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Idea Hybrid Dwarf Rework

Discussion in 'Capture the Flag' started by EmperorTrump45, Dec 1, 2015.

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What do you think of this hybrid rework?

  1. +1

    2 vote(s)
    33.3%
  2. +0

    2 vote(s)
    33.3%
  3. -1

    2 vote(s)
    33.3%
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  1. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Another hybrid rework. This rework aims to make Dwarf capable both offensively and defensively by removing the restrictions on its mobility, nerfing its power, and making it less dependent on flag-camping medics.

    Note: This is intended as an individual rework meant to work in the scope of current CTF.

    https://www.brawl.com/threads/45813/
    https://www.brawl.com/threads/46186/#post-587077

    Change-log:
    • Removed Diamond Sword.
    • Removed XP system.
    • Removed permanent Slowness II.
    • Added Diamond Axe.
    • Added 1 Steak. (for a total of 4)
    • Added Minecart with furnace.
    • Reduced duration of Dwarven Fury by 0.5 seconds.
    • Removed slowness, resistance, and levitation effects from the Axe.
    • Re-added slowness effect to the Axe (for recovery/teamwork reasons).

    Shield:
    • Activate Shield by right clicking on the furnace. Shield grants Resistance III, immunity to all harming potions (including poison, slowness, weakness, damage, etc.), and immunity to Assassin instant kills. Dwarf cannot use its axe while it is using its shield. (not until 1.9 at least...)
    Ingot system:
    • Each successful hit of a dwarf to an enemy gains him 1 iron ingot.
    • Once Dwarf reaches 4 iron ingots, they are removed from the inventory and a iron axe is added, enchanted with Knockback III.
    • Axe deals 7 hearts true damage to opponent. Instantly breaks after 1 use.
    • Every 2 successful hits earns a gold ingot.
    • Once Dwarf reaches 4 gold ingots they are removed from the inventory and a enchantment potion is added into the hot-bar.
    • Right clicking the potion triggers Dwarven Fury.
    Dwarven Fury

    Will give Dwarf the following effects:
    • Speed I
    • Strength I
    • Night Vision I
    For a duration of 4 seconds.

    Furthermore:

    • Killing an enemy while in Dwarven fury will give Dwarf one steak back, capped at no more than 4 in total.
    • If Dwarf already has 4 steaks and kills an enemy while in Dwarven Fury they will temporarily gain 4 hearts of Absorption (same amount that Steak heals) for 2.5 seconds.
    • Absorption does not directly stack (if Dwarf kills 2 enemies before the Absorption effect is over they do not get 8 hearts of Absorption health). However, if Dwarf takes 4 hearts of damage before the effect is over and they have killed 2 people they will have their health replaced by 4 hearts of Absorption.
    Note: Dwarf cannot attain a enchanted iron axe while in Dwarven fury.

    Diamond Axe:
    • Diamond Axe gains more levels of Sharpness the closer Dwarf is to the flag. 10 blocks away it gains Sharpness II, 5 blocks away it gains Sharpness III, and less than 5 blocks away it gains Sharpness V.
    • Hitting an enemy flag carrier with the axe will give them Slowness II for 2 seconds.
    Note: At the enemy flag Dwarf gains reduced levels of sharpness at Sharpness I (10 blocks away), Sharpness II (5 blocks), and Sharpness IV (less than 5 blocks away). The reason why it is reduced is to keep flag enemy camping from being too much of a thing and to prioritize defense over offense for Dwarf, while making it viable in both roles.

    Your thoughts?

    -Admiral


    @Xelia_
    @LordChaos_92
    @iMuffles
    @BAWSS5
    @THECOMMANDER5643
     

    Attached Files:

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    #1 EmperorTrump45, Dec 1, 2015
    Last edited: Dec 1, 2015
  2. TOM_SAYS

    TOM_SAYS Active Member

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    If the sharpness also counts at the enemy flag, then I'll give this a +1
     
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  3. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Added.
     
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  4. TOM_SAYS

    TOM_SAYS Active Member

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    Fantastic rework. This makes dwarf a great class for defence, recovery and offensive. I'd love to see this added, but I fear the staff will choose their own reworks as usual...
     
  5. Sir_Inge

    Sir_Inge Well-Known Member

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    I'm gonna -1 this because it's kind of complex with the ingot system and all the features. If it gets simplified I'll +1 it.
     
  6. EmperorTrump45

    EmperorTrump45 Dank Memer

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    How is 'complexity' a bad thing?

    Noobs are not idiots, in game how this class works would not be that hard to understand with the proper describing of what stuff does. Also, Elf is more 'complicated' than this class but it really isn't that hard to get all its features and abilities. It took me to figure out what it did in like 5 minutes the first time I used Elf.

    So no I disagree with you about moderate complexity being a bad thing. Simplification almost always limits what a class can do and that is absolutely awful for a rework especially of a totally broken class.

