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CTF Tweak Update– Feedback, Problems, & Solutions!

Discussion in 'Capture the Flag' started by scapezar, Jul 2, 2016.

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  1. scapezar

    scapezar Ex-Ban/Appeal Manager | Ex-Hack Test Manager

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    @Quarrelt I laid out a lot, so I thought it would be better to make a new post rather than reply to yours

    In general, I really like the update. A "risky" changing (for the better) CTF has been much needed and is an enormous improvement than our usual stagnant CTF... hopefully this paves the path for more future tweaks and semi-major updates. (and thx Nom)


    Feedback...


    Medic
    What I like– Medic's healthpool/armor is not that great, so I think it's good that it keeps what regen/armor resistance it has but with a reduced damage output (now w/o sharpness on its sword). A medic isn't exactly supposed to be a killer, but it should still be capable of medic capping.

    Problem– However, the major problem with medic is its healing ability on others. We all know how it goes... "NOOO... he got a medic! (aka gameover for the next 15 minutes). It's too OP, and I think we can all agree on that.

    Solution– Maybe create more vulnerability with the entire healing process. Regening others' hearts can stay the same, but the item restoration should change... Have it so restoring items takes a bit longer (5 seconds?) and give level I or II of blindness, weakness, nausea, and slowness (yes, debuff overkill) for 5 seconds to the player getting healed.
    Also maybe make it so, if the player getting healed moves, then the restoration process gets disrupted and it will have to start over, but this would make medic much less versatile and healing on the go would be much harder... (but it should be harder!?) This is just an idea to nibble on, but imo it would be better off without needing to stand still for a medic to restore one's items... With slowness I or II given from the medic's item restoration, the player getting healed wouldn't be able to move much anyways.

    Outcome– If this were the case, then the support team will have to make sure the area is clear from enemies before engaging in the OP item restoration, during which, the flag carrier can be more easily killed (with him/her standing still with all the debuff effects). Medics would still be able to regen teammates' hearts normally, but the easy item restoration is what currently makes medic so OP.


    Archer
    What I like– Reducing its bow enchantment to Punch I was a good, needed nerf. Despite the level, Punch will continue to do its job effectively against close-range, targeting classes (such as ninjas, chemists, etc).

    And archer's insta-kill ability is classic and just plain fun. It takes a lot of skill and positioning/aiming insight, yet is still extremely pleasuring and easy enough for new players *cough* the newbies<3. Imo it would be better off if the insta-kill stays... but then here's the catch...

    Problem– Archer is too strong overall with an OP insta-kill and too much armor/steak resistance... It's a flying, unblockable assassin with extra tanky gear and steak. now aint that a b*tch

    Solution– I believe all it needs is a slight armor reduction (like the exact opposite direction, but same principal of the elf protection enchantment buff).

    Outcome– Yes, it would continue to be an OP killing machine, but now maybe it would be more target friendly for ninjas especially (and it might be able to drop a few numbers off its massive killsteaks... xP).


    Ninja (edited from comments)
    What I like– Ninja is a very maneuverable, speedy class, and sometimes is all that's needed from letting an enemy with the flag from fully escaping.

    Problem– Ninja capping. A rant that we all know and love...
    Fully defending a flag should not consist of one or two poor (high damage) players staring directly at a flag post, attentive of nothing but the post. No distractions (blinking, eating, stretching, pacing, derping, excessive shifting/sneaking) allowed. Nobody wants that role. A ninja can even take a few hits from defenders before stealing and getting out of the flagroom with the flag. And on some maps, a ninja would be at mid before any1 knows what just happened before flag poison fully kills off the ninja (depending on what class(es) were hitting the ninja at the flag post) or the ninja just meets up with a medic. ≥.≥

    Solution– (have these 3 ideas active at the same time)
    – Ninja must wait a few seconds longer, while visible next to the post, before being able to steal the flag and be gone.
    – And Jame's idea: "if pearl is out of inv for more than 1.5 seconds then it shouldn't be able to pick it up to allow premature pearling," but not ghost capping +1
    – And ninja takes double enderpearl damage with the flag

    (Also, buff its sword sharpness level...? ik we did this the past and people probably complained when it happened, but compared to the classes it has to face and the classes that it COULD be instead, it deserves a slight damage boost. It's also one of the few classes that can keep up with and attempt to kill runaway soldiers and can target archers, yet atm it can hardly deal enough damage to either before it gets killed or dies/will die from enderpearl damage.

