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Idea Various reworks to classes

Discussion in 'Capture the Flag' started by 1337Noooob, Dec 8, 2015.

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  1. 1337Noooob

    1337Noooob Active Member

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    I don't want to change any classes drastically, but I've had a few ideas for some small changes that could potentially improve the game.

    ----

    Heavy:
    -Charge: 10 Redstone in hotbar. Right-Clicking makes the Heavy leap forward 6 blocks, and consumes 6 Redstone. Redstone regenerates at a rate of 1/second
    Heavy's always been "The Vanilla PvP" class, and it only seems natural to equip it with just Diamond Gear, but we can all agree that with the exception of destroying Turrets, the Heavy serves little purpose besides being a Tankier, less Mobile Soldier. With the ability to charge, the Heavy can more effectively cut off enemies or close the distance between them and Archers. This will turn them into a balanced class which can be a sturdy, strong unit in any kind of fight.

    ----

    Engineer:
    -Turrets being built can be destroyed just like fully built turrets (Smack them to reduce their HP). They start with 25% of the HP that completed turrets have and cannot be healed until fully constructed. Once they are fully built, they regenerate all their HP.
    -Possibility: Use the TF2 Engineer system: Turrets cost Iron Ingots to make and repair. No specific numbers in mind.

    This just serves to make Turrets a little less spammy. It's too easy for an Engineer to just hit you off their Turret while it's building. Engineers can build turrets almost for free; if an enemy sees a Turret being built, their only hope is to usually run away or try to kill the Engie so all his equipment will disappear. With this rework, Engineers will have to build in a safe spot in a position, instead of just plopping one down in front of an enemy and running away. Perhaps buff the Turret to add more reward to the risk, or improve his Defenses/Weapons so he can stand a chance without his Turret, idk.

    ----

    Necro:
    -Remove the leveling mobs system. Spawners will spawn Zombies normally, replacing Zombies for a Skeleton every 3 spawns and replacing a Zombie for a Blaze every 12 spawns.
    -Wand: Stick. Right-clicking an player (as long as you can see them) causes the mobs to swarm them, either attacking if an enemy or just surrounding (like a shield) if an ally.

    If the Dwarf is an example of Snowballing Progression systems, then the Necro is an example of Halted Progression. It's very tough for your Zombies to get any kills. Just give the Necro some decent tools to start off with. Being able to control your mobs gives them a tactical use other than "slowly walk towards random enemy"

    ----

    Chemist:
    -Downgrade Iron Sword to Wood or Stone

    To be honest I don't really have enough experience with Chemists to make a strong decision. Making their Melee combat worse should help though. Makes them more vulnerable when their exp is regenerating.

    ----

    Mage:
    -Remove Knockback from Damage Spell
    -Increase Cooldown on Ice Cage or add a Mana System (Damage Spell would cost 0 Mana)
    -Enemies in your Ice Cage cannot be damaged by you

    The biggest issue about Mage is that it has great damage output and is very hard to approach. The Knockback from the spammable Damage Spell is very annoying to deal with, and requires multiple enemies to swarm the Mage at once to deal with them. Mage already has a lot of utility, and the fact that they can easily hold back 2 Melee units at a time is a little ridiculous. Ice Cage + Lightning is also very annoying as it's a ton of free damage for the Mage and lets them either catch up or run away from you with no issue. Not being able to damage Caged players seems dumb, but it's fair considering how great Ice Cage already is by itself. Plus you can still Lightning them right after the Cage dissapears. A Mana system may make some spells less annoying to deal with, but I don't support the concept of it fully yet. Perhaps reducing spell cooldowns but adding Mana could work. This would give the Mage considerable burst damage but make them less spammy.

    ----

    Dwarf:
    The class is too flawed conceptually to fix with just a few minor changes, but removing the leveling system and giving the class some more Mobility (Slowness 1 instead of Slowness 2 for example) might be the step in the right direction. It'd also be interesting to see instant kill Immunity on Dwarves once their killing power and overall durability is reduced (I know they already have Instant Kill Immunity to an extent, but you know what I mean).

