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Admiral's CTF Wish List: 70+ Tweaks & Other Changes

Discussion in 'Capture the Flag' started by EmperorTrump45, Sep 16, 2016.

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What do you think of these ideas

  1. +1 I like a lot of them

    7 vote(s)
    25.0%
  2. +0 I like some of these ideas but not others

    8 vote(s)
    28.6%
  3. -1 r u high?

    1 vote(s)
    3.6%
  4. How do you have this much time on your hands???

    3 vote(s)
    10.7%
  5. Leafy has no chin

    9 vote(s)
    32.1%
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  1. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Dear staff,

    I have way too much time on my hands so I decided to make a great big list of all the stuff I want for Christmas. Or whenever the next update happens. Minor changes only, no reworks. Credits to @Daniellll and @Cherryfilled for some of the ideas and to others whose ideas I ripped off of CTF 2.0 (you can view that thread here if you want). If one of your ideas appeared in here and I did not credit you yell at me and I'll add a tag.


    Medic:
    1. Teammates should not be able to instantly break medic webs (this creates so many problems with people accidentally doing it in team-fights, thereby causing webs to disappear a second or two after they're placed).
    2. Medic webs should work the same as grass (code-able?) for allies (meaning allies aren't affected by webs. Not slowed or anything, just like how players are not slowed by grass).
    3. Add a feature so that hitting an ally with a snowball will give them Resistance I and Regeneration I for the duration that the web is in place. Hitting an enemy with a snowball will give them Weakness I and Slowness I for the duration that the web is in place.
    4. Restore Medic's sword to Sharpness I.
    5. Scale Medic's regeneration (from its heal) to the health of its allies. For instance, if an ally has 5 hearts or less they receive Regeneration V, 10 to 15 hearts Regeneration III, and above that Regeneration II.
    6. Eliminate Medic's natural regeneration.
    7. Reduce Medic's number of steaks from 6 to 5.
    8. Extend the duration of Medic's heal from 5 seconds to 6.
    9. Hitting an ally (healing them) a second time should restore all their items (steak, redstone, and so forth). Currently this is not the case as an ally has to be full health for them to get any missing items back and its a nuisance to deal with.
    10. Extend cool-down between heals from 15 seconds to 16.
    Mage:
    1. Reduce Mage heal spell regeneration to Regeneration IV (it is currently at Regeneration V).
    2. Increase flame spell duration to 3 seconds (the current duration is 2.5 seconds).
    3. Tweak heal spell to deal Poison II to enemies instead of Regeneration IV (would like to hear what more people think of this idea, specifically in the context of these tweaks).
    4. Eliminate knockback from the damage spell.
    5. Slightly reduce knockback from the lighting spell.
    6. Add a feature that makes it to where enemies frozen by the freeze spell take 1.5 seconds of Slowness II upon being unfrozen.
    7. Increase the duration of the freeze spell by 1 second.
    Ninja:
    1. Increase Ninja sword sharpness to Sharpness V.
    2. Give Ninjas a 15% damage boost when attacking enemies that are either blinded or nauseated.
    3. Buff the duration of effects from the flash bomb by 0.5 seconds.
    4. Redstone should deplete 50% faster than normal within 3 blocks of the enemy flag (this is meant to help prevent ghost capping).
    Assassin:
    1. Scale Assassin's speed to how long it has been running. For the first 0-1.5 seconds it gets speed I, for the next 1.5-3 Speed II, and the final 3-5 Speed III. This could give people more opportunity to block in time (reducing frequency of ping based deaths).
    2. Increase the Assassination window to 2.5 seconds (keep window of time of instant death at 4 seconds).
    3. Replace Golden boots with Iron boots (+0.5 armour).
    Necro:
    1. Replace wooden fence on Necro spawner with nether brick fence.
    2. Temporarily give greater buffs (strength, speed, resistance, and regeneration) to Necro's zombies (and other minions) until a rework can be completed and implemented.
    3. Remove Spiders as Necro's tier 3 mob and replace them with Blazes.
    4. Allow Necro to see the health bar of its mobs (just as Medic can see the health of its team-mates).
    5. Reduce some of the Necro spawner restrictions on certain maps.
    6. Add a fourth tier mob (could be a zombie pigman for instance).
    7. Add Sharpness I to Necro's pickax. Credits to @Nohox for the idea.
    8. Add a feature so if Necro hits an enemy with its zombie egg (or any other mob egg) it marks them, and all its mobs will attack that enemy. Necro can mark up to 3 enemies at any time.
    Engineer:
    1. Fix the Engineer spots as mentioned in @AdamLovesBarca's thread (and some that weren't mentioned, such as the Engineer spots in the flag-room on Beaver Creek).
    2. Buff turret shots to deal an additional 1 full heart of damage to Necro minions.
    Heavy:
    1. Heavies should take 25% reduced knockback from any tools and weapons with knockback enchantments (i.e. Necro and Engineer pickaxes).
    2. Heavies should take 20% reduced damage from Mage knockback (lightning) spell.
    3. Heavies regenerate 1 steak every 6 kills (stacking to no more than the current no. of steaks, 3).
    4. Fix crits that allow Heavy to deal 6 full hearts of damage in one hit (and so forth).
    5. Buffs for Heavies should only last 2/3rds as long as they do for other classes (in other words, Strength & Speed potions would only last 2:00 instead of 3:00 for Heavy).
    Elf:
    1. Add Regeneration I for 3 seconds upon being splashed by the water element.
    2. The range of the water element should be greatly increased.
    3. Make it to where the water element gives Resistance at any charge.
    4. Set the duration of Resistance from water element at 6 seconds.
    5. Increase the true damage dealt from landing a second straight shot with the pure element from 6 to 8 hearts.
    6. Hitting an enemy with a fully charged shot from the Pure Element returns the arrow (credits to @oStaiko for this idea).
    7. Increase knockback from the wind element, but only slightly (another 2-3 blocks or so).
    8. Set all Elf armour to protection II.
    9. Increase the number of Elf steaks from 5 to 6.
    10. Hitting an enemy with a fully charged water element will give them 2 seconds of Slowness I and Weakness I while causing them to drip water particles (credits to @GalaThundR).
    Dwarf:
    1. Dwarf should take 33% increased damage from Ninjas.
    2. Revert it to where Dwarf receives resistance to fire and damage/poison potions at level 5, instead of level 10.
    3. Dwarf should gain knockback every 4 levels instead of every 3 (this limits Dwarf's knockback at knockback II instead of knockback III).
    Soldier:
    1. Soldier crits should deal slightly more damage (10-25% more) than regular crits.
    2. Add a feature that causes XP to regenerate 3/5 the normal rate (15 seconds) if the Soldier has used all their XP. This would force Soldiers to be more frugal with their wall-climb, thereby actually nerfing it (which the current XP bar does not do).
    3. Soldier should take 50% reduced damage from flag poison.
    Pyro:
    1. Add some minor resistances to Pyro's armour, such as Protection I on its Chest plate and Leggings (so it does not die as quickly to Ninjas et al).
    2. ONE CLICK FRENZY
    3. Pyro can still light its teammates on fire, both in spawn and elsewhere. Please fix this.
    4. Pyro should be completely resistant to fire (@Cherryfilled, @Xelia_).
    Chemist:
    1. Chemists should not be able to accidentally poison allies, please fix this.
    2. Same as above but for Slowness potions.
    3. Increase the duration of Fire Aspect splash potion from 30 to 45 seconds.
    Archer:
    1. Eliminate knockback completely from Archer's bow. (credits to @LordCh4os for originally suggesting this idea).
    2. Arrows should deal normal damage to Chemists (unless this is already fixed #2lazytocheck).
    3. Upon being hit by an Archer arrow from under 25 blocks enemies cannot be healed for the next 3 seconds (credits to @Miskey for the idea).
    Other:
    1. Remove Ship Battle map (not a class rework but please, just do it).
    2. Remove Beaver Creek map (see above).
    3. Destroying an Engineer turret should give a bonus of 5 credits (often times getting rid of a turret is harder than getting a kill so why not?)
    4. Add class guides.
    5. Tweak the compass so that it tells you how far away (in blocks) the allied or enemy flag carriers are (like the Spy kit from HG)*
    Tags:

