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Idea Changes to Mage

Discussion in 'Capture the Flag' started by stlast, Jul 29, 2016.

?

Support?

  1. Yes, I like this! (+1)

  2. Yes, I like this suggestion, but it needs some changes (+0.5)

  3. I have no opinion (+0)

  4. Good suggestion, but...no, I don't think it would work (-1)

  5. No, I don't like this suggestion (-1)

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  1. stlast

    stlast Well-Known Member

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    I was busy writing a reply to @YouAreBestBae's mage suggestion when I realized that it might be better off as its own thread.

    Here are my three main problems with mage: Its damage spell, its heal spell and its lightning spell.

    The damage spell is geared toward massive single-target damage. Single-target damage, on a team game. Sure, archer, assassin, dwarf, and about half the other classes are able to deal large amounts of damage to one enemy, too, though there's something with mage that causes the whole thing to go wrong. With most strong melee classes, you have to get close. With archer, you have to go afar and aim well...But mage? Keep on backing up while holding right click.

    Lately, I've seen multiple mentions of the lightning spell, and how it could be nerfed. The issue with this spell is the absurd amounts of knockback it deals, which, while being an interesting concept, is often used to drive the one single enemy target away for - wait for it - more damage spam.

    I like the healing spell. It allows for an infinite health pool. What's wrong with it, then? During that small moment when regeneration is active, the mage is nearly invincible. It almost takes the damage output from the damage spell itself to break through the insane regen. It's not as much of a problem as the above two issues, but it's still an issue nonetheless.

    So, I've explained my main issues with mage, but no solutions...yet. And here they are:

    Damage Spell: First off, reduce the range, damage and knockback. The range is 16 blocks, right? I suggest it's changed to 12. And reduce the damage from 4 hearts (or was it 5?) ~3-3.5 for a direct hit, not to mention lower the knockback by 30% or so. Yes, this sounds like a nerf so far. However, the firework becomes a burst firework, and every enemy player within the burst range takes 2 or 2.5 hearts (2-2.5 less than direct) damage, thus turning the damage spell into a little more of an area weapon. And no, it cannot go through blocks, just entities.
    What does this do? It makes the damage spell more focused on area damage rather than single-target. It won't completely fix the issue, but it can help. Since the damage is reduced, it also makes mage less OP in 1v1s.

    Lightning Spell: Lower the knockback and damage, but increase its area of effect. The knockback should go down by about 40%, since the current value is far too much, and the damage goes down by half a heart. In contrast, the area of effect is now much larger, being approximately 30-40% wider.
    What does this do? Just like the damage spell, it's now leaning more towards more targets rather than higher damage (or, in this case, knockback).

    Healing Spell: I'm mostly okay with the way the spell works (especially with the lightning spell adjustments mentioned above), although I'm still going to suggest a few changes. First off, increase the cooldown from 8 seconds to 10, and lower the regeneration by a couple levels - just one or two. Then increase the duration from 4.5 seconds to 6.
    What does this do? The healing spell no longer makes you nigh-invulnerable during the duration of its effects, but it's still as useful in general as before.

    Overall, I wouldn't call this a nerf, just a tweak, a semi-rework, whatever fits. Given that I've been fascinated with game design lately, some constructive criticism helps. And no, "I don't like this", "-1", "This would make it bad against ninja", etc. aren't constructive criticism in my book. Give proper feedback, explaining why it might make it bad against ninja, for example. If you find something I need to expand on, let me know. Thanks for taking the time to read this suggestion.
     
    • Winner Winner x 2
    #1 stlast, Jul 29, 2016
    Last edited: Jul 31, 2016
  2. Lewka

    Lewka Well-Known Member

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    I am an egotistical banana
     
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  3. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    I like these ideas however I think the damage spell would be way too open because if you spam it at the flag, anything going to cap with take damage including ninjas, I'm not really sure how you could fix this maybe making it unusable around the flag?
     
    • Like Like x 1
  4. scapezar

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

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    I really like your proposals, and I think they would make the class more fun and balanced.
    Changing the damage spell would be a bit radical... The damage spell area blast effect would be a pretty large buff (and it would ruin the spot-on, skilled aiming necessary for the damage spell atm but mage would still need the aim for the fire/ice spells!) but I feel like it would add an awesome new style to its gameplay, especially offensively when it faces a lot of opponents in a dense area. Mages hardly ever play offensively because atm they can only effectively take on a single or two players at a time with its spells before getting overwhelmed. But if the range and damage potency is nerfed, it would definitely make up for the area damage buff.
     
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  5. GalaThundR

    GalaThundR Mcpvp Veteran

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    I like this. Makes the class more geared towards crowd control.
     
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  6. stlast

    stlast Well-Known Member

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    Thanks :smile:

    Since the damage spell is its main source of damage, it definitely is fairly radical. The skill required to master the damage spell would be reduced, but...as you mentioned, the freeze and flame spells still require aiming.

    I can attest to this, since I main mage (see my avatar). At least currently, the lightning spell provides a bit of area damage. That doesn't really count, though, does it?

    I lowered the damage by another ~1 heart. I may lower the range by a little bit, but I'm not sure by how much. I'm thinking an 8-block range at the very lowest, though I would prefer closer to 10 or 11.
     
    • Like Like x 1
  7. UnyieldingRage

    UnyieldingRage Active Member

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    Oh trust me, I have seen mages (Tom_Plays, LinkCookie etc) take on 3 heavies, be it that some of the mages that took on the heavies used the same two spells over and over again (lighting and damage spell), three if you count the healing spell. Depending if you're a good mage or not you can take on quite a bit of people at once.
     
    • Like Like x 1
    • Agree Agree x 1
    #7 UnyieldingRage, Jul 30, 2016
    Last edited: Jul 30, 2016
  8. ExtremeEvoboost

    ExtremeEvoboost CTF Media Man

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    Eh this is kind of an odd idea. It makes Ice spell a lot more OP, speaking now both lightning and damage spell can deal damage to the player while its still frozen. I like mage how it is, and this would make mage a lot more dealy to classes like ninjas and assassins, there speed less of a factor to the AOE damage for pretty much every damaging spell.
     
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  9. UnyieldingRage

    UnyieldingRage Active Member

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    Personally I don't see how mage is fine the way it is, the damage spell is probably one of the worst things about the class if you're fighting a mage. I'm not saying all mages do it, but some mages just use the damage spell and lighting spell over and over again. The damage spell is like bow spam except worse, it can be used more accurately and does more damage. Not sure if it's faster or not but it's pretty fast. I wouldn't really say that it's "fine the way it is".
     
    • Like Like x 1
  10. stlast

    stlast Well-Known Member

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    I just added a sentence stating that the damage spell won't be able to go through blocks.

    The damage spell still has to hit something to create the AoE effect, so dodging would still be effective. If the mage shoots toward the ground, though and lets the AoE do damage from there...My solution is to increase direct hit damage, but lower blast damage, so a direct hit would be stronger than missing, but it still wouldn't completely lose the AoE effect I'm suggesting. Tell me if I should change or undo this.
     
    • Winner Winner x 1
  11. ExtremeEvoboost

    ExtremeEvoboost CTF Media Man

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    Ok that's a bit better.
     
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  12. Arkenssine

    Arkenssine Member

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    I like these ideas, i always found the lightning a bit derp but the damage spell being area seems cool to use
     
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