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A Nerfed CTF

Discussion in 'Capture the Flag' started by EmperorTrump45, Jan 6, 2016.

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Do you agree?

  1. Yes

    13 vote(s)
    86.7%
  2. No

    2 vote(s)
    13.3%
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  1. EmperorTrump45

    EmperorTrump45 Dank Memer

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    It's not easy to read a ton of text on the computer, and because of that I'll get right to the point.

    There are a number of issues I have with the update and I wanted to wait a little while until I brought them up, even though only one of a number of updates has been released. However, what concerns me the most is what this update seems to be driving CTF towards, which is a nerfed version of the game.

    Let's look at the classes that got updated, Soldier, Chemist, Pyro, Mage, Ninja, Medic, and Elf. As many of you know the last four classes on that list all got minor tweaks, but there is one thing that all of the updates to these classes have in common: they got nerfed. Every single change thus far has been a nerf except a tweak on Elf's shield. A lot of these changes were viewed as necessary because of the nerfs to Pyro, Soldier, and Chemist. Ninja for example, got its sword nerfed back to Sharpness IV because it was becoming too easy to kill Pyro's after their instant kill got removed. In a conversation with @Nohox on this thread I was told that Elf got its wind element heavily nerfed because it previously allowed Elf to fly long distances across the map and that was even more unbalanced after Soldier got nerfed.

    Starting to see a pattern here? One nerf leads to another. Even Elf, a class that has semi weak abilities and tricky to play well in most roles got nerfed. Now it is almost useless, although it will likely be buffed to compensate for it in a later update. Nevertheless, I think these nerfs do not bode well for the game or at least are not taking CTF in the right direction.

    The update removes instant kills, and that is definitely a step forward in my view. Pyro is definitely a better class for it on the whole, not because it is more powerful but because it is not so punishing yet not weak either. Furthermore, I do realize that after removing instant kills there are going to have to be nerfs to compensate for it. There isn't anything more overpowered than an instant kill. But my issue with these updates is that they nerf the game too much. It seems like these updates are playing a game of blind man's bluff with the community by nerfing one thing after another in an attempt for balance.

    Take the Elf nerf for example. While, I personally think it was necessary because it was very OP, the nerf has massively damaged the classes' ability to do almost anything aside from very limited support without a great deal of skill and practice. In short, while the nerf has made the game more balanced by largely eliminating the threat of an Elf flying halfway across the map with the flag it has made the class much weaker. Naturally Elf will need to be, and will be, buffed in the future in some fashion. What then? Will more classes have to be nerfed? And so goes the balancing and counterbalancing juggling act.

    The Elf nerf and its subsequent need for a buff is a prime example of what I am talking about and the point I am trying to make, which is that a rethink of these reworks is needed.

    For the most part I am happy with the reworks, but this ^^^ is the problem. It seems like a perfect solution is trying to be reached with these reworks and nerfs when no solution exists that will make everyone happy.
    The point of this thread is to say that this process needs to end. McCTF is a online block game, which should be played simply because it is fun. There are a number of things that make a game enjoyable to play but in the case of CTF it is that with any class you can do fun and stupid things with it. What CTF needs is more imbalance, not balance.

    Again, I'll refer to Elf. Elf as a concept is extremely fun and creative. But as a class, it's so hard to use for full effect that it just isn't that much fun. Everything can kill you. It always gives some sense of satisfaction to do really well in a game, whether it be in captures, recoveries, or kills. That is what happens with a nerfed or under-powered class in CTF. It becomes harder and less enjoyable to play.

    With overpowered classes like Dwarf, they can be amazingly fun to play. They really can. I sometimes spend a lot of time playing Dwarf because I know I'm going to get some kills with it, since it's stupidly broken and very OP. Obviously, an unbalanced class is a lot of fun to play. The problem with instant kills was that they made the game too enjoyable for a few people and less for too many as most classes were not instant kill classes, and 3 of the 4 instant kill classes were premiums.

