreme unbalanced mechanics counters it and the goal of this rework is to make Pyro more balanced. Therefore, this Pyro is not nessecarily intended as an individual rework to get thrown into current CTF but as one among a whole bunch of others. However, it's a fair point that this Pyro should not get completely trampled by other classes in current CTF - which is why I buffed the damage (by a lot).

    Fair point, I'll make it a bit simpler.

    See above, that has been changed.

    I wasn't sure about that but since I'll make the fire charge separate from the bow it will work the same as the old Pyro.

    That's a good point and I did think about that after :rolling_eyes: posting this rework. I'll probably get rid of the axetinguish so that way Pyro can deal a lot more damage in multiple hits.

    That's true but that's why the steaks are converted into additional health - it adds more sustain. Frenzy mode is in there to compensate for the weaker flamethrower/axe ability and to make Pyro a little less long ranged and more short range oriented.

    I'll probably remove some of the more complicated stuff with Frenzy mode anyway ^_^

    I don't know why Axetinguish would be optional considering its a good deal weaker than the alternative :stuck_out_tongue:

    As far as changes are concerned when you say that Pyro's hits should do 2.5 hearts of damage each when an opponent is on fire do you mean true damage? Because I am definitely a fan of that :smuggrin:

    Anyway for now I'll keep Frenzy mode in there but I will remove Axetinguish and change it to where Pyro can deal true damage if an opponent is on fire (@Sir_Inge).

    Also, @Sir_Inge I agree that steaks do negate true damage somewhat but they do not render it ineffective by any means. After all, enemy players might not remember to steak quick enough or may not have enough steaks or none at all (etc.). However, its true that true damage is less effective than an instant kill but that is a certainty even if there were no steaks in CTF.

    EDIT: Thanks a lot for the feedback and for pointing out the flaws in this rework.

    Changes have been made.
     
    #6 EmperorTrump45, Sep 8, 2015
    Last edited: Sep 8, 2015
  7. Sir_Inge

    Sir_Inge Well-Known Member

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    Soldiers 4 steaks and chemists equivalent 20 steaks laugh at true damage. Especially chemist. A mobile armored ninja with a gigantic whopper healthpool can heal 7 hearts faster than you can ghost on blackout.

    So... This needs quite a lot of work to be acceptable. Nice try, I wish it worked.
     
  8. EmperorTrump45

    EmperorTrump45 Dank Memer

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    You're pointing out a lot of problems that make CTF so broken as it is. That's true, that this Pyro doesn't work very well in current CTF, but honestly no balanced or reasonably balanced class can work particularly well in current CTF because the whole game is built on one broken concept or ability after the other.

    Anyway your response is why the game needs a rework - instead of just tweaking one class at a time, but that's a different - although very related conversation.

    I'm glad you liked the concept though, because that's the feedback I was going for.
     
  9. obikenobi21

    obikenobi21 Delta Force Jedi

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    Allright, xD Rip Axetinguish

    What you could do with Frenzy Mode is light a bunch of people around it on fire, give the pyro speed I, and make the fire ticks do a lot of damage. Because what I see it as it Pyro's main cc option, If a pyro is in the flagroom, and a bunch of people come in, this will be it's counter. This uses the actual fire ticks as a weapon, dealing a lot of true damage (fire ignored armor?). And by making the pyro's damage while the target is on fire higher, this just add's to Pyro's sustain.

    o, true that xddd

    Yeah, I mean true damage. Fire lasts for about 8 seconds now, that should be lowered, but the pyro get's true damage like this in return.
     
  10. DeadRhos

    DeadRhos Minimum Brain Size

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    How about this: players lit on fire have their armor removed for a limited time, reducing its power in midfield but keeping its effectiveness in defense?
     
  11. PikaFX

    PikaFX Well-Known Member

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    I like it bro!
     
  12. EmperorTrump45

    EmperorTrump45 Dank Memer

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    That's a cool idea as well :finger:

    @obikenobi21 how does that work? If fire could do 1.5 hearts of true damage in Frenzy as opposed to the normal 0.5 hearts that would be great!