    @Aceyp00
    @pookeythekid
    @NomNuggetNom
    @TheZombieKat
    @_Featherpaw_
    @sportyman56


    *if you were wondering the total number of tweaks and suggested changes in this thread was originally 71. I've since removed 3 tweaks and added 1, bringing the current total to 69.
     
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    #1 EmperorTrump45, Sep 16, 2016
    Last edited: Sep 17, 2016
  2. _Tireless

    _Tireless Member

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    I do agree with giving ninja Sharpness V because ninja is getting 2 shoted a lot.

    But that's where it ends. I don't agree with giving ninja a 15% damage boost because this would cause even further eggspam than it already does.

    I don't have a problem with buffing the effects of flash bombs by 0.5 seconds because as I said above, ninja is getting 2 shoted a lot.

    The last part of ninja wouldn't really prevent ghosting although it would help, it wouldn't help that much.
     
  3. ExtremeEvoboost

    ExtremeEvoboost CTF Media Man

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    Pls do. I like these ideas. The only thing I'm confused on is the "extra heart of damage to necro mobs" from the engi turret. Is this a problem? I haven't seen it as one personally but thats just me.
     
  4. EmperorTrump45

    EmperorTrump45 Dank Memer

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    True. Good point.

    Thanks for the feedback.

    @Nucleon_ I added that in there with the consideration that Necro mobs would be much stronger than they currently are and that Necro can send its mobs after certain players (i.e. Engineers) thereby giving cover for it to destroy turrets with its pickax.
     
  5. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    I like 90% of these ideas. For elf, I think it would become too op so I think only 60% of those ideas should be added. But good ideas!
     
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  6. xGhale

    xGhale HG‘s Doom guy

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    The only thing I don't like is Medic's natural regen removal.
    For me, that is one of the main reasons I play him.
     
