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Idea Quick Fix-it Thread

Discussion in 'Capture the Flag' started by Quarrelt, Jun 1, 2016.

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  1. Quarrelt

    Quarrelt Genetic co-leader | team!

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    Please, did you forget I also play pyro quite a bit cx I know what the nerf would mean, and I use it as a fall back as well as the best recovery method for pyro right now. I suppose pyro could be a different conversation on it's own. I think I'll take it off the list for now.

    Yeah, I wanted to rework the entire chemist system as usual so there wouldn't be a need for a bunch of cool downs. I'll add that as an alternative as well.

    I'm honestly not a huge fan of flag poison. I get it, but I also think it's dumb to die to flag poison just because a team can't recover/no one will heal you. Again, I think flag poison itself can be its own conversation.
     
  2. Netflikx

    Netflikx Well-Known Member

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    Well I didn't really know you seem to play a lot of other things nowadays.

    Anyways I'd really like to just see a chemist nerf to the sword because cooldowns can sometimes be a bad gameplay design in a game like ctf, because of how fast paced it is. And I agree that flag poison deserves a whole conversation by itself, because there are tons of alternatives to how it can be discussed.
     
  3. Katmorder_

    Katmorder_ Well-Known Member

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    - Greatly reduce or take away the immense damage that archer does to chemist because chemist already is reduced to 5 health pots and possibly some other tweaks giving a lot less health making it venerable to more damage then classss with more health.

    - Move the immense archer damage to medic because it can not be killed by a pyro and with an assassin nerf would become to over powered.

    - Ninja flash bomb cool down of 2 or 3 every x number of seconds (possibly a mana bar).

    - Switch chemist slowness potion for weakness

    - Medic have mana bar that limits the number of webs they can throw (takes away web spam making medic require more skill with webs)

    - This is more like a rework but instead of archer instakill maybe make it so every x number of blocks each shot does x more about of damage (heat shots could still theoretically be possible but rare because of limited distance [or just make it so they are never possible]) and half draw/charge would do half as much damage as the full draw shot from that distance
    EXAMPLE: Archer is 20 blocks away every 5 blocks does 2 half hearts of damage so if they shoot full draw this will do approximately 4 full hearts of damage and half draw would do 2 hearts of damage (this is an example, it doesn't have to be these numbers)

    - Reduce medic steaks to 5

    - Slightly reduce soldiers total mana (limit wall spamming which is still possible with the current amount of max mana)

    Thanks Brawl Staff, keep up the good work! :grinning:
     
    • Agree Agree x 1
  4. pandanielxd

    pandanielxd its panda daniel

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    -Higher flagpoision damage (edit: I c someone else posted this but I'll leave it here)
    -Make it so medics can see if teammates have steak [next to the health bar or something]
    -Make it so medics can actually see health and not 0 or 20 all the time.
     
  5. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    - Chemists with the flag can only get healed every 30-60 seconds, if you ever see those huge medic and chemist teams you will know what I mean.
    - Give chemist 2 more health pots, it's hard to survive if you don't get a medic.
    - Archers deal 1 heart of true damage from 25% drawn, 3 hearts of true damage from 75% drawn, 5 hearts of true damage from 100% drawn and if you hold it for a second longer it's an instakill.
    - When an assassin turns on assassinate, they get fire particles for 0.2 seconds, so you can see if there re faking or not but sometimes can't.
    - Medic reduced to 5 steak, also when a medic is in PvP they have a heal cooldown of 3 seconds, this means if they are trying to he healed within combat or 3 seconds after combat it won't work, they must wait until the medic is out of the heal protection before it works.
     
  6. Snowleak14

    Snowleak14 Well-Known Member

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    If you are making it easier to see when an assassin activates assassinate it will probably be much harder to fake assassinate so I don't think that is a good change for assassin. This will just be unnecessary nerf. Assassin got recently already changed. A medic can't give back his sugar. I think assassin shouldn't receive further changes until it has been reworked, just nerfing it without shifting power is never a good thing. @Quarrelt
     
    • Agree Agree x 1
  7. Forums

    Forums Well-Known Member

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    Chemist | Sword : Change sword to stone - edit chemist potion system.

    ahaha it was fun while it lasted.

    also remove archer u dum dumms & dwarf should be capped at level 5 or something OK i just dont like getting two shot when im a heavy!! lol!
     