    Also could you please specify what you mean by 'simplify'? What parts do you want simplified? How? I would greatly appreciate some feedback instead of a blanket statement of my idea being 'too complicated' to warrant consideration.
     
    #6 EmperorTrump45, Dec 1, 2015
    Last edited: Dec 1, 2015
  7. Jellyt0ts

    Jellyt0ts Active Member

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    An extremely complex rework idea(which isn't always a bad thing). I honestly feel like all this would be too much. I would get rid off the axe buffs: slowness/ levitation / resistance. I suggest this because I don't think Dwarf should have a role in slowing/ buffing other players and should broadly focus more on the fact that the Dwarf class is played to be a brute force and not a support class.

    Additionally, I'm not to sure about the idea of Dwaren fury; it would give the Dwarf class: mobilisation(speed), regenerating steak, additional absorbsion hearts and also strength. This would multitude into a class that is frankly very powerful. I think that Dwarf is already powerful and a buff is not what it needs, but a rework is.

    However, I really welcome and like the idea of replacing the sword with an axe and adding a shield. This would help to make it easier to kill Dwarves as they're currently a large annoyance to kill.

    This is just my opinion so take what you please from it. Keep up the good work!
    •Jelly•
     
  8. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Bruh, this is a rework. Right now the problem with Dwarf is that its extremely powerful in one area. This rework aims to make Dwarf versatile and strong in multiple areas, with an emphasis on defense.

    Thank you for the feedback though. Removed the levitation and resistance axe buffs.
     
    #8 EmperorTrump45, Dec 1, 2015
    Last edited: Dec 1, 2015
  9. Jellyt0ts

    Jellyt0ts Active Member

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    Yeah, I understand this is a rework but while you're reworking it you're also buffing it. If you get what I mean aha. Yeah, no problem happy to give my feedback whenever.
     
  10. Sir_Inge

    Sir_Inge Well-Known Member

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    1. An iPhone is not ideal for a long response.
    2. See above comment by @Jellyt0ts
    That should do it. I'm gonna +0.5 for complexity still, as in having a long explanation, but hey, I was never totally on board with elf either.
     
  11. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Oh. I'm sorry I didn't know :stuck_out_tongue:

    phones really are murder to send long messages on... I can't type on the ruddy things.

    @Jellyt0ts I had to buff some things (like the Shield) because this Dwarf rework is intended to go into a game that already has stupidly OP classes like Chemist and Pyro and needs to be fairly OP to actually be useful and fun (my goal was to make this a fun class to use). I may make Dwarven Fury a bit weaker and change a few other things though.

    Thank you for the feedback.
     
  12. TOM_SAYS

    TOM_SAYS Active Member

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    Noooo! The axe buffs made it really interesting! Now it is only strong in flagrooms, which I prefer the current dwarves for. Now I have to give -0,5 :frowning:
     
  13. EmperorTrump45

    EmperorTrump45 Dank Memer

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    -_-

    The axe buffs were intended to allow Dwarf to help in recovery or support but it made Dwarf be able to do a little too much. In fact, by removing them I've made Dwarf weaker in the flagroom and made the class a little bit less needlessly complicated.

    EDIT: Re-added slowness effect.
     
  14. TOM_SAYS

    TOM_SAYS Active Member

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    That was the appealing part: recovery abilities. As I said more often, classes shouldn't be "balanced" by consistent nerfing...
     
  15. EmperorTrump45

    EmperorTrump45 Dank Memer

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    See the edit. I added the slowness back. I just didn't want this Dwarf to be a jack-of-all trades kind of class like Chemist is, which is why I removed the resistance buff for allies since supporting the flag carrier is already done by Medic, Mage, and Chemist. Also the levitation made things a little bit too complicated since it was just a cool effect but not really necessary (in addition to Slowness II).
     
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    #15 EmperorTrump45, Dec 1, 2015
    Last edited: Dec 1, 2015
  16. TOM_SAYS

    TOM_SAYS Active Member

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    Okay very good. Now it has interesting recovery abilities again, I'll go back to +0.5 (by the reason of the current dwarf being +/- 0) (the reason I liked the resistance buff is because it would be great for your dwarf to team with medics & chemists. That was really the cherry on top that triggered the +1)
     
  17. ExtremeEvoboost

    ExtremeEvoboost CTF Media Man

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    I'm glad someone finally made a dwarf rework that wasn't a complete Archer magnet! The axe sharpness still seems like a bit much, maybe have a max of 4 in your flagroom, and 3 in the enemies, as a sharpness 5 axe will deal rediculous damage (especially after 1.9). Sharpness 4 isn'tmuch of a need, but like how removing 1 cent in retail, it'll make people a little bit better about the rework, as any rework that has sharpness 5 included immediately screams OP!!!!! Just a little advice. +1
     
  18. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Lol. Thanks :smile:
     
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