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Idea Ideas for necro rework

Discussion in 'Capture the Flag' started by Vonmanius, Sep 10, 2015.

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  1. Vonmanius

    Vonmanius Member

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    As you all know, necro is obviously extremely under underpowered, in fact so much it rarely presents a threat to enemies. This is kinda of depressing since necro and its ideas have much potential, but they're not showcased properly. So, in an attempt to change this, I had come up with a list of ideas to hopefully buff necro up into a more viable and fun class to play. Note that this is a LIST, so please do not consider all ideas as a whole, but consider them as each individually.

    A heads up, if you're unwilling to read through the entire wall of text, reading both the bolded and coloured text should give you a rough idea of my idea.

    Firstly, we have to find out why necro is bad. Simply put, it has bad crowd control. Unlike engineer who can place down a turret that basically deters everything rather effectively, necro is unable to as the zombies present too little of a threat as the zombies are too sluggish and slow. Additionally, you also lose exp when you die, causing grief should you die to an assassin having killed 4 people. So to buff necro up, we have to look at the flaws of necro and improve.

    1) First idea, I propose that ALL monsters get spawned with a speed boost. I know some zombies do get speed buffs and such, but not all gets it. This makes the zombies without speed walk so slowly they can be largely ignored by players who can just run through them. In fact, its usually possible for a necro to place down his spawner but not get a single kill throughout the entire match. Hence, for the mobs to present some sort of threat, they must be able to run fast, maybe just slightly slower then sprinting speed. This way, it may then cause players to target them instead.

    EDIT 2: Fun Fact: Current zombies with speed "runs" at the same speed as the walking speed of a player, which is definitely not even enough to be considered a threat as players can still outrun it very easily.

    2) However, being fast still doesn't present a threat when zombies can just be knock backed away harmlessly without getting hit. Therefore, all monsters should have some knockback resistance. This presents players from "cheesing the encounter". I'm not saying to give it full knockback resist, but about 50% knockback resist should do it. Players now will have to exercise caution when handling the zombies, or else they will get hurt!

    3) For my third idea, I suggest that all monsters should be able to gain all types of buffs anytime in the game. "But wait!", I hear other necros say, "They already get resistance and strength boosts sometimes!" While that is true, there is a downside to it. Most people don't realise this, but these buffs only happen more frequently the longer the spawner stays alive. This current mechanic forces necros to wait an extremely long time for his mobs to get powerful, before they're equipped with resistance and strength capable of actually killing someone as initally, the spawner will only spawn basic zombies. But what if your spawner gets destroyed? Or maybe you die? The spawner time would just reset and you will have to wait a long long time before it gets all powerful again. Do you actually see how unfair this is? This causes necros to hide in various spots and not contributing much, because of the huge drawback should they get killed while their spawner is spawning. But when those zombies actually get strong, you're sure they'll really kill stuff. If you're a dedicated necro like me playing 1-2 years ago regardless of its flaws, you'll know that the kills your mobs get are due to these insane sanic like zombies that run faster than players, hit for almost insta kill damage on players with such a high leveled resistance that it basically can't be killed in anyway. That's when you acutally rack up kills. But then you die, after 5 minutes of waiting for these super zombies to appear. Hence, I really hope that the spawner time mechanic can be actually removed and give the mobs a chance to actually gain these buffs regardless of how much time has past since the spawner stayed alive. I really can't stress how much I hope this will be changed. Besides, since these zombies only appear so late after the spawner is placed, they usually can't spawn as the spawner has reached max spawns already, so some monsters actually have to die to make way for the supermobs. By then, you would probably get headshotted, assassinated, ninjaed, and all your progress is lost.

    EDIT: Correct me if I'm wrong, but it seems that the aforementioned "super mobs" don't actually exist now. Had a spawner stay alive for 7 whole minutes and none of those mobs spawn. Those mobs still appear to get more buffs and get slightly stronger the longer the spawner stay alive though, just not so strong with absurd stats.

    4) For the fourth idea, I hope that necros will have a way to kill their own monsters
    . Necros could be given an item to right click on his mobs, in which it would kill them and allow other mobs to spawn. If you at least played a little of necro, you'll always find one or two of these dumb zombies who fall down a cliff and manage to stay alive, but are then stuck there forever and being totally useless. The worst thing is, you can't destroy your spawner and replace it again, because again, Spawner time mechanic. If we're able to our own mobs anytime, I believe that we can solve this problem of useless mobs easily.

    5) Next, I think that necros should have the power to command their own monsters.
    This could manifest in the form of an item, like a slimeball, in which when right clicked would cause zombies to walk towards your current position. This is useful for protecting the flag when because of your zombies small aggro range, they're usually useless when protecting the flag. Having the ability to command your zombies cause them to be more viable to protecting more vital spots, and helps with the problems of your zombies unnecessary dispersing too far away. Additionally, while enabling necros to partially conceal their spawner in some way but still able to put out some crowd control. However, this might seem a little bit overpowered due to the ability for necros to hide their spawner 10 miles away but still command their zombies, but remember, for this ability to work, the necro must place himself in the spot he wants the zombies to walk into. This causes the necro's life to be put in danger should he try to command his zombies to the enemy base. Moreover, zombies also need to walk long distances, they don't teleport. So if you lured the zombies far away from the spawner, more isn't going to come in just 5 seconds. I believe that this will make necro much more suited to play a little aggressive, instead of just purely defense. If this is too overpowered, just give this ability a cooldown time. Simple.