    Nevertheless, all I'm saying is that these updates are trying to hard to balance things. While there may no be community wide opinion on specific changes I think we can all agree that the more OP a class is in comparison to other classes, the more fun it tends to be. Likewise, I think we can agree that by continuously nerfing the game you start a race to the bottom that leaves nobody satisfied. It is like a compromise. No one is really all that happy with it.

    Thanks for your time,

    -Admiral
     
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    #1 EmperorTrump45, Jan 6, 2016
    Last edited: Jan 7, 2016
  2. MrWaffleman

    MrWaffleman The negligence of time's end is man's downfall

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    Hm, I agree, I can't really talk that much when it comes to CTF and such but I can say some things for a fact. People want nerfs to make it fair, if you keep on nerfing it will be hard to kill each other, which will turn boring. It's good to stay in the middle, no extra buff to make it impossible to cap, but ROIGHT in the middle.

    But mostly people like classes which are easier to kill people with, considering Steak PvP is like soup pvp and it takes forever to kill someone if they ACTUALLY know how to steak & do it efficiently (which is like 20% of CTF rip).
     
  3. iMuffles

    iMuffles Well-Known Member

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    I feel like the main issue here is that removing the instakill in pyro led to the first nerf, which consequentially affected chemist and soldier, which then spreads to elf, ninja, etc.

    There are plenty of ways that myself and others have suggested that allows the instakill to be removed while keeping pyro pretty powerful, so that the entire meta of the game doesn't shift drastically. The issue is that the instakill removal implemented was a direct nerf - there is no good compensation in other areas of the class for the lost ability, and therefore is a nerf in every aspect of the class. I've always thought removing the instakill should logically mean other areas of the class are buffed - as I've suggested on the update thread, increasing crowd control and suppressing heals and buffs is probably ideal to keep pyro as a good counter for the classes it's designed to counter. If done right, pyro's instakill can be removed and all other classes can stay the same with little impact on the game - perhaps other classes may have to do a little more on defence but that's probably a good thing.

    But pyro gets a full on nerf, and other classes need to be nerfed as a result, leading to the vicious cycle you've explained in your post. Pyro's the source of all the other nerfs, and I feel like if we buff pyro adequately now, none of these nerfs would be necessary (or at least, more careful consideration can be put into them, as opposed to rolling them all out at once as a response to the previous nerf).
     
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    #3 iMuffles, Jan 6, 2016
    Last edited: Jan 7, 2016
  4. Tenshirox

    Tenshirox C a p t u r e F l a g

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    Its only natural for things to be nerfed off the bat at a much faster pace, it is easier to identify classes that are too powerful in comparison to classes that aren't powerful enough.

    Pyro, Soldier, and Chemist were agreed to be core classes with balance issues that should be changed in unison to allow the least amount of Meta-shift. For the most part they were correct, as the nerfs made Pyro less of a staple on defense, made Soldier require more tact, and brought Chemist down to a reasonable level of power. What came next were obvious and minor changes that were easy to notice: Ninja being super powerful and Elf being a bit too good with its flight.

    Ninja being strong and Elf being too flighty were obvious and easy to impliment nerfs, but figuring out what needs to be buffed with the new meta will take more time as less people complain about weak classes in comparison to powerful classes. The powerful are always brought down before the weak are brought up as nerfing strong classes indirectly buffs weak classes
     
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  5. obikenobi21

    obikenobi21 Delta Force Jedi

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    I really feel like the only direct nerf that came as a result of these was Elf. Pyro needed to be reworked, and soldier needed a small change as a result (the soldier change really didn't do much to a good soldier). Chemist was OP as f0k as well and needed the change.

    I don't see what your point is here. You say dat the pyro rework was a step forward but immediately condemn it for indirectly causing a train of nerfs. You can't rework classes without reworking the ones it affects. This "blind mans game" isn't really that bad. While I do agree that the Elf nerf was a bit much, it's still reversible. Another contradiction you have here is that you admit the Wind Element was OP, but then condemn the nerf. You can't work balance with double standards.

