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Needed kit buffs.

Discussion in 'Ideas' started by jarboyp, Jan 13, 2016.

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  1. jarboyp

    jarboyp Bunny Defender

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    Here are some possible buffs that could be made to some kits to make them stronger/more useful:

    Lifeline: Healing lifeline gives regen 1 for 30 seconds and speed 2 for 15 seconds as well as fire resistance for 15 seconds. Draining lifeline gives regen 2 for 20 seconds. Disabled on no-soup.

    Doctor: In order to balance out urgal doctor will not only remove a pot buff, but will replace it with its opposite effect. (If there is no opposite effect doctor just removes it. Ex. fire resistance) Also gets killed player's kit items.

    Jellyfish: Gets depth strider 4 iron boots when it spawns. If you right-click the ground with your hand, pernament water will spawn there (cooldown of 5 seconds).

    Anchor: Combine with neo.

    Crafter: combined with backpacker, analyzer, gravedigger, and spy.

    Fireman: Combine fireman with pyro.

    Grandpa: Gets knockback 4 and 2 sticks.

    Spectre: Spirt's abilities should be added.

    Werewolf: Speed and night vision changes to tier 2.

    Wolymorph:Everyone in the vicinity of 15 blocks gets turned into a sheep for 7 seconds.

    Forger: Price changed to $1.50

    Monster: Combined with Hades.

    Might think of more later. Please give constructive criticism in the comments.
     
    #1 jarboyp, Jan 13, 2016
    Last edited: Jan 13, 2016
  2. xGhale

    xGhale HG‘s Doom guy

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    Urgal with SPLASH STRENGTH II? ARE YOU MAD? Imagine a team of Viking-Urgal or Urgal-Specialist team. Good idea, dude. That is just something that would cause HG to die. Teams are OP enough as it is, and I don't want to have to go Madman or Gladiator every single game.

    And nobody will play Doctor, even with this "buff".
     
    • Agree Agree x 1
  3. jarboyp

    jarboyp Bunny Defender

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    You could run and wait for the buff to run out. :/
     
  4. Viva

    Viva Well-Known Member

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    I like the idea of giving Urgal more/better potions though I think making them splash would be a bad idea, considering you could give one to a grappler/ninja and a person wouldn't have much of a chance there. If it's just limited to the Urgal it's possible to run away.

    As for combining fireman and pyro that would make it too much like magma, except you would have to use your flint and steel instead of just hitting someone.
     
  5. MattM1PVP

    MattM1PVP Ex-HG Staff Member

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    Urgal: 3 drinkable strength 1 pots

    Doctor: what's the point of getting someone's kit items? I don't know what I'm gonna do with a kangaroo rocket

    Jellyfish: Speed 2 in water, don't start with armour

    Anchor: just combine with neo

    Cookiemonster: if you know how to use it it's good enough, but I think when eating at full health and hunger should give speed 2 and strength 1 for 5 sec

    Fireman: Magma now
    It's not you hit someone they get caught on fire, it's someone hits you they get caught on fire
     
  6. jarboyp

    jarboyp Bunny Defender

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    Alright, I chnaged it to drinkable pots. I think fireman and magma are too similar, but fireman is more powerful. Fireman still needs a buff, and I think combining it with pyro is the best way to do this. Maybe magma can get a lava bucket at spawn and move faster in lava?

    Urgal needs strength 2 otherwise it is just another useless kit.

    Doctor: you could get scout's potions and an Archer's bow.

    Cookiemonster: Souper hard to use because it heals hunger first.
     
  7. xGhale

    xGhale HG‘s Doom guy

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    No. NO. GOD NO. Strength is OP enough (1v1 a Poseidon and you'll see what I mean), but Strength II is +260% damage. That means with that and a stone sword, you do like 5 or so hearts a hit. And that is without crits which do a s***load of damage as it is.
     
  8. jarboyp

    jarboyp Bunny Defender

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    Then it needs to be a custom strength, like 200% damage or something. Also, I think the nerfed the damage in general.
     
  9. xGhale

    xGhale HG‘s Doom guy

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    Even that is ridiculous.
     
  10. jarboyp

    jarboyp Bunny Defender

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    Alright, fine. You aren't being very helpful; you are only pointing out the negatives and aren't coming up with any ideas on how to improve the kits. I'm trying to get old HG players back here, by buffing urgal so that it is useless but not too much so that it is really OP.
     
  11. xGhale

    xGhale HG‘s Doom guy

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    Urgal WAS REMOVED from the game BECAUSE it was OP even after being nerfed. I think that 3 Strength 1 potions which are drinkable are absolutely fine.
     
  12. jarboyp

    jarboyp Bunny Defender

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    I am not going to argue with you anymore about urgal. It's obvious you don't want to compromise.
     
  13. xGhale

    xGhale HG‘s Doom guy

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    Then don't make suggestions that have no point except to making kits OP as hell or enabling them to be used in teamfights when they aren't supposed to. 3 pots IS a compromise.
     
  14. MattM1PVP

    MattM1PVP Ex-HG Staff Member

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    3 strength 1 pots is the best. Maybe increase the duration, like 5 min, but anything more than strength 1 is too op.

    Take a look at my cookiemonster gameplay, see how I use it. Spam cookies
     
  15. jarboyp

    jarboyp Bunny Defender

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    Removed cookiemonster and urgal.
     
    • Like Like x 1
  16. xGhale

    xGhale HG‘s Doom guy

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    Thank you.
     
  17. jarboyp

    jarboyp Bunny Defender

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    The you guys agree with all of the other buffs?
     
  18. xGhale

    xGhale HG‘s Doom guy

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    Yes. Although I like the principle of Doctor, I still think not many people are going to play with (it is one of the least-played kits).
     
  19. jarboyp

    jarboyp Bunny Defender

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    I into it won't change much, but at least now it is different than rogue.
     
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