    Outcome– A ninja capper would be visible for a longer period of time next to the post, can only perma and not ghost, and takes 4 damage for every pearl with the flag... that seems like a fair enough nerf to ninja capping.
    A ninja would only be able to cap if there's not a semi-attentive defender a few blocks from the post, which is reasonable. Also, if the flag room is a chaotic mess or if there's a good distraction pulled off, then a ninja could probably still manage to sneak away with the flag and then pass off or get healed.


    Dwarf
    What I like– Dwarf is not a lost cause <3 lets help this bb with some twerking i mean tweaking :grinning:

    Problem– Capping its levels at 10 is still insanely OP... esp. when there's no limit on the number of dwarves that can camp at a flag post ≥.≤ Sharp 10 is still almost an instakill towards classes, and the knockback enchantment it receives makes it nearly impossible to even touch the flag long enough to steal it...

    Solution– Imo it's going to take a lot of testing to find a balance with an OP sword... but lowering its max level is really needed. Perhaps keep it at 7 max, and make sure it gets just knockback I and no higher.

    Outcome– I won't hunt down and target the IRL players of dwarves... i mean wot


    Engineer

    What I like
    – The best, coolest, and most centralized aspect of engineer is its teleportation ability for itself and its team.

    Problem– However, its infamous turret makes the class too OP overall...
    A rant we all know and love...
    IF you decide to engage with an engineer by yourself, you're committed to lose everything. So you move in and manage to destroy the turret with half your health lost... but then the engineer standing idly by sets the turret back up, and the same would happen if you break the cake. But you can't go directly for the engineer without its turret and cake(especially) destroyed, or else you're just putting your entire hand on the table hoping that the engie: 1.doesn't run around its turret 2.doesn't like cake 3.is nub at pvp.

    Solution– Lower the damage each arrow from the turret deals... honestly there's a lot that can be nerfed, but this would be the easiest yet most relevant and effective fix.


    Necro
    Buff it. (specifically make its minions be more aggressive and deal more damage)
    that is all c;


    Everything else I like or I think is perfectly fine as is... but will give future updates if I feel something different or if I feel the same and nothing has happened xD


    P.S. I don't have elf and I haven't really been able to observe many others playing it, so I don't know how it currently stands (but on paper i mean on a screen it seems good!).
     
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    #1 scapezar, Jul 2, 2016
    Last edited: Jul 3, 2016
  2. Quarrelt

    Quarrelt Genetic co-leader | team!

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    Looks like a lot of work here, nice! I'll be sure to look it all over when I get home from work today and give some feedback. Just wanted to letcha know it has been seen o/
     
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  3. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    An idea is that if someone throws a pearl and they get the flag before it lands, when it lands it does 4 hearts instead of 2.
     
  4. scapezar

    scapezar Ex-Ban/Appeal Manager | Ex-Hack Test Manager

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    Good idea, but even then the problem wouldn't be fixed because the ninja can still easily pass it off to a sneaking soldier/ninja/elf/etc. or can just get healed by a medic. There would still need to be that poor child staring at the post if they don't want any1 cheap capping against them.
     
  5. TheMaelstromsEye

    TheMaelstromsEye Well-Known Member

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    Ninjas normal capping I can deal with, because you throw the pearl after you grab flag.

    Ninjas ghost capping nerf should be it shouldnt be able to pick up the flag if enderpearls out of inventory. Ninjas will be able to still cap, just not in the bogus cheap way 90% of ninjas do.
     
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  6. Removers

    Removers KitBrawl Ex-Mod!

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    That will nerf prema and ghost capping
    if pearl is out of inv for more than 1.5 seconds then it shouldn't be able to pick it up to allow premature pearling and still have ninja capping being fairly possible of doing (pearls thrown straight up take 5 seconds to come back down if that helps to understand /s not very good at explaining stuff)
     
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  7. TheMaelstromsEye

    TheMaelstromsEye Well-Known Member

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    Prem and ghost capping are before you grab the flag, I rly dont have sympathy for prem users either. NERF PREM AND GHOSTING.
     
  8. Sibs

    Sibs Well-Known Member

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    Medic: I love the idea of leaving the "healie" in a vulnerable state but your details don't seem very polished out enough.

    Archer: More or less spot on with what I want from the class, having full chain for a ranged class always felt rather odd.