  7. ACE_BLUE2

    ACE_BLUE2 Sup'

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    Can we get 1 server to test admirals beautiful ctf^
     
    • Agree Agree x 2
  8. mikye

    mikye Well-Known Member

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    I appreciate the effort you put into this post, but some of these changes are not acceptable.

    MEDIC
    Medic is suppose to be a support class, not a class that can debuff enemies.

    Again, medic should not have that much damage. It's not suppose to do damage, as it's a support class.
    I do agree this is going in the right direction. I think natural regeneration should be changed into out-of-combat regeneration, and the steaks lowered.

    MAGE

    Let's talk about weaknesses quickly. Every class has some kind of weakness, or disadvantage. Mage's weakness just happens to be tight areas. Why? Because of it's bad armour, and it cant knock back any enemies. One big disadvantage is that Mage cannot just heal anywhere, or else they will heal enemies. By tweaking the heal spell to give enemies Poison II instead of Regeneration IV is buffing an area that it's weak in. I think mage, right now, is strong enough.

    ASSASSIN

    Ping based deaths are from it's instant kill, not speed. I do not think it should lose speed just because of another problem in it's kit.

    Assassin is a high risk high reward kit. It should not be able to take more hits. Each of Assassin's match ups should lead to two results. Kill them or be killed. By adding more armour you're going to make them take even more hits, and that ruins it's high risk high reward aspect.


    DWARF

    In my opinion, the Dwarf vs. Ninja match up is very good. This is one of the only match ups where skill is an important factor, and I think it should stay this way. The match up is good right now, and doesn't need a change.


    PYRO


    Again, Pyro is another example of a high-risk, high-reward based kit. It has the ability to one shot every class except Medic, but for that insane power, it loses it's sustain, and I think that is good.

    I have heard from somewhere that this change is already being implemented.

    CHEMIST

    This is actually quite funny. This 'bug' has been around for so long, it's basically considered a feature now. I think this weird interaction should stay in the game, as it's very helpful for ninja checking.
     
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    #8 mikye, Sep 17, 2016
    Last edited: Sep 17, 2016
  9. Lewka

    Lewka Well-Known Member

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    Teammates are allowed to instantly break webs because of the fact that it becomes a nuisance if you're caught in by one, although I do quite like the idea you keep mentioning of making webs working like grass, would make it much better for the game and whatnot.

    I do not agree that medic should give regeneration nor resistance to webbing a teammate. This will just popularize the idea of standing on the same block as an ally player and webbing till unhittable, plus also gaining regeneration. Medic should just be a support class, not a buff class.

    Again, Medic does not deserve to have its sharpness I back. It is a support class. With sharpness Medic was more viable as a capping class than soldier, chemist or heavy. The only reason I see I'd really want to have that sharpness I back is to go back to killwhoring as medic, which shouldn't be an excuse to bring it back. It does fine without sharpness, it's back into the idea of being a support class.

    +1 to scaling regeneration, Medic steak. Medic shouldn't have its natural regen removed though. It would be kind of odd for a healing class to not have the ability to heal itself. Also, hitting an ally twice to restore all items is not a reasonable change. It's just going to popularise the idea of medic teaming again.
    From the tweaks you suggested, I only agree with elimination of the knocback from damage spell. Mage is pretty much fine as it is, even though it can be anoying
    What B2 said about ninja, nothing else to really add.

    As mike said, speed isn't the fault over a ping based issue. Assassin speed is fine as is, the one problem is its ping based instakill.

    Wooden fence was added so it would have been easier to break with other classes other than engineer. To me it seems like these buffs are just an attempt to restore Necro to its former glory days, which was broken af. Necro needs an entire rework, not just a few simple buffs.

    Why is everyone so obsessed about changing heavy? The only issue it has is damage values, other than that it's completely fine. Also, making it so it receives less damage from things such as lightning spell or reduced knockback is unecessary and is ridiculously OP, given how tanky it already is.

    The problem with 1 steak every 6 kills is how easy it is to get those six kills in the first place. Most times I manage to get 6 kills before I need to use a single steak, once I got 10 kills in a row from just killing assassins and ninjas repeatedly. As I said, heavy does not need any change other than it's damage.

    Regeneration III is just going to promote support elf water element spam. It's ridiculous because elf cannot be killed by pyro that way either. These ideas are too carelessly thought of and if all of them are implemented at once are just going to make the class super OP. It only needs a few small tweaks to be a balanced class, not 12 complicated ones.

    Ninja vs dwarf is fine as is. If ninja gets its sword sharpness back to Sharp V there is honestly no point for taking increased damage. It doesn't take long to get to level 10 either. Fire resistance and potion resistance at level 5 makes the class harder to fight against.

    There is literally no reason I see why soldier deserves to deal more damage with its crits. Soldier is a relatively tanky class, it is extremely mobile and with buffs it 2 shots recovery classes like ninja with ease.

    The current XP bar nerfed soldier quite a bit actually. It's wall climb ability is fine as is, maybe increase the cost per wall climb but it's not a huge impact.

