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Idea Corey's Balance ideas.

Discussion in 'Capture the Flag' started by corey435, Sep 29, 2015.

?

Should it be added

Poll closed Nov 29, 2015.
  1. Yes

    9.5%
  2. No

    47.6%
  3. Needs a little work

    4.8%
  4. Needs some work

    4.8%
  5. Needs a lot of work

    33.3%
Thread Status:
Please be aware that this thread is more than 30 days old. Do not post unless the topic can still be discussed. Read more...
  1. corey435

    corey435 Member

    Joined:
    Sep 26, 2015
    Messages:
    36
    Ratings:
    +5
    Pyro: Targets hit by bow burn slightly longer

    Instead of instant kills the pyro will do extra damage and extinguish the enemy.

    Pyro now has fire resistant armor

    Althowe he can still get hurt by fire its less effective (this encourages pyro to use axe effincently)

    Pyro has 1 extra steak.

    Chemist
    (Can no longer use pots when he picks up flag)

    Buffs do less on himself (ONLY himself)

    Now has resist/absorption potion

    Soldier (now has to use wall climb to avoid fall damage still can completely avoid it by climbing at the last sec)

    Now has climb cool down time. (can do 6 wall climbs then the cool down begins)

    Soldier can now inspire teammates use to give nearby teammates strength 1 for 10 secs

    (Has to do a certain amount damage to get inspire)


    Ninja
    Regens cloak while uncloaked only when completely staying still in shift.

    Assassin
    (no longer instant kills dwarf instead takes 5 levels)

    Can now block before he attacks to cancel Instant kill effect on himself and anyone he's about to kill (to back off when someone sees him)

    Sugar now gives half a heart back on use

    Archer: Bow now pins down targets at 25 blocks (gives slow 1) for 7 secs and does extra damage

    Can summon a wolf if he does enough damage (1 at a time) if the wolf dies all kills for next wolf reset.

    Elf: less time on how long you can be useing the reflect ability

    Mage: longer cool down on damage spell

    Dwarf: At level 5 sharpness does not increase (he's stuck at sharp 5) and fire reaches a max of 2 but now at every 7 levels he gains thorns (to a max of thorns 1 on each price of armor)

    Medic: Does not have natural regen while being attacked or hurt (regen is disabled for 4 secs)
    To stop combatant like medics.

    Healing full healthed targets gives 2 absorb hearts for 60 secs

    Has 1 less steak

    Necro:
    If killed
    Loses 2 levels at zombie
    Loses 3 levels at skele
    Loses 6 levels at spider
    The higher levels you get the more you'll get punished for dieing

    Zombies have Extra speed and damage (only zombs)

    at spider you do not get past 5 levels (so you'll basically instantly be back to zomb with 1 more level to come back to skele)

    Engy: Turret no longer sees cloaked enemy's

    Engys cake now restocks 2 steak if the person useing it is fully healed.

    Heavy: Now has a ability to enrage (glowstone dust)
    Will gain speed 1 and resistance 1 for 8 secs

    Enrage can only be done when hurt enough and has done enough damage.

    Permanant 2 extra hearts (new 1.8 effect called health boost)

    Edit: will now have to work as more of a team there will be less solo capping. (That's one of my ideas)

    Edit: make sure you don't post a small bug or something the devs will already know to fix before releasing an update like this (if it somehow gets accepted)
     
    #1 corey435, Sep 29, 2015
    Last edited: Sep 29, 2015
  2. RaZeragon

    RaZeragon TC Co-Leader | Catgirl Enthusiast

    Joined:
    May 18, 2015
    Messages:
    875
    Ratings:
    +542
    Pyro - No, without instakill, any decent soldier / heavy / medic can get through any defense with ease
    Chemist - Still does not affect the massive healthpool / damage output which is most people's problem with the class
    Soldier - Although a wall climb is nice, you don't specify the cool down length or any other specifics, and the strength thing just has no purpose. Not to mention, any good soldier can avoid all fall damage from the "climbing at last sec" technique. There are maps where soldiers don't even have to touch the ground to cap on . . .

