1. Welcome to the Brawl website! Feel free to look around our forums. Join our growing community by typing /register in-game!

Yorick Inspired Necro Rework

Discussion in 'Capture the Flag' started by EmperorTrump45, Aug 24, 2016.

?

What do you think of this Necro rework?

  1. I love it!

    1 vote(s)
    10.0%
  2. Undecided

    1 vote(s)
    10.0%
  3. No dice

    2 vote(s)
    20.0%
  4. It's very creative

    6 vote(s)
    60.0%
Thread Status:
Please be aware that this thread is more than 30 days old. Do not post unless the topic can still be discussed. Read more...
  1. EmperorTrump45

    EmperorTrump45 Dank Memer

    Joined:
    Jul 3, 2015
    Messages:
    2,796
    Ratings:
    +2,157
    Necro - The Yorick Rework
    inspired by the really ugly LoL character that no one plays
    Disclaimer: Every ability in this rework is based on one of Yorick's abilities with one or two exceptions. I really like the LoL champion designs and Yorick is sort of like a Necro and I wanted to create a rework that would be both fun and creative for one of the most stale classes in CTF. Enjoy!

    Armor:

    Leather Helm [dyed black] +0.5
    Chainmail Chestplate +2.5
    Leather Leggings [dyed dark green] +1
    Leather Boots [dyed dark green] +0.5

    Total: +4.5/10


    Tools & Weapons:

    Wooden Sword [infinite durability]
    Iron Shovel [infinite durability, knockback I]
    2 Rotten Flesh [heals for 2.5 hearts each]
    Golden Ingot
    Gunpowder
    Zombie Egg
    2 Splash Potions of Damage II
    Blaze Rod
    Compass


    Additional Features:

    The Necro spawns with 10 full bars of XP. The XP recharges 1 bar every 1.5 seconds upon using an ability.
    Necro takes 33% more damage from Dwarves, 50% more from Ninjas, and 67% more from Medics.
    If a Necro is healed by a Medic it will only regenerate health at two thirds the normal rate.
    Enemy health potions deal true damage to Necro equal to their respective hearts healed. Enemy regeneration potions deal poison damage for the same duration as the regeneration lasts.


    Tools & Their Abilities:

    Golden Ingot - right clicking the golden ingot empowers the Necro's sword allowing it to deal 3.5 to 7 hearts of true damage (damage is greater to enemies with higher armor) on its next hit (before reverting to its regular damage) and spawns* a Zombie Pigman (with Strength and Speed I) for 3.5 seconds. During the time that the Pigman is alive Necro also receives Speed I.

    XP cost: 7 bars.**

    Gunpowder -
    right clicking the gunpowder causes a 2 block x 2 block explosion directly around the Necro dealing damage to nearby enemies and giving them slowness for 2.5 seconds.

    XP cost: 4.5 bars.

    Zombie Egg- right clicking the zombie egg will spawn a zombie with Speed II, Strength III, and Resistance I for 3.5 seconds. Every 2.5 hearts of damage dealt by the zombie will give one rotten flesh to the Necro, stacking to no more than 4. If the Necro has 4 rotten flesh every additional 3 hearts of damage dealt by the zombie will give the Necro 1.5 hearts of absorption for up to 2 seconds after the zombie dies.

    XP cost: 8 bars.

    Splash potions of damage II***-
    hitting an enemy with a damage potion will deal damage and heal the Necro for 75% (3 hearts) of the damage dealt.

    XP cost: none

    Blaze Rod- hitting an ally with the blaze rod will mark them, shown by turning the rod into a wooden stick, for 5 seconds. If the ally dies during that time period, they will turn into a zombie (the revenant) with the armor and whatever tool or weapon the ally was holding along with Speed I, Regeneration I, and any buffs they had (if the ally had Speed II, the revenant will have Speed II and so on). The revenant will then deal 75% of the damage of its host (with whatever weapon its holding) and de-spawns after 5 seconds.

    XP cost: 10 bars.

    *mobs are spawned wherever the Necro's cursor is pointed, up to 6 blocks away.
    **the XP bar is drained by the specified amount every time an ability is activated.
    ***this ability is based off of the Vampire Kit from HG.