    Why should soldier take 50% less damage from flag poison? It is the second tankiest class in the game (ignoring dwarf), has 4 steak and is mobile. Soldier is going to take a lot of damage regardless of its tankiness compared to other classes yes, but what does that mean for other capping classes? Soldier is perfectly fine right now with its mobility and everything else.

    What mike said regarding this.

    Again, what mike said about this.

    So you want to make an already ridiculously OP class even more OP by reducing the range? You might say that 5 blocks is not much but really it can mean all the difference in certain paths.

    Other than that +1

    Ship Battle is one of the most popular maps voted for in game. That would just be going against what the community voted for.

    I'm assuming it's the same story for Beaver Creek.

    +1 for destroying an engineer turret.
    +1 for class guides
    +1 for compass tweak
     
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  10. GalaThundR

    GalaThundR Mcpvp Veteran

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    I'm just gonna focus on Elf atm cause that's the only class I play :stuck_out_tongue:
    If I feel a need to reply to the other class suggestions I'll do them later.

    1. I think Resistance I is fine for the water element. The problem with the element is the low duration of it. 6 seconds for a simple resistance buff? I don't think most elves would bother using this. (That is they even knew about it. 85% of elves seems to not know this feature, can't blame them). But in the very, and I mean very, few scenarios where the water element can be beneficial, it is greatly helpful. From what I can tell it can cut damage by half. I think just the duration of the effect should just be increased to 12-15 seconds and keep the tier of the resistance the same. -0.5 on this.

    2. This I do not agree on. That is infinite health for an entire team of players without any cooldown.
    Elves have 16 arrows with a recharge of about 1 arrow every 3 seconds. Since the water element uses x1 arrow and the regen effect outdo-s the recharge time you'd be wasting no arrows on constantly healing groups of players at a time if you only shot your bow the second the arrow regenerated. The time that the arrows regen with is also inconsistent, so you could heal an entire flagroom and gain your arrow back almost instantly. This along with resistance II (like you suggested) x an entire defense would be incredibly OP.
    I made a suggestion where the elf could heal players on their team by shooting them directly with a fully charged water element, giving them regen 1 for about 3-5 seconds. This isn't meant to be used for a full on supporting role, but to just get rid of the occasional damage a player gets. -1 on this idea.

    3. I do agree with this. This along with fixing the element not always extinguishing players would be great. +1

    4. I don't really like this idea but I get where you're coming from. (I'm going off the ideas that you think all these water ideas would be combined with your Resistance II suggestion) While this will cut down on a little time, it could be very abusable. Spamming water arrows for a near infinite duration of a resistance II effect? I think the full drawback should stay till there's a better alternative. -0.5 on this idea.

    5. This would balance out your previous suggestions a little, but I don't get where you got 10 seconds to start with. The water element should last 8 seconds, which is bugged so it only gives you 6 seconds of resistance. It would be better to increase the duration of the water element to a useful limit instead of making it a hand-held chemist. -1 on this idea.

    6. I don't see much of a use for this change. It'd still take 3 shot at minimum to kill a player with full health. If you say this along with the 3rd shot doing a solid 9 hearts then it would make sense. I think the pure element is fine as is. It has great killing potential as it stands. +0 on this idea.

    7. +1 on this idea.

    8. The AOF of the wind element is pretty good. It can be a pain to aim in the perfect spot but it can be very useful. I agree that the knockback when hitting a player directly with the wind element should be increased. Right now it scoots you 2-3 blocks. Adorable. +1 on this.

    9. I really do not agree with this. 4 arrows would kill any player with full health (No steaking) along with being shot into the air and taking fall damage. This would be worse than earth spamming. -1 on this idea.

    10. +1 on this idea.

    11. I think elf's health is good as it does pretty well on the field. +0 on this idea.

    12. I may be a bit biased here but yea I want that added. It'd make elf more reliable on a recovery situation other than "use earth element over and over." +1 on this idea.
     
  11. GreenNature

    GreenNature Nature is Creative

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    For the assassin, I like the iron boots and the change of speed, but I don't think assassin is that overpowered. If your're a beginner and don't know how to block, then it's relatively easy for an assassin to kill them. But for experienced chemists with f5, then it's practically impossible to kill.
     
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  12. EmperorTrump45

    EmperorTrump45 Dank Memer

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    True. But Medic is not supposed to be a tank with an ridiculously large health pool that's also the second best capturing class in the game (in addition to being a very good support class).

    Speaking of support classes, who says they're not allowed to buff or debuff enemies? Chemist does just that and a lot of people DO consider it to be a support class. Why shouldn't Medic be allowed to do the same (although in a different way)? I don't want Medic to be a flag capturing tank. I want it to be a short and midranged support class, with a modest healthpool and decent damage output. What's wrong with that?

    A Sharpness I golden sword deals 2.5 hearts of damage. That is equivalent to the damage dealt by a stone sword. Can you tell me how that turns Medic into a damage dealing powerhouse?

    What. Why on earth would you buff medic's natural regeneration, which is the no.1 thing that makes it so good for capping, and remove steaks? All that does is make it more of a tank than it already is, although arguably not as good in melee PvP depending on how much natural regeneration would be buffed, and encourages Medic capping.