    Ninja - Wtf is a cloak? If you mean invisibility powder, it's a half decent idea, but a ninja could respawn and enderpearl over to the place where it ran out in less time than it could regen (even though you never posted a time)
    Assassin - "Can no longer assassinate Dwarf." No. If you have honestly played as much CTF as you say you have, you would know why this would be a bad idea. Not to mention, this blocking mechanism is just more broken and would be extremely hard or near impossible to code where it functions correctly. Assassin also regains hearts from assassinating people, so there is no use for the sugar idea.
    Archer - This would make headshotting much easier, and people much more pissed off. The slowness idea is a bad idea since people have to run and dodge archers, and it's already hard enough when there is 15 archers on one team. The wolf thing has no use for archer either, and you don't specify anything that it will do ._.
    Elf - If anything, the amount of time you can use the reflect ability should be increased >.>
    Mage - Although this may work, what mage really needs is the knockback taken off of it's spells (except for lightning). This will make it harder for mage to keep its enemies at a far distance and take away most of their op-ness.
    Dwarf - Although I agree the sharpness and the entire snowball effect of dwarf should be redone, I don't think thorns should be added either. This will just make avoiding dwarfs and killing them much harder as many times you are forced to hit the dwarf away from the flagpost.
    Medic - I honestly don't see a problem with its natural regen, seeing as it has a low armor. Not to mention, the heal cooldown stops rapid heals between medics. I wouldn't mind the one less steak or the absorption hearts.
    Necro - is a useless class and should be totally reworked or removed
    Engineer - I would like to see items being restored to people using engineer cakes, but that would increase engi camping, so it's a borderline decision for me.
    Heavy - Heavy is fine as is, and if used correctly (and with some luck) can be an indestructible tank
    - - -
    All in all, I disagree strongly with most of your ideas. Not only would they make the game more unbalanced, they also show little to no effort put into them as there are no specifics on damage or regeneration time or any specifics at all. Although I do agree with some of your ideas (as few as that may be) I would advise posting this in the "Server Ideas" category, and to put more effort into your ideas if you wish to have them implemented.
    - - -
    EDIT - I have no idea how the OCC Logo got onto this post, so just ignore it c:
     

    Attached Files:

    #2 RaZeragon, Sep 29, 2015
    Last edited: Sep 29, 2015
  3. corey435

    corey435 Member

    Joined:
    Sep 26, 2015
    Messages:
    36
    Ratings:
    +5
    This is why CTF the game should have never happened and now I see why. they do not accept balance and if they do they will want to completely change or remove the classes we love.
    Everyone thinks instant kills for classes like the pyro Is needed but I can see a world where it is not and if I would make a game like this no class would be removed no class changed to drastically I would think of a 100 ways to balance and show how instant kills should work.

    I have seen games where instant kills are not needed and I know they can be done and this is the problem
    People do not want to try something even thowe it would be more efficent

    I'm going to play a game with class balance see if you can guess the game.

    In the meantime I'm gone and so is the community

    Let the community burn for not accepting or trying a balance change.

    And let the developers burn many more for there poor design of a game

    But that's mc servers in general they'll work on new games but ignore old games and if they do

    It's only a small bug fix.

    The community here is toxic enough already. they want balance but this is not enough. classes need to fit there roles do there roles and generally when a instant kill is added it has to be hard to get or require more strategy or planning or even patience.

    Atleast 1 server has tried doing this and it worked (not saying what) but this is double the proof that games can do it.


    Offically I will be quitting CTF till they balance it.

    And btw

    Necro is a rare class in any team game

    because it's a summoning class

    It's my favorite

    So infact Why remove a class that could be done well?

    Try other games then MC servers and you'll see

    maybe you'll see what these few games can do to balance and not have instant kills.
     
  4. Ironic_Gentleman

    Ironic_Gentleman Well-Known Member

    Joined:
    May 17, 2015
    Messages:
    778
    Ratings:
    +124
    I'm going to be very frank here. You know who's toxic? You're toxic. There was no need for this reaction. Most of the people who replied to this thread provided either support or reasoned rebuttals. If you can't accept that a fix may need to be made to an idea of yours, we don't need your attitude here.
     
