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Idea Necro Rework

Discussion in 'Capture the Flag' started by patriq, Feb 25, 2016.

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  1. patriq

    patriq Well-Known Member

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    Necro
    The original necro class[​IMG] allows a player to snowball a strong and somewhat reliable defense. You are assured this defense, which means you don't necessarily need to do anything while playing[​IMG] this class[​IMG]. My rework introduces activity[​IMG] and movement while playing[​IMG] the constantly changing Necro class[​IMG]. Rather than summoning loyal minions who fight for you, you fight alongside your[​IMG]minion with powerful abilities.

    Armor
    The first noticeable change I've made was to the armor. Your[​IMG] armor bar is .5 less than the current armor level, but it's nothing too huge to worry about for now[​IMG].
    [​IMG]
    - Iron Helmet
    - Chain Chestplate
    - Chain Leggings
    - Iron Boots[​IMG]

    Hotbar
    Your[​IMG]steaks have been decreased, and you will notice a vast change in items for your hotbar. You do more damage and have a newer spawner.
    [​IMG]
    1 - Iron Sword
    2 - 4 Steak
    3 - Cauldron
    4 - Ghast Egg
    8 - Tracking Compass
    9 - Nether Star

    Passive Abilities
    You are less, but more mobile. Potion effects, as well as enchants have been added to the class[​IMG] rework.
    - Slowness 1
    - (Enchant) Aqua Affinity Helmet, Blast Protection Chain Chest/Legs

    Active[​IMG]Abilities
    This is where most of the newer magic happens! The concept is almost completely[​IMG] redesigned. Your mobs benefit you in different ways and provide you with room for new strategies.

    Minion Spawner - Your cauldron when placed, will spawn 2 random mobs from either a zombie[​IMG], skeleton, spider, or creeper with 200% health (if the mob spawned is a creeper, it will spawn with regular health and deal 6 hearts of damage to anyone it blows up on. Creepers also now have speed 2). Placing it will remove your cauldron from your inventory[​IMG]. It can not be removed unless by an enemy or upon death.

    Necromance - Right clicking[​IMG] a spawned mob will kill that mob, and change your armor and abilities, specifically listed below. Your second mob will not re spawn if you decide to take one of the mob's abilities. Meaning, you will have only 1 mob alongside you whenever you change your ability. If any mob is killed, another mob will re spawn within 20 seconds, even when you are necromanced. You are permanently set as that mob until you re spawn. This ability does not work on[​IMG] spiders.

    Necromance Mobs

    Zombie[​IMG]
    [​IMG]

    - Green Leather Helmet
    - Chain Chestplate
    - Chain Leggings
    - Green Leather Boots[​IMG]

    - You retain all your[​IMG] passive effects, as well[​IMG] as gain a strength effect
    - Placing your egg will give poison to anyone within 5 blocks for 4 seconds. 10 second cool down

    Skeleton
    [​IMG]
    -
    Gray Leather Helmet
    - Chain Chestplate
    - Chain Leggings
    - Gray Leather Boots

    - You lose your slowness, as well as gain a speed effect
    - Placing your egg will knock anyone within 3 blocks away by 5 blocks. 15 second cool down

    Creeper
    [​IMG]

    - Lime Leather Helmet
    - Lime Leather Chestplate
    - Lime Leather Leggings
    - Lime Leather Boots

    - You retain all your passive effects
    - Placing your egg will explode and deal 5 true hearts of damage to anyone within 3 blocks. 10 second cool down

    Feedback Edits
    - Creepers now deal 6 hearts of true damage, rather than instakilling
    - Creepers now have speed 2
    - Creeper Necromance egg will only deal 5 true hearts of damage and has a cool down of 10 seconds
    - Depth strider replaced with Aqua Affinity and Blast Protection

    I really do hope this is a decent rework to somebody's eye! I appreciate lots of feedback and would like to improve upon this idea constantly!

     
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    #1 patriq, Feb 25, 2016
    Last edited: Feb 25, 2016
  2. MrWaffleman

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

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    Since I'm not a total critique when it comes to balanced CTF classes, I'll just point out things that I see off the bat.

    Depth Strider: Not every map has water in it, this ability is heavily dependant on the map. You could be pretty strong in a map with all water, but horrific in a map with no water at all. Although I like the approach, fighting on the ground, air, now finally water.

    Creeper: I think Creeper wasn't added into the old mob rotation for a reason. Mine being that honestly, in vanilla Minecraft, creepers are pretty easy to avoid, and easy to knockback and not get any damage. Creepers are pretty slow and react very slowly. The only big reason you would get blowed up by a creeper is when you're off-guard, let's say building a house. But CTF is a pretty fast-paced game, and if you can anticipate an assassin, and you block your sword right away, I'm sure you can anticipate a vanilla-minecraft creeper.

    Even though the creeper can instakill, it's either highly overpowered, or totally useless (depending on your skill and such). I think this needs a bit of tweaking to make it just the right balance for anyone to avoid/kill.

    Creeper Egg: Extremely OP when defending / attacking enemy flags. Killing anyone within a radius of 3 is extremely OP, Instakill in general is considered OP, and in Instakill, you can only kill one person, think about instantly killing a bunch of people, that definitely needs a nerf.
     
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  3. patriq

    patriq Well-Known Member

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    I see, thank you for your feedback! After making this reply I will be tweaking the creeper necromance moderately and finding something new to replace depth strider, or just completely remove it from my suggestion. Thanks!
    EDIT: New sub topic created - Feedback Edits
     
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    #3 patriq, Feb 25, 2016
    Last edited: Feb 25, 2016
  4. pookeythekid

    pookeythekid Well-Known Member

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    Love the creativity. It's a pretty wild rework so I don't even know if I have questions, but the playing style is cool and makes sense--adds even more to the role-playing-ness of CTF, kind of sub-classes, none of them more powerful than the actual necro class itself (that is, in this rework).
     
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  5. patriq

    patriq Well-Known Member

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    Thank you for your support!
     
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