    One of your other points was that nerfing a class can makes it less fun, and an over-nerfed class is not that fun, while OP classes are super fun. And then complain about balancing too much. Personally, I would much rather the staff try stuff out in game to see how it works out rather then sitting around doing nothing because they dun know how it would effect the game. In addition, not every nerfed class is less fun. Pyro currently is extremely fun, because frenzy adds a whole new dynamic to the class. That's how you rework classes. The Elf rework isn't necessarily final either. Nerfing the OP aspect and then later rebuffing is fine in my opinion.

    Basically, I don't really see the point of this thread rather then to warn about a train of nerfs that had been long in coming. Nerfs are kind of needed, and just because one aspect of a class is nerfed doesn't mean the whole class will stay in that state forever.
     
  6. EmperorTrump45

    EmperorTrump45 Dank Memer

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    You're missing the point. I said Pyro was a step in the right direction because it removed the instant kill. I condemn it because it seems like it is too balanced, too skill based. It isn't OP enough. And as such it is forcing other classes to be more watered down so they won't counter it too hard (Ninja for example). Of course that happens with any nerf on an OP class but in this case I do not think that this nerf will yield a good result.

    That is not what I'm saying. I am all for the staff trying new things. But I feel like this update is trying to please too may people by trying so hard to be balanced, which is what the entire problem with the update is. It ends up watering down the classes to a level that takes away too much of the wacky OP'ness that made them fun to begin with. I suggest you re-read the section of my post after Nom's quote because you are really misinterpreting what I was trying to get across.

    True. I have already stated what the point of this thread was, which is that these nerfs threaten to water down the game to a level that is not good, in my view.

    @Tenshirox I'll get around to responding to your post later.
     
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  7. ReubenS

    ReubenS Well-Known Member

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    How'd medic get nerfed? I haven't played in awhile
     
  8. corey435

    corey435 Member

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    A genius.

    They nerf things slowly and cause other classes to suffer or grow in power because of nerfs.

    I've seen a lot of good games that focus on makeing it balanced from the start this causes the community to be balanced and they support anything to weak being stronger and anything to strong being weaker.

    Since CTF started off unbalanced many people have adapted to love being OP and only sticking with one class

    they make horrible choices people will support or ignore balance simply because they like the class not for a better game

    Because of how the classes were made we have a horrible community that doesn't like switching classes for the sake of others people ignoreing medic to play a dif class for example

    In another game I've currently been playing people are avoiding the OP items and waiting for a balance change (unless trolling)

    Any instant kill that does not require skill must require high strategy simply running into someone after burning them was not only unbalanced but a annoyance to other classes.
     
  9. 1337Noooob

    1337Noooob Active Member

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    I agree with most of your post. However, I don't mind this update, at least for now. While the game itself is in a kinda bad spot with ask these classes being nerfed, I think it's a step that Brawl is taking to evaluate classes that need reworks.

    Let's take a look at Elf. Elf is an underpowered class that is being carried by a single overpowered ability (Wind Element). Brawl is nerfing the Wind Element first, because they want to see how players change based on the nerf. They'll then buff other aspects of the class accordingly to fit the new playstyles.

    Basically, it's always darkest before the dawn. Brawl wants to observe how classes function at their very base, and then buff then off of that.

    I know that their implementation in CTF has been pretty shoddy, and chances are they're going to be removed no matter what happens, but Instant Kills felt like a missed opportunity.

    They really have the potential to add depth to the game and improve teamwork, but in their CTF state they were only used to complete objectives solo. Like Pyro solo defense, or Assassin solo recovery.

    Instant Kills traditionally are meant to play a mind game. They restrict or impede certain options the enemy may take, usually with a factor of fear; maybe your don't want to cross this open area, as there's an Archer there, and your don't want to get sniped. Or maybe you need to watch your back to watch out for Assassins, which is taking your attention away from the rest of the game.