    When you factor in all the changes, not just to mage but to Heavy (i.e. reducing knockback and damage taken from Mage), this amounts to a nerf on Mage (also, Regeneration IV has a MUCH slower regeneration rate than Regeneration V). What I was trying to do here was make Mage less powerful mid or long range and less of a tank (we all know how ridiculously fast Regeneration V heals). You do make a good point though and I hear you.

    The problem is that you get attacked so quickly there's no time to react let alone block. Scaling back the speed indirectly addresses the problem without doing a rework to remove its instant kill and replace that with something along the lines of @obikenobi21's Assassin rework.

    I added 0.5 more armor to Assassin. 0.5. I would not say that 'ruins' the high risk high reward aspect of Assassin (which is also one of the biggest issues with the class, you either kill 3 people or no one at all, but that's another discussion and can only be adequately outside of a few tweaks) one bit. Adding that 'vampiric' feature for regenerating health after getting an Assassinate (I think that feature was added after the class was?) didn't ruin Assassin's risk-reward so it's beyond bogus to suggest that giving it a tiny bit more armor would either.

    In my opinion, it's really not.

    Skill is only an important factor where the Ninja is concerned. Why? You know why. So you don't die in one hit. I play a lot of Dwarf and all I have to do most of the time is just sit in the flagroom, steak when necessary, and land one or two hits on the Ninja and they're dead. Thanks to Ninja not having Sharpness V or damage output anywhere close to Dwarf's for that matter, the matchup is crazy unbalanced and stupid. Throw an allied medic into the mix and the matchup becomes even more ridiculous. There's a reason why most Dwarves are taken out by Assassins and not Ninjas these days.

    Fine but I'm talking about adding Protection I on its Chestplate and maybe the Leggings (admittedly, I didn't make that very clear in my post. It is now). That does not ruin the whole 'high risk, high reward' thing, which I agree is an essential part of Pyro gameplay, because it's an additional +1 armor (or something). What I'm suggesting just makes it so that sometimes Pyro won't die as quickly to everything, which I think is fine (especially with the buffs I've proposed for other classes, such as Ninja).

    I think you misunderstand my suggestion. I'm saying that Chemist should not be able to accidentally poison or slow its own teammates. That 'feature' is not needed in checking for Ninja's because as you know, you can see allied Ninjas even if they've gone invisible. Bottom line, there's no reason why Chemists should be accidentally poisoning their teammates just like how there's no reason why Pyro's should be able to light their teammates on fire (other than trolling).

    I appreciate the effort you put in your critiques, although I strongly disagree with much of what you said. Thank you.

    @GreenNature I get what you're saying and like I said above, I'd love to see Assassin reworked so the whole stupid 'extreme risk - great reward' thing gets removed so it doesn't get automatically destroyed by skilled Chemists and so forth. Thanks for the feedback.

    I'm sorry Congruence, but that's nonsense. What do you think Medic does when it heals people? It gives them 5 seconds of Regeneration V. If that's not a buff then I don't know what is.

    The sharpness I had literally nothing to do with any of that. Medic's viability as a capping class has everything to do with its fantastic crowd control (via the webs) and it's massive healthpool (6 steaks plus natural regeneration).

    So support classes shouldn't have decent offensive output? Taric is calling. He wants his rework back.

    No it's not. The whole reason why the 15 second heal delay is there is to make Medic teaming way less powerful. Being able to restore items say 2 or 3 seconds quicker (Regeneration V heals very fast) is not going to cause the sky to fall nor is it going to popularize Medic teaming.


    MAGE is fine as it is? We have a strong disagreement there.



    See my response to Mike here.

    Then you completely misunderstand the point of these Necro buffs. Am I suggesting making the class relevant again? Of course. But not incredibly strong where you have zombies with Strength III, Speed III, and Resistance III (or Regeneration III) etc. Plus the other changes I've suggested, many of which are buffs, to other classes are meant to offset some of the Necro buffs suggested here.

    Agreed that Necro does need an entire rework, and if you've read my three separate rants on that in addition to the three or four reworks I've suggested, you'd know I'm the last person who needs to be reminded of that fact. The reason why I'm offering a 'few simple buffs' here is because staff are only doing CTF tweaks right now, not reworks (as according to @wintergreen3). Believe me, I'd love to go crazy with a Necro rework on this thread, but that's not what it is about.


    Maybe you're right. A lot of the changes I made to Heavy were because 1. buffed Heavies ARE extremely strong (as a Heavy main I know this, as do you), 2. because I suggested buffs to a whole bunch of other classes, and 3. to counter Mage's extremely good crowd control (a skilled Mage can counter a buffed Heavy, partially by spamming lighting and fire spells, depleting its low health pool and killing it).