    • Agree Agree x 2
  5. RaZeragon

    RaZeragon TC Co-Leader | Catgirl Enthusiast

    Joined:
    May 18, 2015
    Messages:
    875
    Ratings:
    +542
    First, I never said instakills are not needed, but with your "balancing," it does not balance the instakills or lack of, at all. The CTF Community has been trying to get a good change for years now, but we can't please everyone, especially on touchy topics like instakills and pyros and assassins. Not to mention, we should not be forced to accept every change thrown at us since it could be a bad change (cough banners cough). Maybe this is a poor design for a game, but it's survived for this long, and will hopefully survive for much longer. I wouldn't necessarily call this community outright toxic, although it has its people you try to avoid, and you have to understand that whatever you think is the perfect solution may not be for other players. Although we should favor the majority, we should not ignore the minority. Did the other server have a CTF exactly like ours? Just because one game can doesn't mean every game can. Each game has its own specific strategies and parameters which allow elasticity for said change. I would personally want to see Necro removed, and I think this is a perfect solution, yet you do not think it would be, even more proving my previous point. I also said that necro needs to be removed or totally reworked. And I have tried other games on MC, but none will have the same thrill as CTF.
     
    • Agree Agree x 1
  6. TheZombieKat

    TheZombieKat CTFer since May 2012

    Joined:
    May 18, 2015
    Messages:
    1,161
    Ratings:
    +354
    This "balancing" is the complete opposite. This is what I say for each:

    Pyro: No. Makes soldier capping completely over powered.
    Chemist: No. This makes it impossible for a chemist to cap.
    Soldier: The cool-down is a semi-decent idea.
    Ninja: It's fine the way it is.
    Assassin: It's fine the way it is. If it can't instakill a dwarf, that would make dwarfs way too over powered.
    Dwarf: Maybe.
    Archer: No. If archer doesn't have its instakill, then it's a useless class.
    Elf: No.
    Mage: Maybe. Depends on how much more you want to add to the cool-down.
    Medic: Definitely not.
    Necro: Eh, maybe.
    Engineer: No. It's fine.
    Heavy: Absolutely no. Heavy is a strict PVP class. Adding abilities just takes away the pvp aspect.

    So overall, my opinion is no.


    Also, @kevshadowslayer , YOU MUST DIE FOR THAT NECRO COMMENT!
     
  7. kriztmas

    kriztmas Well-Known Member

    Joined:
    May 24, 2015
    Messages:
    995
    Ratings:
    +196
    U Tryhard more of nerfing pairo than I am tryharding as soldier in game xD
     
  8. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

    Joined:
    May 17, 2015
    Messages:
    2,227
    Ratings:
    +916
    Not sure about this, I mean the bow is already annoying as is with the explosion effect. I'm thinking that might make it more annoying

    How much extra damage?

    Pointless since pyro's can't be pyro insta'd anyhow, and would make pyros more annoying if anything

    If anything, this fire resistant armor would make them use the axe LESS efficiently cause he has more time

    This makes him have more health, counteracting your aim in the last suggested point
    Overall: Too general and some of the stuff would make pyro more powerful, so not a good nerf

    Makes chemist pretty much impossible to cap with. Chemist is a weaker version of heavy without potions

    How much less? duration or power? Could buffed other classes be seen as a problem?

    Add that to regen and chemist is unkillable, no thanks
    Overall: no, doesn't really make chemist different, just gives it even more potential potions and makes it invincible with resistance, absorp and regen on!

    Seen before, it's a possible fix, but it would make using soldiers ability very difficult to use a lot. I'm aprehensive about that, as it's still meant to be their skill. I'd personally think a better idea could be found

    How longs the cooldown?

    We've already got chemist, we dont need more people with strength! Any cooldown? effects? range of nearby?

    How much damage?

    Overall: Not enough info and I think better Ideas could be made


    NO, they've already got invisibility, they don't need more
    overall: doesn't need a buff

    NO, dwarf doesn't need a buff
    Overall: no, dwarf would be pretty much invincible

    Unecessary since it's a limited amount of time anyway

    I see no reason why this should be added
    Overall: pointless rework effects, I don't see why this would fix the class or any problems at all

    This would make archers not effective at long range. Not enough specifics given and it would make archers underpowered. Wouldn't fix any of the other problems with archer and isn't really balancing what you set out to fix

    Needlessly complex for a free class and totally irrelevant for an archer
    Overall: doesn't address any of archers problems, and makes it less like an archer

    Elf is already broken, it doesn't need any further problems. It needs a total rework not a nerf
    Overall: do more harm than good

    Mage doesn't need a buff, totally pointless and make mage very difficult to kill
    Overall: do more harm than good