    Damage Table:

    Medic deals 5 full hearts of damage per hit.
    Ninja deals 7 full hearts of damage per hit.
    Dwarf (level 10) deals 5.5-6 full hearts of damage per hit.


    Change-log:

    -Removed spawner
    -Removed Diamond pickaxe
    -Removed iron helmet
    -Removed golden chest-plate
    -Removed iron leggings
    -Removed iron boots
    -Removed all 6 steaks
    -Removed Gold sword
    -Removed Spider egg
    -Removed Blaze egg
    -Altered the XP bar
    -Removed silverfish
    -Added damage table
    -Significantly lowered zombie resistance and speed
    -Increased Ninja damage boost

    @Iosif_Stalin
    @Xelia_
    @ACE_BLUE2
    @Lati4s_
    @NomNuggetNom

    Sidenote: posted in CTF discussion because Server Ideas is about half as well read as this section is.
    Sidenote no.2: ideally this class (and every other one) would come with a mini guide book about its various abilities and how to use them. CTF had those at one time.
     
    • Like Like x 2
    • Creative Creative x 2
    #1 EmperorTrump45, Aug 24, 2016
    Last edited: Aug 30, 2016
  2. TheMafias

    TheMafias Something wise

    Joined:
    Jun 7, 2015
    Messages:
    1,394
    Ratings:
    +247
    Seems a little complex. I like it though, seems cool.
     
  3. EmperorTrump45

    EmperorTrump45 Dank Memer

    Joined:
    Jul 3, 2015
    Messages:
    2,796
    Ratings:
    +2,157
    Most cool things are often complex. However, part of the reason why many of the abilities work the way they do is because I ripped them off of Yorick's abilities (which are a little complicated, like those of most LoL champions) while making some tweaks or adding a few things here and there.

    Thank you.
     
  4. CherryBlossomss

    CherryBlossomss Well-Known Member

    Joined:
    Jun 6, 2016
    Messages:
    237
    Ratings:
    +69
    I like this idea. You seem to have put a lot of thought into it. I think this would be pretty cool.
     
  5. ACE_BLUE2

    ACE_BLUE2 Sup'

    Joined:
    May 17, 2015
    Messages:
    1,221
    Ratings:
    +296
    The armor is a bit weak, and it has those two major weaknesses (to ninja and medic), and the 33% weakness to every other class. I think medic should retain the weakness to medic, but should lose the weakness to all other classes (seeing how its armor is rather low. The zombies seem to be much better, the other abilities give necro a much needed increase in damage output.

    Overall, my only concern is the 33% percent weakness to all other classes, as well as the 50% increased damage done by ninjas; seeing how this version on necro has very low armor as it is. Otherwise, I think this rework is great.
     
  6. Lozzylouise

    Lozzylouise SG Player at Heart

    Joined:
    May 10, 2015
    Messages:
    820
    Ratings:
    +421
    That's funny because I just watched a video on the Yorick rework. It's an interesting idea.
     
  7. ExtremeEvoboost

    ExtremeEvoboost CTF Media Man

    Joined:
    Jun 28, 2015
    Messages:
    906
    Ratings:
    +200
    No on the more damage from oter classes, that weakness makes necro almost get 1 shot by ninjas, and only takes a few hits by anyhhing but a dwarf or buffed heavy which outright would 1 shot it.
    Make Health pots damage it instead of heal it, and the medic weakness I kind of get. Otherwise classes would eat this necro for breakfast before any abilities could be used. Otherwise GG
     
    • Like Like x 1
  8. EmperorTrump45

    EmperorTrump45 Dank Memer

    Joined:
    Jul 3, 2015
    Messages:
    2,796
    Ratings:
    +2,157
    I added the weakness to other classes because the abilities are good enough to make Necro a major problem in the flagroom and by turning it into a kind of glass cannon that's not as much of an issue. That said, I take the point. I'll eliminate the excess damage for any class except Dwarf, Ninja, and Medic.

    Sounds good. Added.
     