    I'm not talking about making classes balanced here Congruence. I'm talking about making them fun, and right now Elf is not fun except for a few people who have taken the time to practice it to such a great extent that they can actually do stuff with it (@Forums). That's the whole problem with the class, it's too hard to use effectively for most people. You think that's a great product to market? "Hey everyone play Elf! It's a lot like Mage except the abilities are weaker, the armor is the same, the healthpool is much lower, and the abilities take longer to use" yeah that sounds like great times right there.

    Will respond more indepth on this point later.

    No, it's not.

    The point of the increased damage is so that Assassin isn't the only class that can somewhat reliably take out high level Dwarves. You're right on the other two points.

    The reason is to offset its lower mobility (mobility being it's only ability) and increased damage from other classes.

    No the current XP bar did not nerf Soldier that much.

    Because in my opinion, soldier should be the best capping class (which is what it was designed to be from day 1 by McPVP). That currently is not the case.

    Fair point. I suggested reducing the headshot range to partially make up for the removal of Archer's punch (which makes it quite a bit weaker in short range, not to mention the Ninja buffs I suggested in this thread). This idea has been removed.

    Did you not see @Xelasi's forum poll on this? Ship battle was at the bottom with around 60% of voters disliking it.

    Agreed and great points. This has been changed.

    Agreed and I think this idea would be a lot better if the Resistance effect stays at Resistance I like you said.

     
    #12 EmperorTrump45, Sep 17, 2016
    Last edited: Sep 17, 2016
  13. mikye

    mikye Well-Known Member

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    ACTUAL VERSION A FEW REPLIES BELOW!!!!



    i will edit this and add more detail later. it's 11:47pm and im tired


    by buffing natural regeneration i meant buffing out of combat regeneration i had lost a previous edit of my text and i forgot to add it in whoops.

    the assassin thing, that one bit of armour can make a tiny difference. i do admit it wouldnt ruin its high risk high reward aspect that much but it just seems useless lol. also, i think the running scaling is a very dumb idea.

    sorry for the misunderstanding of the chem poison thing, i didnt understand what u actually meant.

    i dont rly care about the state of medic so i wont contest medic anymore. its kit is honestly retarded
    brb sleep
     
    #13 mikye, Sep 17, 2016
    Last edited: Sep 18, 2016
  14. Lewka

    Lewka Well-Known Member

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    Fair enough, it is a buff, but regeneration was always a part of medic, healing people is kind of the whole idea of it.

    It is a decent defensive output. Medic can hit away and web players to defend itself from any harm, like you suggested. The exact reason it got its sharpness removed was because of how it ridiculously dealt so much damage as a support class. If it does fine without sharpness I then i'm sure you will agree with me that it's unecessary.

    The idea of restoring items on the second hit just hurts recovery a lot. Since you yourself said Regeneration V heals very fast, I see no reason why you should implement this then.

    Disliking a class =/= it has a problem, which is the issue everyone uses when arguing about mage. It deals decent damage output, is very fragile, remove knockback from the damage spell and you got yourself a good class. I've never encountered a massive issue as mage, I just ignore them or take alternate routes or whatever. They have always been the smallest nuisance to me, compared to a lot of other things.




    So you agree with the fact that Necro needs an entire rework but u suggest a few minor buffs as a temporary fix? Sounds like when blocking was implemented as a 'temporary' counter to assassin.


    Again, I said mage is fine. It is fragile in armor, and if you can dodge its ice spell its a free kill for the heavy. It doesn't take 4 years to learn how to dodge a damage spell. Buffed heavy should be all the better, and it is not always the case of encountering a mage that aims extremely well and well enough for the buffed heavy to not 3 shot it.

    I mean, balancing should technically be the meaning of fun for everybody, because it's not going to force a meta where everyone will be playing one class just because its fun and stronger than the other 12 classes in the game.

    I've strafed a dwarf a couple of times as ninja and killed it without getting hit once. A sword sharpness just makes the job easier so no point
    And who said assassin is the only class that can reliably take out dwarves? Did you forget about archer, mage, buffed heavy, chemist, elf? Assassin is the quickest way because of its instakill, except for flagshootable maps like ship battle, but that does not make it most reliable because you can just be seen 5 blocks prior to reaching the actual dwarf itself.

    It's lower mobility was set so because it was ridiculous on how easily soldier could escape out of harm's way by just wall spamming. A buffed soldier is sufficient enough when it comes to damage. two crits from a soldier two shot a ninja.



    I highly doubt I'm the only one that thinks there is a massive difference to the way soldiers play now and the way they used to play. It nerfed soldier and forced soldier mains to play more smart and resourceful

    Good morning, welcome to CTF in 2016! Shockingly, people cap with other classes besides soldier depending on map variation and reliability! It has never been the best capping class on certain maps and it will stay that way (Opposites Collide, Airlock even though it's removed still played in matches, etc.).

    Yes I have, but they should not be weighed over the in game votes. Not everyone uses the forums and so opinions on a map will be highly more limited over here than in the actual game, where people normally vote for a map right after their game experience on it.
     
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  15. EmperorTrump45

    EmperorTrump45 Dank Memer

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    All good. I spent 2 hours responding to you and @Congruence so I appreciate the effort.

    Gotcha.