    6) Finally, remove the exp system and replace with better mobs eggs that can be used anytime
    as I have previously explained a little, this forces necros to hide in fear of losing all exp and starting rom square one. Instead of the exp system, give necros more different eggs that he could use anytime, that don't require gaining of exp to use. Perhaps instead of just purely using zombies and skeletons(never blaze because they really suck with their nearsightedness with their "brilliant" aim and attack time), we could also give creepers eggs, that when used in a spawner would cause creepers and sometimes powered ones to spawn with speed and stuff that run and explode at players after a short fuse time. This can change play-style significantly as your monsters now gain a new play to killing players. Other than creepers we can also perhaps have speed slime eggs that when put in a spawner could cause slimes to spawn which inflict slowness to a player when hit. Just try to experiment with different mobs, as each of them can change play styles significantly. Don't just restrict them to skeletons and zombies as their source of damage. Touch it up a little. Use some creativity and experiment with new things.

    7) New: Additionally, I also propose to give those zombies the ability to deal more damage, maybe in the form of a strength boost. This is because currently, normal zombies without strength only do 1 heart of damage. To a ninja. Its rather self explanatory, 1 heart of damage will be be considered nothing to even a mage, let alone even present the slightest of threats to any other armored player. Giving them a strength boost will hence allow them to get some kills or at least inflict some damage onto enemy players. In this current situation, zombies basically do nothing. You can just stand still as a heavy and the zombies will take minutes just to wear you down. In fact, I'm surprised this issue isn't even addressed yet.

    Finally we're at the end of my list of ideas. Do you like any of them? I hope that my idea will be considered if they're deemed suitable enough. What do you guys think of these ideas? Once again thank you for reading my wall of text, apologies if I had wasted you some precious time.
     
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    #1 Vonmanius, Sep 10, 2015
    Last edited: Sep 22, 2015
  2. Subjugating

    Subjugating Well-Known Member

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    I like this. Even though I never play necro ingame, this seems pretty reasonable.
     
  3. ExtremeEvoboost

    ExtremeEvoboost CTF Media Man

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    I'd Like to see this go through. It seems like an excellent idea, and Playing necro often, because I am just THAT GUY, I want it to be a worthwhile class again.
     
  4. misterslime

    misterslime Well-Known Member

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    +1 for finally making a good rework for necro.
     
  5. ash94523

    ash94523 Active Member

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    Add this now. :smile:
     
  6. EmperorTrump45

    EmperorTrump45 Dank Memer

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    I'm in favor of just dumping the spawner entirely to increase mobility and reduce vulnerability to Engineers, but your other ideas, like giving Necro much more control over its mobs are good and very badly needed in game. The baseline knock - back resistance and speed boost suggestions for the mobs are likewise excellent and deserve a lot more responses than they seem to have gotten thus far.

    My favorite idea of all the one's you've suggested is the removal of the EXP system. That's also very badly needed and is great cause it gets rid of most of Necro's stupid snowball and makes it more powerful from the start, and thus more useful.

    Anyway +1, nearly all of these ideas are very well thought out, would massively improve Necro from the Derpclass that it currently is, and because of that they deserve some serious consideration (imo).
     
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    #6 EmperorTrump45, Sep 18, 2015
    Last edited: Sep 18, 2015
  7. TheZombieKat

    TheZombieKat CTFer since May 2012

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    Honestly, this is the best Necro rework I've ever seen. I'd say yes to the cooldown on the zombie summoning ability, and yes to the spawner timer. Big +1
     
  8. misterslime

    misterslime Well-Known Member

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    of course the mods ignore this epic rework and make their own.
     
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  9. Vonmanius

    Vonmanius Member

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    I added a new idea to my list of ideas, this time in regards to give zombies a strength boost. Took me long enough to realize zombies do only 1 heart to an unarmored player. I guess that's what happens if no one wants to play necro.

    One more thing, zombie aggro is really very bad. You can just stand beside a zombie for 3 seconds and the zombie sometimes won't target you.
     
    #9 Vonmanius, Sep 22, 2015
    Last edited: Sep 22, 2015
  10. xxMineSheepxx

    xxMineSheepxx baaaahh

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    Amazing rework +1
     
  11. misterslime

    misterslime Well-Known Member

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  12. Extant

    Extant Active Member

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    I couldn't agree more, with a few tweaks it could be a great offence or defence class it just needs someone like you to give a idea of the rework.
     
  13. kriztmas

    kriztmas Well-Known Member

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    Ik how to b00f n3cr0. L3T tH3 zombies cap!1!1!
     
  14. misterslime

    misterslime Well-Known Member

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    why do the mods always ignore these extremely good reworks and propose their own bad one?
     
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  15. RHCube

    RHCube Member

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    +1 but the zombies shouldn't be able to get speed, knockback resis, and strength at the same time.
     
  16. misterslime

    misterslime Well-Known Member

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    yes they should! necro is already vulnerable to 67% of the classes in the game
     
  17. RHCube

    RHCube Member

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    But that was one of the reasons why necro was nerfed.
     
  18. misterslime

    misterslime Well-Known Member

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    Necro was nerfed 3 years ago and at the time it was among the most OP classes to play. Now its among the most Under Powered

    This would only balance it
     
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  19. Akejsa

    Akejsa Active Member

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    I agree on this. I'm tired of having a class, that really doesn't do much of anything. And I paid for it. I also liked Necro before, this seems convenient. :smile:
     
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  20. misterslime

    misterslime Well-Known Member

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    Nom said that Halloween 2016 is necro rework
     
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