    Only fixes snowballing, but a sharp 5 fire aspect 2 sword is still more than enough to be able to do a lot of damage in defense. I don't think this has gone far enough, and it hasn't help dwarfs ability outside the flagroom
    Overall: Not enough done

    Combats almost constantly in CTF so this would make medic regen virtually gone, which is not good for the class. Nerf where a nerf isn't really necessary
    Same problem, making nerfs where no nerf is needed
    So you're nerfing healing on medics, but buffing damage u have to deal to kill medics? your logic on balancing contradicts itself. It was unecessary to nerf it in the first place, but now buffing it to have effectively the same thing counterracts exactly what you aimed to do
    Overall: Unnecessary and overly complex, not worth doing


    This doesn't acually do a whole lot since the necro is broken and relatively useless with spawners anyhow at the moment. Requires a rework to fix the spawner for this rework to be useful, which defeats the purpose of your rework XD
    overall: unnecessary

    Actually works thematically, but not sure how good that would be to have ninjas able to get past them. Makes ninja countering much harder for engineer, and ninja more powerful...

    We just nerfed the cake so it didn't give back items. To change it back the other way is just something I don't even wanna think about. Engineer was ridiculous before the nerf, so much so I still hate it now. This would be taking it back in time, which is just a bad idea
    Overall: do more harm than good

    Specific but unnecessary. Heavy is meant to be THE balanced class. Unecessarily complex for a free class
    Overall: Pointless

    Overall Ideas: I just don't think any of these ideas address the problems of the specific classes. Some make unecessary changes whilst others go further and make things worse than they are now. I wouldn't want to see any of these ideas in the game outright. I don't think any of the ideas are salvageable, or could be redone in a way to fix the classes. I think the best solution would be to research the individual classes, the problems of these classes and potential solutions of these classes. It's all very well nerfing something, but if it doesn't fix the problem it has, why bother with it. It's like wrapping a kid with influenza in bandages. The bandages would be great for a cut, but absolutely useless in fixing what the kids problem is, which is suffering from influenza!

    Now onto your post. I'm gonna agree with @Ironic_Gentleman here. The people here were trying to provide reasonable arguments for what you were saying, and you have completely overreacted in a negative way. They are trying to help you to see what the problems with some of your ideas are, and if you can't take that, then you shouldn't have suggested them to the community, because that's what this thread is about

    They will accept balance if the rework is viably balanced. Yours isn't as I've just pointed out numerous times, and so people are obviously not going to agree with this one. You believe this is balanced, but in reality to everyone else it isn't. What you're really saying here is you're saying CTF shouldn't have happened because people don't agree to implement your opinion, and morally I can't accept that

    This game isn't those games, and your opinion isn't always the right one. Just because instant kills can be removed on other games doesn't mean they should here. The majority even said they wanted them on one of Nom's threads (I'm sure someone could post a link if it was really necessary to see it, I don't have time to trawl through threads right now) and so this is completely irrelevant as to why these changes should be implemented
    No game truly has balance. If you watched a particular game theorist video there was even a theory that red and blue teams were unbalanced because being on the red team gave advantages because of the colour psychologically. To be honest there are so many variables to most games nowadays you can't get a balanced game.

    The community is gone because you're gone? I somehow don't see the logic in this. I mean the community is everyone playing the game, not just you

    Again, you're saying because people don't accept your ideas you're just damning everyone. I think if they were balanced, they would be accepted

    No one is perfect, and the developers, whilst making mistakes, have done more for this game than anyone else. They have allowed the game to exist at all, and so I'm thankful for that alone. If they need a push in the right direction with viable reworks, then so be it.

    Then why does any minecraft server get revamped or updated to newer mc versions?

    Your rework made the classes less able to do their roles and what you're actually saying is instakills are the reason for all this trouble when there are problems with other classes such as dwarf snowballing and necro UPness. The community isn't being toxic by coming up with reasons why your ideas aren't going to fix the problem. The only person not being civil here is the person's quote I'm dissecting right now

    which server took your ideas and fixed the gamemode with them? I'd like to check that out and see if it really is balanced if you don't mind


    bit of an overreaction to quit the game you love because your balance idea was rebuked.

    They're not going to remove it, just make it viable which isn't the case right now

    This reminds me of "you'll see... you'll all see!!!!!"
    I'd like to finish with a question. Have you ever considered you could balance the game whilst keeping instakills?
     
    • Agree Agree x 1
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