    It's not useless if it makes the difference between life and death. As for running scaling being dumb, I'd love to hear why you think that. Personally I think Assassin's entire class design is very dumb but hey that's just me.

    That's fine. I wasn't as specific as I should've been in some of the suggestions.

    Have a nice night.

    @Congruence I didn't know you knew what the whole idea of medic was. And again, why should Medic be unable to give other buffs aside from regeneration? I'm not suggesting Medic give other players strength or speed here, just a little resistance or weakness. Why do you have an issue with that?

    Like, the ENTIRE POINT, of support classes is to give buffs be it regeneration, resistance, strength, weakness, speed, or hell d*ck enlargement cream I don't care it's support. Yet you and Mike, for reasons that I will not understand are telling me that Medic is "meant to only heal" allies. Because what? Because Medic's picture in the old McPVP banner had Red Cross logos dashed all over it? That logic is beyond me.

    Yes I do suggest buffs for Necro at the moment because the class is crap and the staff aren't willing to do anything more than tweak things at the moment. Making Necro somewhat good wouldn't hurt a thing. And yes, it is a band aid fix until a full rework can be done.

    Just because you're skilled at CTF or play a lot of buffed Heavy, or because you have a 1.44 KDR with Mage, does not mean that it is remotely "fine" as a class.

    I've played a decent amount of Mage and that class has problems. You think I want to change it because I dislike it? Yeah, you know why I dislike it? Because its a midranged crowd control god that can single handedly fight off five or six people at a time because it has infinite health regen, at a low cooldown, and at a insanely fast regen rate. It's only somewhat reliable counters are instant kill classes (Archer, Assassin), Chemists (to an extent) or other Mages. I see that is a problem, when the only effective counters are other really strong classes or classes that can one shot it because you know, that might just mean that the class is a little too good (and that other classes such as Necro are too terrible) when its only counters are premiums with high mobility and dps or instant kill classes. That is why I don't like it and wish to change it. I don't care if you've "never had a problem with a mage". That's completely irrelevant from the flaws in the class itself.

    Your comment on Soldier is sarcastic and stupid. And yes, I am one of those strange people that is of the opinion that a class that revolves around mobility should probably be better equipped for capping than other classes (since mobility there is key).

    You make a good point about Ship Battle and Beaver Creek, but at the very least their removal should get some serious consideration (im0).

    Again you being able to "2 shot a Dwarf" as Ninja does not mean the Ninja v. Dwarf matchup is remotely fair. Unless you can explain how a armored tank in a flagroom, who can reduce all damage to 0.5 hearts by blocking, who usually has a medic or other team members with them, and who has a Sharpness X, Fire Aspect II, and Knockback III diamond sword is going to lose more often than not to a Ninja, then I'm just going to assume that you don't have an argument to begin with.

    Dwarves are usually found in flagrooms. Flagrooms are typically not headshottable and are generally bad places for glass cannons like Mage and low armor, ranged classes like Elf (cause they're often cramped) so you don't usually see either class in there that often (although you're right that Archer, Elf, and Mage counter Dwarf so hard outside the flagroom or outside other enclosed spaces) and Chemist is rotten for taking out any Dwarf whose not stupid enough to go into the flagroom at below lvl 10 or without a medic. Point is, whenever a Dwarf needs to be taken out, 9/10 times its an Assassin because its a roving, fast moving, stealthy instant kill. Often times there's not enough time to block or the Dwarf never sees the Assassin coming (especially when there's a ton of entrances to the flagroom).

    I don't care if you're the only one who thinks the wall climb 'nerf' was an effective nerf or not. Soldiers can still float out of flagrooms like a genie out of a bottle. That's what I have an issue with and that's why I want to see the nerf double downed on a little.

    You're right about balancing and I agree. I just completely disagree with your way of dealing with it.

    No, restoring on a second hit does not hurt recovery a lot because it just means items would be restored two seconds quicker than current (after the 15 second heal cooldown is up). It could make recovery slightly more difficult though.

    I hear you on buffed soldier.

    I added Sharpness I (a minor offensive buff in any context) so that Medic could hold its own more with other classes. So yeah, you got me there! But why? So that Medic, as a support class (I love how you keep reminding me that it's a support class btw. Yeah, like it's totally a capturing class right??? Poor Admiral, he just can't keep his facts straight!) can survive more easily in the flagroom (especially with a heavily nerfed health pool as I've suggested here) so that it can keep healing its teammates and keep functioning as a support class without serving as THE defense. Your bit about its "ridiculous" damage with Sharpness I is really the epitome of hyperbole.
     
    #15 EmperorTrump45, Sep 18, 2016
    Last edited: Sep 18, 2016
  16. mikye

    mikye Well-Known Member

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    Chemist can do that because of it's unbelievably useful kit. It just feels like you are creating another Chemist by adding these buffs to Medic, which is not how Medic should be played.

    I didn't necessary say that I didn't want Medic to be a power house, I was on the terms of 'Medic shouldn't do that'. Medic's kit is so weird and I wanted to flatten out some things.