  8. DeadRhos

    DeadRhos Minimum Brain Size

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    Engineer | Turret

    Deployed immediately. Turret has 20 arrows, can be destroyed immediately by a pickaxe or when it is placed somewhere else. Stops engineers from being able to camp and instead makes them more PVP orientated. Some secondary changes that could come with this but aren't vital:

    Engineer | Cake, Teleporters

    Work the same as normal, but can be destroyed immediately when they are placed somewhere else.
     
  9. FHTzoob

    FHTzoob Active Member

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    how exactly?
     
  10. Finnerdt

    Finnerdt Well-Known Member

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    Do you really think it needs another ****ing nerf
     
  11. GalaThundR

    GalaThundR Mcpvp Veteran

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    yes
     
  12. Removers

    Removers KitBrawl Ex-Mod!

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    Step 1 Killing myself
    Step 2 No to this thread
    Step 3 Brawl
     
    • Optimistic Optimistic x 2
    • Agree Agree x 1
  13. November

    November november

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    maybe remove the sharpness on medics sword? I really don't see the point in it being there because medic is a support class and is op af at what it does

    I am not too sure chemist needs another nerf. I think a lot of people get the idea that chemist is op because they come up against players like scape/tzi/hallo, etc. when you face those guys you pretty much ****ed, but anyone else is not really too hard to deal with. I feel nerfing the sword will just kill off chemist completely
     
    • Agree Agree x 4
    • Winner Winner x 2
  14. Forums

    Forums Well-Known Member

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  15. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    what about me :open_mouth: ;(
     
  16. Nakatago

    Nakatago Well-Known Member

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    YES THE ELF BUFF PLEASEEEE
     
  17. obikenobi21

    obikenobi21 Delta Force Jedi

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    I'll just put my thoughts on chemist here:
    It's OP

    I think it's just simply too good at everything because of the versitality in it's kit. It's basically the best solo capper right now because of it's ability to peel for itself with it's damage, poison, and slowness pots, not to mention the tanking power it has. And the tools it uses to peel can also be used to output some insane damage, plus it's more mobile with speed and fire res.
    I would say the damage it puts out with its sword is fine, because looking at armor it's kind of squishy. However, I think it needs less damage pots overall, and I don't even think it needs poison or slowness. Another thing I don't like is fire res, as I think it provides way too much in an ability to just tank and outrun a pyro, making it basically useless in more open flagrooms.
     
  18. EmperorTrump45

    EmperorTrump45 Dank Memer

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    About Medic webs - why not tweak them so that they have no effect on allies? In other words: medic webs thrown by an allied medic act like grass to team-mates (although they still act like cobwebs to enemies).

    I play Medic a lot more than I used to, and I'm tired of accidentally webbing my team-mates or getting webbed. It sometimes makes defense much, much harder than it should be.

    Also, I'm a big fan of the proposed tweak in the OP. Great idea ^_^
     
    • Agree Agree x 1
  19. Lewka

    Lewka Well-Known Member

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    Ninja one- Disagree, if ninja takes more health when pearling with flag it is unnecessary

    Soldier- Mana should be reduced but each right click uses less mana

    Necro - Definitely should be implemented as necro is virtually a dead class

    Elf- will up elfs survivability game by a lot, although I think adding a prot 1 helmet could be also a good idea

    I don't think the problem is with chemist, moreover the problem is ninja deals too little damage with a sharp IV gold sword

    In addition, I think medic also is quite as tanky as chemist with 5 steak and auto regen and a sharp I gold sword. Could we slightly tweak medic where it is given a normal gold sword, speed I and 3 steak but double the regen speed? (regen is off during combat) I think it would really make medic more interesting and definitely less tanky but still a good class and for that matter mobile too (mobility so medics and get to flag carriers faster)

    are you high
     
  20. Magnificent

    Magnificent Dallas Fuel

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    No pls
     
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