    • Like Like x 1
  9. featherpaw

    featherpaw Your friendly neighborhood kitten! :3

    Joined:
    Aug 16, 2015
    Messages:
    2,548
    Ratings:
    +1,424
    I love yorik and I love this idea. A necro should have his undead do his dirty work for him, which is what you've seemed to decide upon as well. I'd love to see this idea get added.
     
  10. obikenobi21

    obikenobi21 Delta Force Jedi

    Joined:
    May 17, 2015
    Messages:
    571
    Ratings:
    +288
    why not just lower its armor instead of giving it certain weaknesses xDDD
     
    • Agree Agree x 1
  11. ExtremeEvoboost

    ExtremeEvoboost CTF Media Man

    Joined:
    Jun 28, 2015
    Messages:
    906
    Ratings:
    +200
    I like the revenant ability, killing a buffed heavy just to have it come back again would be hilariously infuriating.

    BUT, instant damage pots heal it.
     
    • Funny Funny x 1
  12. BeanGollym

    BeanGollym Da Best Noob (Nukerator <3)

    Joined:
    Mar 11, 2016
    Messages:
    496
    Ratings:
    +79
    Discord:
    BeanGollym#3319
    This is a great idea! It talks about xp and the damage, and yes I think spawners should be removed. I honestly think this should be implemented. However it is a bit complicated ;-;
     
  13. Squidward

    Squidward BEST WARZ SMOD NO KAPPA (ง'̀-'́)ง

    Joined:
    Jul 29, 2016
    Messages:
    1,232
    Ratings:
    +406
    Discord:
    Jay#3599
    ****ing op wtf
     
  14. EmperorTrump45

    EmperorTrump45 Dank Memer

    Joined:
    Jul 3, 2015
    Messages:
    2,796
    Ratings:
    +2,157
    Why do you say that? Necro's armor in this rework is way weaker, its far more vulnerable to Ninjas, Dwarves, and Medics, it doesn't have steaks, and it Medics don't heal it nearly as quickly. All of that is to compensate for some of its more powerful abilities (none of which can be used in quick succession).

    Also, you do realize that the whole point of this rework was to make Necro substantially more powerful right? Especially since current Necro is practically useless.

    Because I didn't want Necro to be substantially weaker against all classes instead of just a select few. More to the point, the reason why Necro has special weaknesses against Ninja, Dwarf, and Medic is because all three classes are frequently all over the flagroom and since Necro's abilities (here) are particularly strong in cramped spaces with tons of people (or enemies), like flagrooms. That's not really the case in more open areas.
     
    #14 EmperorTrump45, Aug 24, 2016
    Last edited: Aug 24, 2016
  15. Miskey

    Miskey Leader of Annihilation | Former Media Manager

    Joined:
    May 17, 2015
    Messages:
    2,283
    Ratings:
    +1,370
    Discord:
    Miskey#5326
    You will remember Yorick Mori
     
    • Like Like x 1
  16. Creux

    Creux Active Member

    Joined:
    Jul 12, 2015
    Messages:
    63
    Ratings:
    +42
    This is way to strong. If implemented people will simply spawn zombies off cooldown in a crowded flag room for a constant stream of tankiness. not to mention zombie's of this caliber being a serious threat on it's own. Get 5 Necro's together and you could legitimately lock down an enemy flag room with a horde.
     
  17. EmperorTrump45

    EmperorTrump45 Dank Memer

    Joined:
    Jul 3, 2015
    Messages:
    2,796
    Ratings:
    +2,157
    True enough. Fixed.
     
Loading...
Similar Threads Forum Date
Video Games New yorick Off Topic Sep 5, 2016
My war story (inspired by toki) Discussion Dec 14, 2016
W.I.P. Untitled But Not Uninspired Map Submissions Jul 7, 2016
Idea Mario-Party Inspired Minigames MinecraftParty Deluxe Sep 30, 2015
Idea Inspired by Webmant: Hella Swaggy Necro Rework Capture the Flag Jun 25, 2015
Thread Status:
Please be aware that this thread is more than 30 days old. Do not post unless the topic can still be discussed. Read more...