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Idea 8 Really Quick Reworks.

Discussion in 'Capture the Flag' started by DeadRhos, Dec 2, 2015.

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  1. DeadRhos

    DeadRhos Minimum Brain Size

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    These rework concepts aim to bring balance to CTF without changing too much unless necessary. Some have been created to reflect community opinion. Feel free to suggest improvements.

    Heavy

    Not self-reliant, so it now receives 1 extra steak every 5 kills to a limit of 4 steak.

    Medic
    Medic is CTF’s only way of restocking inventories; but it’s very unreliable and frustrating. Teammates now show 99% health if their inventory is not full.

    Soldier
    Too much vertical mobility, can be almost impossible to follow. Now has rechargeable “Mana” (experience bar) for wallclimbing.

    Dwarf
    Sharpness II/Fire Aspect/Knockback II Diamond axe. 2 steak. Iron door acts as shield which, when held, grants total immunity to instakills. Does not receive knockback.

    Engineer
    Currently too campy. Turret now deploys immediately and is destroyed after 32 arrows. Cake and turret can be immediately redeployed, regardless of whether it already exists. Cake restocks inventories again.

    Necro
    Very campy and underpowered. No longer has a turret; instead, a mob appears every time you right click its egg (to a maximum of 3) and follows the Necro, attacking everything the player does. 5 mob kills gives you a new egg.

    Pyro
    Currently overpowered in defense. No longer instakills, but enemies set on fire or hit by fire arrows lose their armour for a short time.
     
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  2. kriztmas

    kriztmas Well-Known Member

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    I actully liked the necro thingy
     
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  3. SoCool21

    SoCool21 Bans Reports & Appeals Admin | McPvPer for Life <3

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    Could work, but the problem with heavy is it is completely vulnerable to instakills. What if heavy got 5 seconds of invincibility against instakills when it eats a steak too?
    I think it'd be better if it coloured it to green or red (not the number but the 'Health' bit after, as its impossible to change the colour of the number as Nom told me shortly after calling me retarded), but it'd be a good change.
    Posted this before, apparently its been coded and tested but mods didn't like it. I think it'd work quite well though.
    Wouldn't be able to counter Chemist as easily, which'd be a problem. Otherwise, this is a good idea. The iron door could be changed into an actual shield when they're added into the game.
    I don't think this'd help much. Letting a block do all the work for you promotes camping no matter what you change - all you'd have to do now is put cake and turrets in hard to reach spots and replace them every minute or so.
    Much better than the current Necro, but I still don't think the mobs will be strong enough to make much of a difference.
    How long would they lose their armour? If its just for a second or so, this'd be fine, but any more and it'd be overpowered still. Also, it should still instakill ninjas as pyro is ninja's best counter, and it'd overpower ninja if it couldn't instakill it anymore.

    EDIT: For some reason, the forums are splitting up the quotes (even when I edit them, the forums change it back), nvm
     
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  4. Lung

    Lung Well-Known Member

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    Engineer:Instantly placing a turret would make engineer even more campy and op.

    Pyro: No one would play this.

    Dwarf: Rip if mage comes.

    Other than that, I like these ideas!
     
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  5. DeadRhos

    DeadRhos Minimum Brain Size

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    @_Tom__ All good points. Obviously cooldowns and such could be tweaked in testing. I see what you mean about engineer, I was trying to tweak the cake and turret so that they could be used for PvP support options, but I can see that it probably requires a lot more thought.

    @Lung Dwarf is currently powerless against Mage, the lack of knockback would actually be a small buff. As for Pyro, it'd still be effective in the flagroom, just not so good in a 1v1/midfield situation.
     
  6. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    Heavy means its a snowballing class so nothx
     
  7. DeadRhos

    DeadRhos Minimum Brain Size

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    @sportyman56

    i.e. you can't ever have more than 4 steak. It doesn't snowball.
     
  8. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    O sorry didn't see that my bad. But cool ideas
     
  9. Jellyt0ts

    Jellyt0ts Active Member

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    Hi Ros_. Here's my thoughts:

    Heavy:
    Heavy is already tanky and can last in battle a very long time. So I don't think this would be necessary. -1

    Medic:
    Completely agree with this Medic rework. I think it has been suggested a couple of other time as well. +1

    Soldier:
    I would like to see how this Soldier rework would effect the game play of the class. However, I'll chose not to make a conclusion on this but I'd like to see it in action. +0

    Dwarf:
    The Dwarf rework is similar to a couple suggested before. I think assassins should have a chance of killing a dwarf so therefore I would suggest some kind of activation to use this. +0

    Engineer:
    Personally, I think Engineer is fine how it is, even though they can be tedious to kill. -1

    Necro:
    I like this idea, it would make Necro a lot more active and interesting to play. +1

    Pyro:
    Pyro and instakills keep other classes such as: Chemist and Soldier in order. Personally I would not touch Pyro. -1

    -Jelly
     
  10. Nightowl

    Nightowl Well-Known Member

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    • Agree Agree x 1
    #10 Nightowl, Dec 2, 2015
    Last edited: Jan 8, 2018
  11. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Read and re-read your post and I'm still not sure where this perceived contradiction is...

    So yeah, anyway Rhoske's rework (if you can call it that) had almost zero specifics on Soldier aside from some vague thing about 'mana regen' so its really hard to judge whether or not it would be a good or bad rework. Although for some reason you're calling the whole concept of a cooldown + regen bad even though you literally suggested one in the idea you cited in big orange text:

    Also your arguments against a cooldown + regen rework on Soldier are pretty crazy (imo). Yes Soldier's main advantage is being able to high-jump but why do you consistently presume that any cool-down rework would immobilize it? A cool-down would indeed limit Soldier's mobility but its so crazy right now that a small nerf would be a good thing for the class and the game - although not so for the people who love to abuse the class.
     
    #11 EmperorTrump45, Dec 2, 2015
    Last edited: Dec 2, 2015
  12. DeadRhos

    DeadRhos Minimum Brain Size

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    @Nightowl my problem with soldier is that it's too good at capping. It can escape from flagrooms way too easily if there's no pyro or dwarf, and realistically the only classes that can chase it down are ninja and other soldiers - and even if they manage to reach them, decent health and sword knockback means taking them out is practically impossible. It needs a nerf.

    Side note - since pyros are hard counters to soldiers, if soldier was nerfed, pyro would be too.
     
  13. xxMineSheepxx

    xxMineSheepxx baaaahh

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    I like everything but pyro. I think it is too much of a nerf, since some classes (like soldiers) can get away from the flag easily without being damaged too much. Plus, if a ninja is ghosting, the ninja might have already pearled away before you can kill him/her.
     
  14. Supr3meTigger

    Supr3meTigger Member

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    The idea with medic would destroy my OCD.
     
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  15. Nightowl

    Nightowl Well-Known Member

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    #15 Nightowl, Dec 3, 2015
    Last edited: Jan 8, 2018
  16. ACE_BLUE2

    ACE_BLUE2 Sup'

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    Everyone has some valid points, just a few possible tweaks, but ur ideas already have my +1 regardless =D
     
  17. diamond989

    diamond989 Member

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    +1 for soldier , how much would the mana go down by per use / recharge by ? what's the max mana?

    +1 for necro , Maybe add a bit of damage to necro's pickaxe or knockback or something if it's gonna be out there fighting

    for pyro I'd suggest it doesnt remove armor because then ninjas can 1 shot them , i'd suggest if you dont want it to be an instakill have the pyro deal more damage to players on fire , I'm not good with numbers or things like that so how you use that is up to you.
     
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