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CTF Class Tweaks

Discussion in 'Capture the Flag' started by pandanielxd, Jul 19, 2016.

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  1. pandanielxd

    pandanielxd its panda daniel

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    Archer:
    Headshot equals 9.5/10 hearts of true damage and a bleeding effect of half a heart per second will be held for 4 seconds.
    Punch effect changes upon drawback.

    Medic:
    Replace its sword with a sharpness 1 gold sword.
    Remove 1 steak.
    Change helmet to a yellow leather helmet.

    Chemist:
    Change fire resistance to be for 70 seconds.

    Dwarf:
    Remove potion/fire resistance all together.

    Mage:
    Add getting knockback and damage for own lightning.

    Necro:
    Place spawner in ground aka replacing the block in the ground.
    Remove fence.
    Remove carpet.
    Put team respective wool block under spawner.
    Replace diamond pickaxe with woodenpickaxe with efficiency 5 and knockback 1.

    Pyro:
    Change fire duration upon drawback.
    Make the fire duration longer in general.
    Change the 2 click frenzy back to 1 click.

    Ninja:
    Replace the sword with a sharpness 5 gold sword.
     
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    #1 pandanielxd, Jul 19, 2016
    Last edited: Jul 20, 2016
  2. Magnificent

    Magnificent Dallas Fuel

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  3. Lewka

    Lewka Well-Known Member

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    for pyro frenzy
    make it so you can toggle your goddamn preference.
     
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  4. Xelia_

    Xelia_ (ノ^ヮ^)ノ *:・゚✧

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    I quite like some of these simple fixes ^^
     
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  5. Avivox

    Avivox Well-Known Member

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    Medic:
    Replace its sword with a sharpness 1 gold sword.
    Remove 1 steak.
    Change helmet to a team respective leather helmet.

    That would look kinda weird but is a good idea
     
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  6. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    Leather but dyed yellow would be good
     
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  7. Avivox

    Avivox Well-Known Member

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    ^
     
  8. Qurify

    Qurify Active Member

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    I like how you used a different font for medic
     
  9. Snowleak14

    Snowleak14 Well-Known Member

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    I don't think heavy should be changed.
     
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  10. Avivox

    Avivox Well-Known Member

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    ^
     
  11. 19Cameron91

    19Cameron91 Well-Known Member

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    Archer - Seems interesting, but you should realize how hard it is to hit a target.

    Heavy - Heavy is fine the way it is.

    Medic - I like this.

    Chemist - Fire resistance should remain separate from strength & speed. 90 seconds for fire resistance is good.

    Dwarf - That will hamper dwarf to the point of it being as useless as necro. It will be too easily killed

    Mage - Seems interesting.

    Necro - That doesn't fix necro's main problem, the mobs don't do anything.

    Pyro - I like this.

    Ninja - I like this.
     
  12. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    Sounds reasonable to me
     
  13. pandanielxd

    pandanielxd its panda daniel

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    I did not?
     
  14. EmperorTrump45

    EmperorTrump45 Dank Memer

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    The punch effect idea is creative. I like it. As for the headshot/bleed effect, I'm a little confused. Do you mean that the initial shot deals 9.5 hearts of true damage and then 0.5 hearts after 4 seconds or only 7.5 hearts true damage on the first shot an additional 2 hearts true damage over the same time period? If the former is what you mean then I'd suggest that time duration be cut in half so that enemies have a much shorter duration to steak to avoid dying.

    Honestly, buffed Heavies (while incredibly strong) are one of the most fun aspects of the game (for me). I'd much rather see other classes be buffed to deal with it instead of removing the possibility of buffed Heavies entirely.

    Sounds good.

    Also good.

    I'm really not a fan of this change. Removing the potion and fire resistance pretty much makes Dwarf so weak (can be killed much more easily i.e. by Frenzy Mode) that there's no real point of having it in the game, let alone the flagroom. Others in this thread, like @Gehenna_Beam have said the same.

    I don't see the point of this.

    I'm okay with all these changes except replacing the diamond pick with a wooden one. Necro already does not have particularly good weapons, and its mobs (as you know) are pretty useless, which altogether, is the main reason why it is not a very good class. I do not think that exacerbating the problem by weakening Necro's only decent weapon is going to help "Make Necro Great Again".

    +1

    Yep. Solid change.
     
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  15. pandanielxd

    pandanielxd its panda daniel

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    around 17.5 hearts of damage for one single shot is still alot tho for archer, thanks for giving feedback about heavy, i think ill remove it if more people think its fine, imo dwarf is still too hard to kill if it knows how to block but idk, and necro is just so it can be played in matches (i think it fixes the main problem)

    9.5 dmg after oneshot, then after a second half a heart of damage will be taken away.

    not sure if anything will be buffed tho :c

    thanks

    thanks

    answered him

    i got this idea from a different thread of blhue (i think), you should check it out

    necro has a better weapon, better gear and the same steak, it shouldnt be such a tank imo

    thanks

    thanks
     
  16. EmperorTrump45

    EmperorTrump45 Dank Memer

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    In comparison to what? I play a lot of Necro, the only thing it's pretty good at is crowd control.
     
  17. pandanielxd

    pandanielxd its panda daniel

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    oh sorry, medic
     
  18. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Thanks. And that's true but Medic has a much larger health pool than Necro (regeneration) and better crowd control (webs) plus its fireproof and cannot drown (water breathing) so technically, they're about even as far as PvP is concerned. Anyway, with Medic it makes sense for it to not be a killing machine or particularly powerful PvP wise since it's a support class and (to some degree) a tank. That's not really the case with Necro since it's not a support class.

    I'd be down with a nerf to the pickaxe if the zombies got a nice big buff, since its Necro and the monsters should probably do a significant part of the combat... but y'know, that's just my two cents.¯\_(ツ)_/¯
     
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  19. Lewka

    Lewka Well-Known Member

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    soooooooooooooooooo can we implement them? Or are they gna be forgotten
     
  20. Claod

    Claod Well-Known Member

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    Archer
    I like the idea, but I think you should take some damage out if you block with a sword.
    Heavy
    Strength I multiplies damage by 150 percent, and weakness I subtracts half a heart of damage... It doesn't exactly cancel each other out. Anyway, the aspect of buffed heavy is fun and unique, so I would keep it the same.
    Medic
    I like the change, but that would be kinda confusing. Like sportyman56 said, make the leather helmet dyed yellow.
    Chemist
    Nice.
    Dwarf
    Nice.
    Mage
    Seems unnecessary but I kind of think you're trying to nerf Mage somehow.
    Necro
    Give the sword a buff if you're going to nerf necro's pick axe.
    Pyro
    Nice, but the frenzy activation method should be toggle-able, with maybe a menu to pick from.
    Ninja
    Nice.
     
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