    ----

    Pyro
    -Flaming targets take True Damage (or 3x Damage)
    -Upgrade Leather Tunic to Iron Chestplate

    I personally don't find Pyro that bad, but many players hate it so a slight change might help. Using true damage or triple damage for flaming players may remove the issue of have a 3 HP Pyro being able to take down a full health player because lol instant kills, while still allowing Pyro to be a scary ambush force that will win in any 1v1 provided the enemy is on fire.

    ----

    Archer:
    -Bow only has Punch 1
    -Archers can shoot themselves.
    -Arrows (Enemy or Own) will deal Punch 2 instead of Punch 1 to Archers (including yourself)

    As an Archer main it's kind of laughable how easy it is to kill/stall Heavies and even Soldiers by spamming Arrows. Reducing the Knockback to only Punch 1 might help. However, Punch 2 against other Archers adds an interesting dynamic, as the Knockback from Punch 2 often send enemy Archers into Snipe range, which is interesting in Archer battles. The self damage with arrows allows Archers to sacrifice some HP for extra mobility by shooting themselves (If you shoot an uncharged Arrow in front of you with a Punch 2 Bow, and run into the Arrow, you can actually propel yourself off the Arrow and move a little faster than Run+Jumping). It would be an interesting getaway tactic considering that with this rework you'll only have Punch 1 against enemies now.

    ----

    Ninja:
    -No flag poison
    -Cannot use Ender Pearls with the flag

    This is gonna be controversial, but teleporting with the flag is a really crazy mechanic, on top of how fast the Ninja already is. That's why I think it should be removed. However, disabling Ninja Flag Poison gives Ninjas an edge over other cappers and helps compensate for their lack of Steak. This stops extremely cheap Ninja caps from happening but still lets them be formidable flag carriers.

    ----

    So those are some possible reworks that could be applied to classes. I'd imagine that the Chemist, Pyro, and Heavy reworks should be fairly doable, while coding a Necro Wand will be difficult. These reworks don't all have to be applied (e.g. you don't have to implement 3 needs to Mage because I listed 3. They're just possibilities). Which reworks do you like? Which ones don't you like? Why so? And what can I do to improve them?
     
    • Creative Creative x 1
  2. Sir_Inge

    Sir_Inge Well-Known Member

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    Most of these really will never work TBH. Especially Dwarf and Ninja.
     
  3. Codebastian

    Codebastian Well-Known Member

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    Necro sounds interesting, except some Necro's may abuse this and always go after one player and the victim may complain of targeting, but I like it, Also, I was also thinking for Necro that if they gets a cap, could they level up ? xd
     
  4. 1337Noooob

    1337Noooob Active Member

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    @Sir_Inge Some things I agree about being dumb are Archers shooting themselves, the Mana System I suggested as a possibility for Mage, and the TF2 Iron Ingots system for Engineer.

    I'm surprised you think what you do about Dwarf. It's main issues have always been snowballing and having too focused of a job.

    Engineers are primarily Defensive, but they can build their Turrets up in an advanced position to secure territory for their team. Teleporters and Cakes give support and help the teams stay on the front lines.

    Dwarves are just too slow to do anything but sit in a room, and he's way too good at that. To balance Dwarf there should be more balance to let it be a less defensive class.

    Could you imagine how crazy Engineer would be if the Turrets shot twice as fast but could only be built in your flag room?

    That's kinda of the issue with Dwarf. As long as the class only has one role and is compensated for that, it's going to be overpowered. That said, we can just nerf Dwarf's Defensive capabilities without buffing anything else, but then the class becomes too niche of a role.

    As for Ninja, yeah I really expected a lot of negative feedback. Ninja is already as fast as Ninja is, and if it can teleport across the map with a flag then it's almost impossible to catch. Your only hope is to have someone grab the other flag so they can't capture, and have someone stand in their flag room to call out the Ninja. However, the Ninja's team should already be occupying the flag room so trying that is way too unlikely to work. The rework would let it still be one of the best capturing classes while not being able to cover so much ground. The Ninja will likely have to rely on teammates to grab the flag for them, and then have them drop it so they can run off while their team holds back enemies trying to recover.

    What reworks do you think could work? I think nerfing Archers to only Punch 1 and Chemists to Wood/Stone is a fairly simple but effective change, as with the Heavy one.
     
  5. 1337Noooob

    1337Noooob Active Member

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    @oCodeo personally I don't think it's possible to truly stop targeting. If a person wants to make someone else have a terrible time, they will, regardless of what happens. Maybe the Wand can only target a person every 60 seconds, but that would be a mechanic that hurts everyone else just to stop a few targeters.
     
