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Idea Elf: Rework of the Rework

Discussion in 'Capture the Flag' started by Altered10, Jan 15, 2016.

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  1. Altered10

    Altered10 Member

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    Pre-nerf Elf, I believe, was fairly balanced as is. I think that one of the reasons Elf was nerfed was that some players complained that Elves simply flew far away too easily whenever approached by their enemies (if that is not the case, please correct me, as this rework is based off of that). However, I, along with probably 75% of the community, agree that the nerf was a bit of an overkill. I believe it needed a rework (tweaking abilities to work differently and/or rebalancing them) instead of a nerf (which has a purpose of fixing a problem by simply making the class weaker overall).

    The point is that the Elf rework, along with some of the other reworks, were already balanced, just in an extreme way (example, Pyro's drastically low armor and inability to block balanced by instakill). So, the purpose of this thread is to convince moderators to undo the nerf of Elf while suggesting a possible rework in place of that nerf. Without further ado...

    ELF WIND ELEMENT REWORK
    Wind Element Push Change (flight)(left-click):
    • Push power is determined by the equation [​IMG] with 3 being the initial power (and the original power being 1) and x being equal to the amount of consecutive uses.
    • In non-mathematical words, the Wind Element's push power starts out three times stronger than the original power, but decreases over time with each consecutive use (power resets if not used after 6 seconds).

    Examples of the Rework in Action:
    • Let's say you are a Soldier and you encounter an Elf. When you get to melee-distance from the Elf, he decides to run away by spamming the Wind Element. The first left-click he does sends a powerful blast (power = 3) and pushes him back a lot. The second one is mildly powerful (power = 2), and the third one is normal (power = 1). However, after that third left-click, he struggles to stay in the air as the push power gets much weaker. The arrows devalue as he spams the Wind Element more, and eventually, the push power is so weak that it doesn't do anything, and the Elf falls out of the air. If the Elf were to wait 6 seconds before using the Wind Element again, its power would have reset, allowing him to escape more efficiently, but spamming the Wind Element made it more difficult for the Elf to escape and wasted arrows.
    • Let's say you're an Elf and you encounter a Soldier. You start shooting Earth/Pure element arrows at the Soldier, but he eventually gets to close melee-distance. You then left-click your Wind Element twice to send two powerful blasts and be pushed back greatly, keeping your distance from the Soldier while only using 2 arrows. After 6 seconds of not using the Wind Element, the push power will be reset, and you'll be able to dodge attacks/projectiles more efficiently.
    • Let's say you're an Elf and you encounter an Archer...that is approximately 30 blocks away from you. You've ran out of reflecting power, but you still have multiple arrows. You then left-click your Wind Element once as the Archer shoots at you, and you easily evade the Archer's arrow.

    Rework Reasoning:
    • I decided to rebalance the Wind Element's Push power by, first, reverting the original nerf, and then making it more powerful initially, but weaker after many consecutive uses. This, in turn, allows Elf to more easily dodge players/projectiles and keep its distance, but have a more difficult time simply running away or fly-spamming, which I believe, was one of the problems of the class.


    Let me know what think in the comments below! Please make sure to leave a thorough explanation for your feedback (not just a "this sux" or an "add this now plz!")

    Remember, numbers can change, I just want your thoughts on the general concept of the rework.
     
    • Like Like x 2
    #1 Altered10, Jan 15, 2016
    Last edited: Jan 15, 2016
  2. misterslime

    misterslime Well-Known Member

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  3. GalaThundR

    GalaThundR Mcpvp Veteran

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    GalaThundR#7914
    I love this idea, it keeps the wind element useful for catching up to run-aways and it's usefulness for retreating,but not spammable. Maybe increase the amount of uses before the element weakens? Like, after 2-3 full uses the element will start to weaken. It's already hard enough to cap with elf as it is. +1
     
  4. GreenNature

    GreenNature Nature is Creative

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    Not sure if it's a troll or a really good idea that deserves to be the Number 1 Rework of 2016.
     
  5. misterslime

    misterslime Well-Known Member

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    #1 rework of 2016
     
  6. Altered10

    Altered10 Member

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    It already kind of does that.

    • 1rst consecutive use equivalent to 3 pre-update wind element uses
    • 2nd consecutive use equivalent to 1.5 pre-update wind element uses
    • 3rd consecutive use equivalent to 1 pre-update wind element use
    • 4th consecutive use equivalent to 0.75 pre-update wind element use
    • 5th consecutive use equivalent to 0.6 pre-update wind element use
    • etc.
     
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