    Ninja: Your idea for preventing ghost/insta capping is only a band-aid fix for the actual problem (give it a month or too and ninja's will figure out the timing.) while being incredibility more annoying and unfair to ninjas who don't use those tactics to steal. (And yes I'll agree with your sharpness proposal, while people did complain about it they had no facts to back their reasoning and just relied on "feelings".)

    Dwarf: Simply because I simply can't find any serious dwarf enthusiasts I'm only allowed to assume that it's current intended play-style is just simply unpopular regardless of any nerf or buff it could get.

    Engineer: Your solution won't change the way engie players would still act. While I also might like to ask you to consider adding an idea where blocks that ban turrets or necro posts from being posted don't apply to tp blocks since you seem to like that part the most about engineer. And the current setup makes tp placement unfairly difficult to the point where certain maps don't even let you have your tp block anywhere near spawn.

    Necro: Best just to continue annoying Nom about this to the point where the next time he gets the chance to do reworks hes forced into looking into Necro.
     
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  9. scapezar

    scapezar Ex-Ban/Appeal Manager | Ex-Hack Test Manager

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    In regards to ninja stealing, if the ninja is required to stand visible next to the flag for an increased amount of time before actually being able to steal the flag, I don't see how they can get around that. A ninja can stand there for like 5 seconds (1 mississippi, 2 mississippi, etc.) and if no1 sees the ninja just sitting there, then the defense isn't even in the flag room?? I get what you're saying (if you don't ever stare at the flag post then a sneaky ninja can still get away), but I don't think you shouldn't be able to ninja cap. Maybe like sportyman suggested, if you have the flag as ninja, then you take double enderpearl damage. But atm ninjas stand there for two seconds and are gone, that's a bit OP.
    – Prema would still be a thing, but I think that's fine (though, it would be much harder to fully pull off).
     
    #9 scapezar, Jul 3, 2016
    Last edited: Jul 3, 2016
  10. Sibs

    Sibs Well-Known Member

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    They get around it simply because you don't give them anything new to get around, just more of the same system that has already proven to be ineffective. And sporty's idea makes it harder for both the cheap and the fair ninja to cap when health is already a scarce resource for ninja, now after 2 pearls and the first poison tick you're left with two choices, hold out and crouch your health back and let your pursuers catch up to you or risk a bolt to your flag and pray to notch you don't get hit by ANYTHING (literal) on the way there. I'm not against doing something about cheap ninjas but these suggestions need to take into better account of what people like me do when they steal. And as much as it is unusual for myself to do so, at face value I like Boom's idea the best here.
     
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  11. Lewka

    Lewka Well-Known Member

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    I disagree with ninja capture altering, it's the one thing ninja is good at right now, getting rid of being able to steal the flag with premature pearling will make it's most fun feature which is offense useless. Keep in mind that whilst ninja pearls away it loses a lot of health... Why not just make it so if you hold the flag as ninja every time you pearl you take 3 hearts of damage instead of 2? I think it'll make ninja capping still fun but much more clutch to perform.

    Regarding dwarf, It is definitely an issue to be fighting a dwarf with sharpness 10 swords, its a complete nuisance, which brings me an idea, since sharpness is such a big problem with dwarf, give an extra level of sharpness every two levels rather than every consecutive level? It's going to make the final sharpness of the sword sharp V and will make dwarf definitely weaker and easier to fight off, and for the love of god, remove fire aspect from dwarf. It shouldn't be a thing to top off with all its damage when being hit by one. I think dwarf's best use should be to knock away people from the flag with some damage, but not damage overtime that lasts 5 seconds, hence why dwarf is just downright bs OP

    An Engineer solution I could think of regarding fighting engineers with turrets and cake- You're not allowed to use the cake until 3-5 seconds has passed after you have received damage as engineer.

    Other than that, good thread. +1
     
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  12. redboo123

    redboo123 Well-Known Member

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    propose more nerfs, you might get laid tonight
     
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  13. TheMaelstromsEye

    TheMaelstromsEye Well-Known Member

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    unlike you
     
  14. redboo123

    redboo123 Well-Known Member

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    nice signature mate,
    DFMKSPSFOPZL ahaha
     
  15. fanihascupquake

    fanihascupquake New Member

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    [​IMG] I have a problem idk if i should report it right here But Someone is Abuseing me and Cussing at me
     
  16. Lord_Roke

    Lord_Roke Forever the Forums Watchdog
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    Please don't gravedig old threads,
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