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Idea Non-Insta Pyro Rework

Discussion in 'Capture the Flag' started by Icarus_82, Nov 6, 2015.

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  1. Icarus_82

    Icarus_82 Well-Known Member

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    Well, it’s been over a week since the last pyro rework, so you know what that means!

    This is my first ever attempt at a rework, so although constructive criticism is much appreciated, please don’t bite my head off <3

    All numbers/values are able to be changed quite easily- the ideas are the important part

    Pyro is considered broken by large amounts of the community, and the following reasons are what makes pyro broken in my opinion.

    · The instakill - non noob friendly, makes class somewhat ping based, reduces teamwork

    · Flintspamming - takes away any form of skill in placing a flint, turning F + S into a failsafe method for when the bow fails, encourages midfielding and makes using flint considered cheap

    · Camping – pyro being able to have bow infinitely charged means that pyro has very little vulnerability


    Armour: All leather w/ Protection I

    This is because pyros would have to spend more time attacking a target in order to kill it, making them more vulnerable to ninjas etc


    Inventory:

    Fire Axe: Deals 4 hearts of true damage to a target that is on fire. When hit with the axe, the target is given Slowness I and is unable to wallclimb for 1 second.

    This provides a major nerf to pyro’s damage, giving an opportunity for targets to escape more easily. New opportunities for countering pyro could arise, such as a target trying to be knocked into water by the pyro, or allowing themselves to be knocked away out of reach whilst the debuff runs out, allowing them to escape by climbing/running away. This is also intended so that a target is able to fight back against a pyro, but with a highly unlikely chance of winning (as it should be under a hard counter)

    5 Steak

    Fire Bow- same as current, but can be drawn back for a maximum of 4 seconds, at which point it will automatically discharge. (Credit to Miskey for the idea ^-^)

    This gives pyro a period where it is useless, giving an ideal time for ninjas to attack the pyro or steal, or soldiers/heavies/chemists to enter the flagroom

    1 Fire Charge-regenerating 1 every 2 seconds- this acts as a Flint + Steel would

    This prevents flintspamming, but rewards the ability to place charges precisely

    20 Arrows

    The debuff added to the axe is designed to not only lock down a target for the pyro, but for the entire defensive team, allowing an opportunity for other classes to deal damage and further trap the target, encouraging teamwork but not reducing the pyro’s ability to kill.

    Counters:

    Heavy: Still killed easily when in flagroom, is able to weaken pyro or spend time distracting whilst pyro kills it. Dies in ~6 hits

    Soldier: Killed easily in enclosed flagrooms, but is able to escape with health remaining if knocked away or if pyro is blocked using its wallclimb. Dies in ~7 hits

    Chemist: No longer easily killed by pyro, considering chemist’s incredibly high healthpool, but is locked down, making it an easy target for ninjas, assassins, archers, elves. Can use pots to knock pyro away until debuff wears off, at which point it can run using its Speed I. Dies in ~3824856923468 hits

    Elf: Water element would become far more viable for both elves and their teammates, and a well-timed water could be the difference between living/dying. Debuff does not affect wind element, so elf capping becomes more viable against pyros

    Not including Engi, Necro, Dwarf, Archer as these classes are not often used offensively

    All classes which counter pyro still counter it to the same effect, possibly taking a bit longer to kill due to the stronger armour.


    The idea of this rework is to change pyro in an effective way without changing it to the point that it becomes a foreign class for pyro mains, and still keeping it as a simple to play class with all the fundamentals of the original (set on fire, whack at stuff)


    Thank you for taking the time to read this and any feedback is greatly appreciated :grinning:
     
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    #1 Icarus_82, Nov 6, 2015
    Last edited: Nov 6, 2015
  2. Lung

    Lung Well-Known Member

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    No one would play pyro anymore
     
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  3. EmperorTrump45

    EmperorTrump45 Dank Memer

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    This is why Pyro and Soldier should be reworked at the same time and also why Chemist seriously needs a nerf. Individual non-instakill Pyro reworks just don't really work without making Soldier and Chemist even more OP.

    As for the rework itself, I'd lower the cool-down on the fire-charges to 2- 2.5 seconds (.5 to 1 second does make a significant difference in combat) and reduce the drawback time limit on the bow to 4.5 or 5 seconds so Pyro can actually has time to aim and hit a moving target. Other than that, it's not too bad.
     
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    #3 EmperorTrump45, Nov 6, 2015
    Last edited: Nov 6, 2015
  4. Icarus_82

    Icarus_82 Well-Known Member

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    These numbers are better upon reflection, allowing the cooldown to serve its purpose without being too restrictive on the pyro.

    If pyro loses its instakill, chances are it will be less powerful, making it less fun to play. I have tried to keep it so that it is still a powerful force on defence, without being too broken.
    I still think that there is a way of fixing pyro without making the class stale, but my rework is probably not it.

    Thanks for the input :grinning:
     
  5. xKieran

    xKieran CTFer since 2013

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    This is one of the two classes that can instakill, so I think the insta kill axe feature should say. However, if the insta kill feature had to be removed from one of the two classes, I would pick Pyro.
     
  6. ______hi_______

    ______hi_______ Active Member

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    1. switch bow with flint
    2. auto recharge bow thing is very ninja op. like, super op. for both killing and capping.
     
  7. RHCube

    RHCube Member

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    +1, this is less OP than the current pyro
    There are actually 4 classes that can instakill: Dwarf, pyro, assassin, archer. And just because only a few classes have it doesn't mean it should stay.
     
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