    • Like Like x 1
  6. Altered10

    Altered10 Member

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    This...is actually...very interesting...I'll give full feedback later on, but...it's really very interesting!
     
  7. ASAP_Quan

    ASAP_Quan Active Member

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    No.
     
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  8. MmCapital

    MmCapital Member

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    I just want to see the Pyro reworked somewhat. It just seems stupid that the *heavies in the game can die in one hit to ANYTHING.

    Edit: *Corrected error
     
    #8 MmCapital, Dec 8, 2015
    Last edited: Dec 8, 2015
  9. Codebastian

    Codebastian Well-Known Member

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    heavy
     
  10. 1337Noooob

    1337Noooob Active Member

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    Thanks for quoting the entire post so you could post "no"
     
    • Funny Funny x 1
  11. ASAP_Quan

    ASAP_Quan Active Member

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    ^
     
  12. jarboyp

    jarboyp Bunny Defender

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    The only ideas I like are the mage and necro reworks. Chemist is already a balanced kit, so downgrading it would just make players mad. Same with all of the other classes.
    Also, if people hate pyroa, just be medic.
     
  13. Altered10

    Altered10 Member

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    Wut

    Wut

    ...............................WUT
     
  14. 1337Noooob

    1337Noooob Active Member

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    shh bby is ok
     
  15. Altered10

    Altered10 Member

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    Srry I'm late. I said I would give full feedback, here I am. Let's see what we have here


    I think your "leap" concept is a step in the right direction, but I think Heavy might need something more or something different, idk. Heavy is a difficult class to rework, since it is supposed to be the simplest class in CTF. +0.5

    I think that your first idea is already in Engineer, since I have noticed that whenever I place a turret and someone starts breaking it, when it is activated, it breaks almost instantly, idk. If it isn't in Engineer, then I do think it is a great idea. +1

    I personally am for an anti-spawner rework, but I very much like the Wand concept, because it helps neutralize the mobs *stupid* AI. +1

    Stone should be fine. We don't want to make Chemist too weak, do we? Now, I personally think that Chemist should be reworked to be more Support oriented (for example, increasing amount of support potions but decreasing duration), but still have a good Offense aspect to it. +0.5

    I'm not sure if removing knockback completely from the Damage Spell is a good idea, but I like where your going. In fact, last mage rework I made (and also another one that I am making soon) had something like that, and it received good support.

    As for the Mana System, that would make it too similar to Chemist, which is not necessarily a bad thing, but I would try to stay away from that. Ice Cage rework is pretty legit, I like it. I might actually add it to my upcoming Mage rework, with your permission, of course. +0.8

    Yes, removing the leveling system or at least adding a cap to it is a must. Giving it some more mobility is also a must because right now, Dwarf is almost always stuck next to the flag. As for the Insta-Kill immunity...maybe...but within reason, of course. For example, in one of my upcoming Dwarf reworks, I have a Shield which, at certain levels, makes Dwarf immune to Snipes and fire (unless lit prior to shielding), but does not protect against Assassinate and only slightly protects against melee damage. +0.5

    I agree that Pyro's instakill should be nerfed to True Damage, but it also needs a way to deal with those Soldiers and needs to have flintspamming fixed. Armor should still be kept low, but it doesn't hurt to add a protection enchantment tier or two. +0.8

    Punch I is a definite must, thank you. Your idea with the Archers shooting themselves to gain a boost is quite creative, and makes Archer more of a counterpart to Elf (Elf left-click = backward boost, Archer right-click = forward boost). Punch II to archers only may be a bit confusing to new players, but otherwise, it's pretty legit. +1

    I agree, something must be done about using Ender Pearls with the flag, but I do not think that this is the way to do it. +0

    _______________________________________________________________________________
    There you go. Those are my thoughts.
     
  16. Salty_Ivan

    Salty_Ivan Well-Known Member

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    I think the only reason they completely reworked Engineer is to make it way simpler. Loading the arrows was a pain. Also, how fast the manual override fired was how fast the engineer clicked. That's really unbalanced, since if you used a $2 dollar store mouse you wouldn't get very many kills. Now the override has a slight cooldown per shot.
     
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