    With Instant Kills, teams have to anticipate where Instant Killers may be, and set up accordingly to defend key players or objectives. With proper teamwork, Instant Kills should be less effective.

    Unfortunately, this isn't really the case. Archer isn't so much an area denial/recovery class as much as it is a shoot Arrows and kill everything class. Assassins aren't really a distraction to cause enemies to divide their attention and resources as much as they are the one-man-recovery-team and guy who kills everyone unfortunate enough to not time their blocks perfectly.

    If Instant Kills has been implemented more carefully from the start, we could've seen a diverse and interesting meta for CTF. Unfortunately, Instant Kills overstepped their boundaries and are now going to be gone because of that. Instant Kills in their current state are too good, but it'd be nice to see them in a context where they require more teamwork and skill to use and defend against. Plenty of games have implemented Instant Kills properly. CTF isn't one of them.
     
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  10. NomNuggetNom

    NomNuggetNom Professional Breaker

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    "But my issue with these updates is that they nerf the game too much. It seems like these updates are playing a game of blind man's bluff with the community by nerfing one thing after another in an attempt for balance."

    When you nerf one thing, you buff others. A nerf to pyro can be seen as a buff to heavy, which might now have a chance to contend with it. Just because we directly nerfed one thing does not mean we are nerfing everything.
     
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  11. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Well for starters you didn't nerf one thing. You nerfed seven classes, and three of them very significantly. Secondly, you're right that after you nerf something you buff other things. I am very aware of that and I said as much in my post.

    However that is not my point. I don't think you would argue that CTF as a whole is getting a nerf through these updates simply because instant kills are getting removed. That's not my issue. My issue is that the game is getting too much of a nerf. I proposed a Pyro rework a while back based on @Quarrelt's Frenzy Mode, most of which was adopted into this rework. However, the Pyro in this rework was significantly weaker than the one I had proposed. I'm sure you've seen the rework already as has @Xelia_. This is not to say that my Pyro rework was amazing or anything. This is to say that by nerfing Pyro as much as you did (although it is still a very strong class), it forced a nerf on Soldier, and both of those nerfs will in turn force subsequent nerfs on Archer and Heavy (etc). That forces the gameplay into a race to the bottom.

    With a heavy focus on balance and pleasing everyone it leaves very little room for meaningful buffs. I do not see classes like Necro and Elf getting that much of a buff considering that they would have to operate in a game with classes whose power has already received a significant tone-down. As I have already said, Elf's wind element was OP but it was nerfed very harshly (after the Soldier nerf) even though it was one of Elf's best elements and made the class quite a bit more useful. The reason why I bring this up is that the way this one OP ability was nerfed for the sake of maintaining an illusion of balanced gameplay leaves me with little confidence that a buff will give Elf any abilities that are anywhere near as useful.

    Sure you can buff the classes that need to be buffed but that will not mean much when the surrounding classes have been nerfed to such a degree that classes like Necro and Elf cannot really reclaim their OP abilities that made them worthwhile.

    My final point is, there's nothing wrong with a class being unbalanced or really strong. The key is that its not so unbalanced that skill is a nonfactor as that makes the game too fun for a few and irritating as hell for others, which was why instant kills needed to go in the first place. But judging from the first three major nerfs I see them putting too much of a premium on skill and in a game like CTF which literally throws the skilled and the newbies together, that is not good. In fact, making CTF too skill based, which is more or less what the nerfs in the update seem to start a trend of doing is not noob friendly and unfairly favors players already who are very familiar with the game. That is a point I did not mention in my original post but I wanted to hit on it anyway. Nevertheless, unbalance is not a bad thing because it can make the game fun for everybody and it's what makes people want to use a class in the first place.