    @BrawlsAssassin glad you like it
     
  13. obikenobi21

    obikenobi21 Delta Force Jedi

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    In the OP it says targets lit on fire take 5 hearts of true damage per hit, which is insanely strong. Did you mean 2.5/3, and that makes frenzy mode make more sense at 3.5 hearts.

    Well, what I meant with the fire ticks is that it should do a short burst of fire damage in a short time, then a slow burn. So think of it as a fireblast, doing damage and lighting them on fire with a slight knockback. Then the target burns, and in that time the pyro can wail on all the targets lit with the increased damage and possibly speed.

    So maybe laike 3 hearts of damage over 1 second, and then burn for 3 more seconds, where the pyro can then use his increased damage. The only problem I see with this is why pyro would ever use their bow, when frenzy mode lights them on fire for him and does more damage, with a pretty short cooldown.
     
  14. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Yeah I ment it to be 3 hearts of true damage but I put it at 5 for the moment as a placeholder because I wasn't sure how long I wanted to increase the burn time of the fire. Anyway, the duration of the fire has been doubled to 5 seconds.

    That's a great idea and I'll definitely work it in there.

    The Pyro would still use their bow because it's a mid/long ranged power ability, which compensates for the fact that Frenzy mode is only a short ranged power ability. For example, in close combat Pyro would undoubtedly use Frenzy mode - as it's incredibly effective at short range - but if they were fighting against an Archer or something at Mid range the bow is far more ideal since Pyro doesn't have to get so close to deal damage.
     
    • Agree Agree x 1
  15. ilosthegame

    ilosthegame Member

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    now buffed pyro is even more scary if this was ever implemented,
    you failed me tyson

    Jk, this is a better idea then seeing people going around lighting people on fire and giving them a free trip back to spawn. Yes I'm a bit of a hypocrite for doing this before, but that's because I've exhausted all my ideas on making this gamemode fun for myself, I'd like to see this change.
     
  16. GreenNature

    GreenNature Nature is Creative

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    This is a lot of information in one post.

    Let's see hmmm..
    I'm guessing you edited everything and taken every idea in consideration from above. Next time, if I'm going to read your post I'm going to ignore all the comments. I'm assuming you edited it.

    Even though in the conclusion it did say Axetinguish when I don't see axetinguish anywhere else on the post.

    -I think the cool down for Frenzy Mode should be between 10 or 20 seconds (assassin's assassinate) because for every 8 seconds you can just use frenzy mode again at someone and again and again. But other wise it's ok.

    -The "steak" turning to health is not too op in my opinion. It's just saving you time "steaking".

    -Another thing is the explosion at the end of Frenzy Mode. It deals 6 hearts of true damage to anyone lit on fire. Maybe lower the 6 hearts to 5 hearts. In your post you said that enemies will be lit on fire for 5 seconds. And Frenzy Mode after 4 seconds. So if you active Frenzy Mode (all enemies in a 3 block radius will be lit on fire) then it's almost guaranteed that all the players will be dealt with the 6 hearts of true damage.

    Maybe the fire time should be shorter than if you use the bow?
    Maybe players inside x blocks radius is only affected.

    Otherwise it's good. You have lot's of server ideas but I noticed that they're not being used. Or staff doesn't reply very often.
     
    • Winner Winner x 1
  17. pandanielxd

    pandanielxd its panda daniel

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    I LOVE IT
     
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  18. kyuudaime_hokage

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    Now you remind me how much health chemists have I think the extra damage from archer is necessary after all xD
    Plus those 5 regen pots which is probably another 12 or more steak at least.
     
  19. Sir_Inge

    Sir_Inge Well-Known Member

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    TBH the archer damage is a band aid fix.
     
  20. HereCreepers

    HereCreepers Well-Known Member

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    This looks like a really good rework in my opinion and I would like to see it added.

    Also maybe don't use Axetinguish as an example because some people might not know what you are talking about... (I do)
     
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