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Idea Chemist Rework

Discussion in 'Capture the Flag' started by lnsideJokes, Sep 30, 2015.

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  1. lnsideJokes

    lnsideJokes Active Member

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    Armor
    - Leather Helmet
    - Golden Chestplate
    - Golden Leggings
    - Leather Boots

    Hotbar
    1 - Iron Sword
    2 - Healing Potion (Splash Healing)
    3 - Damage Potion (Splash Damage)
    4 - Detect Potion (Splash Jump Boost)
    5 - Buff Potion (Splash/Drinkable Strength)
    8 - Chemist Compass (Compass)
    9 - Class Selector (Nether Star)

    Abilities

    - The healing potion heals 8/20 hearts when used. Left clicking switches it to regeneration mode which gives regeneration 3 for 10 seconds to the applicant. You have 8 healing and 3 regeneration potions.

    - Your damage potion will deal 6/20 hearts of true damage, as well as apply 15 seconds of poison I and slowness I to the applicant. The poison no longer affects teammates even if in the same radius with an enemy ( Just wait, this gets fixed ). You can use this potion only every 8 seconds.

    - The Detect potion is used to replace one of the poison potion's strategic purposes. Splashing it will make any invisible ninjas visible within a 3 block area for a short 2 seconds as a heads up. You cannot deal damage to the ninja when they are unveiled. You can use this potion every 15 seconds.

    - The Buff potion has two modes, self and team mode. Left click will alternate the two modes. Self mode is a drinkable buff potion which grants the user strength I, speed I, and fire resistance I for 3 minutes. Team mode is a splash variation of the same potion, without fire resistance, and cut down by 1.5 minutes. This cannot apply to the chemist using the potion.

    Comment

    I made this rework to possibly lessen the complaints and requests for chemist nerfs, hopefully I succeeded. I made the 3 spammable debuffs into one potion with a cool down, added a primary item for detecting ninjas, somewhat decreasing the health pool, slowed down the speed of chemist respawning, and possibly making other buffed classes less op. Of course I know this rework is not perfect, please do leave recommendations and comments of what you think I could do to improve it!

    Possible Edits:
    - Decreased Health Cool Down

    Thanks for your time! :grinning:
     
    • Like Like x 1
    #1 lnsideJokes, Sep 30, 2015
    Last edited: Sep 30, 2015
  2. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    I think this is a really cool idea but I'd say when changing a regen pot to health pot and a damage pot to poison and vice versa it should take 1-2 seconds to change.
     
  3. lnsideJokes

    lnsideJokes Active Member

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    Oh, the damage pot and poison pot aren't alternative they're one potion, but the health/regen alternatives take 8 seconds between each use, regardless if its health or regen so increasing the change time wouldn't really effect it. Thanks for the tip!
     
  4. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    Ok
    I think 8 seconds is to long because like chemist is the class to cap without much support vs huge defs this would be such a huge nerf. I was thinking 3 seconds maybe less cos when I chemi I have to heal every 2-5 seconds when there's a few ninjas behind me
     
  5. Sir_Inge

    Sir_Inge Well-Known Member

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    Take out the damage pot and now you're talking.
     
  6. lnsideJokes

    lnsideJokes Active Member

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    Yeah okay, maybe 4 seconds will do? Thanks for the tip!

    Well, the damage pot is kind of what a chemist relies on when facing large groups or ninjas, it is what grinds most people's gears but without damage, this rework would make chemist really weak. Thanks for the tip!
     
    • Agree Agree x 1
  7. Sir_Inge

    Sir_Inge Well-Known Member

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    Chemist doesn't need it's damage if it has strength. Chemist shouldn't have offensive and buff potions in 1. @Colonel_Graff can explain why.
     
  8. lnsideJokes

    lnsideJokes Active Member

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    Without damage potions, chemists will be defenseless against archers, mages, and ninjas. Without strength chemists will want to utilize damage potions. Thanks for the tip!
     
  9. YourAverageSoda

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    K just for clarity, you and your teammates cannot damage the ninja through melee while they are "invisible", like it is right now, but projectiles and aoe stuff will still damage them right?
    And the 2 seconds doesn't bleed over if the ninja switches out of invis right?
     
  10. lnsideJokes

    lnsideJokes Active Member

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    Yes, non-melee items can still damage invisible ninjas, and I'm not sure what you are asking about the 2 seconds and bleeding, please explain?
     
  11. lasertagfighter

    lasertagfighter Well-Known Member

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    Your making the chemist not use potions as much? I know it's annoying, but that's the whole point of a chemist: throwing deadly potions at each others faces. I was thinking of making potions less forceful. (Remove knockback)
     
  12. lnsideJokes

    lnsideJokes Active Member

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    A majority of the complaints on chemist is its excessive ability freedom. Its not hard to tell people prefer one strong potion than several spammed ones giving knock back. Also it's not just that simple to remove the knock back for the potions. The knock back on the damage potion is the reason most chemists use the damage potion at all.
     
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