    I think we can all agree that a fun game is a game that allows you to exploit OP abilities or classes in order to gain some kind of advantage. Therefore, I think should happen with these updates is that the classes just need to be more flexible. They should have more OP abilities. They should get buffs in some areas and nerfs in others. There should not be an intense focus on making sure that all the classes are on a level playing field but instead a focus on fun.

    @Tenshirox this post is also an indirect response to yours cause you and nom were saying similar things^^

    @ReubenS Medic can no longer web teammates. I guess that's more of a tweak than a nerf but oh well :stuck_out_tongue:
     
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    #11 EmperorTrump45, Jan 7, 2016
    Last edited: Jan 7, 2016
  12. ACE_BLUE2

    ACE_BLUE2 Sup'

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    There are always gonna be unhappy people. Mainly because, they want to change the game to fit their playstyle, instead of the opposite.

    I'm going to give my honest opinion. The idea that a certain class's ability is op has always sounded ridiculous to me. Here's an example:

    A player runs into a flagroom only to find a pyro sitting in there (for the sake of the example, let's just say this is before the rework). He's instantly killed. Now, instead if trying a different approach, maybe getting some teammates (Ctfs literal description is team-based pvp) or switching classes to ninja, or I dunno, medic, this person comes right back and gets instantly killed. Oh, now he's mad. You'd think he'd try something else, but no. He just keeps beating away at a dead horse. Finally, he gets on the forums, and complains, probably on the wrong section of the forums, about how op pyro is, and it needs to be nerfed and all that same tired crap we keep hearing. For some of you, this guy is an idiot. He just wants to make the game easier for himself. Anyways, he starts gaining support. A massive amount of squids who have all had this "mind numbing problem" (yes, my voice is dripping with sarcasm) who are demanding that the class be nerfed. Eventually, it does. (I don't have a problem with the rework, now it's just a two hit kill instead of a one. Lets see how long before the pyro nerf is called "too op"). But why stop there? Why not nerf all the classes that are now "too op". When one class is nerfed, another class is op. It's just the way this works. It's a vicious cycle.

    The only way to achieve true "balance" and "fair gameplay" is to have everyone use the same class. It's save to assume that everyone, including me, hates that idea. So what do people mean by balance? What they want. Everyone wants their favorite class to be the strongest. No matter how you try to deny it, this is built into human nature. We can't change it. Nom, for one day, only heavy, no other classes. Give the "community" its "balance", and see how long before everyone hates it. My bet is instantly.

    I realize that most people are going to just skim through this, find something they don't like, then try to raze me via quote, and its obvious when its been done. For those of you who read this whole thing, give an honest opinion on reworks.
     
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  13. Plautius

    Plautius Well-Known Member

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    Seen the quote of Nom for the first time, I like it how he says reasonable players believe in a CTF without instakills
     
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  14. xDepressione

    xDepressione Active Member

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    Well if ur taking instant kills away that is a lot of wonga

    Agreed! I think having it un balanced actually makes it fun. Isn't that the point? I didn't buy minecraft so that servers are balanced and stuff. I bought it for fun.


    So even if CTF was perfectly balanced it wouldn't be FUN. Unless some super intelligent alien comes and makes it perfect (extremely unlikely)
     
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  15. 1337Noooob

    1337Noooob Active Member

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    We don't necessarily need a perfectly balanced game, but what we do want is a team-based pvp flag capping experience, where every class is useful and no class stands out as being able to completely outclass everything else.

    Look at a game like TF2. 9 classes with different abilities, team-based combat with objectives, lots of fun. Sounds pretty similar to CTF, eh? Anyway, in TF2, some classes are considered more powerful than others, especially in certain gamemodes or formats. The Demoman deals so much damage. The Scout is so good at Cleaning up enemies who are weak because they took so much damage from the Demoman. The Medic is amazing at keeping everyone alive, and the Soldier is super mobile. These classes are usually considered more mobile, more versatile, more powerful than other classes, but yet after almost 9 years thousands of people still play it. The thing is: Yes, some classes are more useful than others, but this actually meshes into the game very nicely. Demoman deals a ton of damage, but can't reliable hit fast targets since he only used projectiles. The team has to protect their Demoman and make sure he doesn't die, and they'll be rewarded with tons of damage.

    CTF doesn't have as much of that factor. Some classes, like Pyro and Chemist, were so good at their job that they didn't necessarily need their team to really support them. A Medic helps them not die, but to be fair, a Medic paired with any class usually was pretty good.

    We don't need balance to make each class exactly as good as every other; we need balance so people have to work together to play the objectives.
     
  16. CommunistBelgian

    CommunistBelgian Well-Known Member

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    All this nagging will only lead to closing ctf tbh. I hate the update, yet I accept it. I don't like the reason why instakills are being removed, which is given by Chap -server owner for those who didn't know yet-. Chap has 4 minutes of playtime in ctf and he decided it had to be removed. Thank you Brawl!
    I accept the update tho, with pain in my heart cuz you just ruined 1 and are going to ruin another 1 of my favorite classes.
     
  17. obikenobi21

    obikenobi21 Delta Force Jedi

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    So basically you want something like this?
     
  18. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Nagging?

    Hardly. I am not nagging anyone here. I have mad respect for @NomNuggetNom and most of the moderators and as such I'm extremely grateful to see that the game is getting an update in the first place. I am making this post though, because I am trying to encourage a better way to update the game that does not end up making it too skill based and too balanced.

    @obikenobi21 That's pretty much it. I also drew a lot of my inspiration for this post from League of Legends.

    I do not see current reworks heading in a direction that is good for CTF as they are too balanced and consequently, too skill based.
     
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    #18 EmperorTrump45, Jan 7, 2016
    Last edited: Jan 7, 2016
  19. RaZeragon

    RaZeragon TC Co-Leader | Catgirl Enthusiast

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    One of my main problem with the nerfs is that most people agreed that both pyro and soldier needed to be nerfed, but back then, the pyro OPness was a reasonable counter to a soldier's wall spam. Now, pyro is definitely 10x less effective on defense and had it's main ability changed, whereas soldier only had a small limit placed on it's ability. We didn't change soldier at all, while making pyro useless to counter it. Not to mention, flagrooms like Blackout are hell to defend on without the pyro being able to counter the massive amounts of soldiers. (Personally I never had a problem with the old pyro, and they were very easy to distract and kill)
     
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  20. 1337Noooob

    1337Noooob Active Member

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    League of Legends? That explains where all your class balance ideas come from [emoji14] jk

    I personally was a supporter of Instant Kills in some capacity (I agree that CTF Instant Kills were OP, but I feel like they could be valuable to the game if done right), but even then I don't mind this update much. CTF Pyro's method of getting Instant Kills was really ridiculously OP. If you look at TF2, where the Pyro class is clearly inspired from, you'll see that CTF Pyro's role was completely lost in translation, even though both the CTF and TF2 Pyro both had Flaming Instant or near Instant Kill Axes. In TF2, there was a slight weapon switch time so you couldn't just light enemies instantly and kill them. Also, you can't spam melee weapons like you can in Minecraft. CTF Pyro obviously had neither of these limiting factors which was part of why it was so OP.

    With the update, the class still feels similar to the TF2 version but is unique in it's own way. It's a lot more fun to play, and a lot less annoying to fight. A win-win scenario in my opinion. And actually, TF2 Pyro didn't Instant Kill. It just did so much damage that 7/9 enemies would die in one hit, another one would probably burn to death in the next half-second, and even the Tankiest class would die in one more hit. Same thing pretty much [emoji14]

    But yeah, good update imo, just as long as Brawl buffs some of the really weak classes in the near future so they're at useful. I'm not striving for perfection; that's impossible. I just want a game where anyone can do well as any class, and there's no one class that beats everything else by itself.
     
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