    My bad, I was suppose to say out of combat regeneration, but I had lost a lot of my words after accidentally closing the tab. I agree with the other part of your reply, just keep in mind I meant out of combat regeneration.

    I think we should keep in mind Assassin's current kit. It moves fast, and kills fast. Adding a scaling speed ability will not actually fix the latency problems, but just make it slower. I do understand what you are trying to do, just that doesn't directly solve the problem. Anyway, we should be getting a rework due to blocking being removed.

    Sorry about that, I just re read your original post, and realised you said increased damage, not decreased.

    Yes, my bad. I thought you were saying how allies get poisoned because of an enemy ninja being in the splash radius.

    np np



    hey i didnt say medic was only suppose to heal :frowning:
     
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  17. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Mike I just wanted to personally thank you for not being an idiot. That said,

    I get your point and I'm really not. I want Medic to focus far more on support (via. certain buffs, but not strength or speed) instead of both on support and on capturing or just being an all around tank (which I think you would agree, is kinda what Medic currently is). Maybe it seems misfitting but a lot of things that significantly change the gameplay of anything do until they've been messed with (on a test server or in game) for a while.

    Okay.

    Thanks for clarifying, and while I'm not a fan of boosting Medic's natural regeneration I see where you're coming from here.

    Agreed and you're exactly right. The tweak isn't that good because it doesn't really solve the problem, and I think that's one of the limitations of just tweaking things for certain issues. It limits what you can do to deal with a screwed up meta. That said, I don't really know what a direct fix for the suddenness/randomness Assassin's one shots would be but I would imagine it would be something along the line of a rework by @mh__ (which you can find in the ideas section if you haven't already, it's really good).

    That's fine.

    Nope. I apologize for not being more clear on that.

    Thanks again.
     
  18. Lewka

    Lewka Well-Known Member

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    Mike explained this, i won't go into detail

    Tell me what is the point of buffing the class currently when it's most definitely going to be reworked completely in the near future? Giving it so many tweaks as a temporary improvement whilst the rework is undergo is beyond me

    I'm neither skilled nor do I bother to play a lot of buffed heavy. For the record in order for me to get my delicate 1.44 KDR it takes me quite a while, mostly because my aim whilst using the damage spell is poor, but that's just me.

    I've also played a bit of mage and I disagree with you that it's a midranged crowd control god. It's a 1 on 1 crowd control god, most mages cannot hit all their spells with extreme accuracy on every single player in a , as you suggest, 6v1. If it was caught up in a 6v1 the mage won't last long unless it's in a 2x2 passageway where it can ice freeze someone to block the passage. I completely disagree that it's only reliable counters are Archer, Assassin, Chemist and other Mages. For one a mage 1v1 is notorious and takes forever, its only a distraction to a mage. I dont see why you dont include ninja here, a Ninja is more mobile than mage and has eggs that nauseate it, messing up its aim, not to mention that it 3 shots mage. Heavy can 2 shot with crits, and it doesn't take skill nor a lot of buffed heavy gameplay in order to learn how to dodge spells, you could learn how to do it in the space of 1 to 3 games lol. Mage's biggest weakness is upclose, which is where it's vulnerable to most classes, even archer melee.

    It's not irrelevant that i've never had a problem with mage. It means that i've never seen any flaws from encountering one, it gives you my experience from facing mages, which is quite often in game.
    The whole point of my comment was meant to be sarcasm. It's not the best capping class, albeit it is a better option in certain maps such as beaver creek, but other classes definitely can be as good of an option as soldier is. Chemist is relatively mobile, elf's mobility almost rivals soldier to some extent, and ninja is the king of mobility. Those other 3 are all great capping classes and in some cases work out better than soldier.

    Since it's your opinion, I won't question it.

    A dwarf has slowness II whilst ninja has speed II, blindness eggs and invis. Ninja can strafe out a dwarf with ease and the dwarf would usually have to have a pretty good aim to prevent getting hit even once by ninja, unless it's a flagroom like in Opposites collide.
    Dwarves are found in flagrooms, and not all flagrooms are put at the end of the room on a wall. Some flagrooms are still typically headshottable (Blackout, Ship Battle, Forest of Rivals to an extent, Medieval Siege etc.) An Elf needs 2-3 shots of pure element to kill a dwarf which is on its own. Chemist is not rotten to take out a dwarf at all. It has decent sustain, has Speed I making it easier to strafe the dwarf, and deals more damage than a buffless heavy.

    The only scenario you're using where dwarf needs to be taken out by assassin is the narrow flagroom of opposites collide with 15 players on defense. most of the time's its not that case and there are other classes that can handle a dwarf if assassin does not work out (group of buffed heavies is perfect).

    The whole point of Soldiers wall climb is so they can climb out of flagrooms? If you seriously don't think the soldier nerf did much to the class, I suggest you look into past videos of soldier gameplay, and you will definitely see a difference.


    It actually does. Instead of waiting for people to get to full health to restore items its just a double hit which will instantly restore someone's steak. If they were a heavy or a soldier this would be a massive nuisance. Item restoration does not need a change and is fine as it is period.


    It sounds very minor, but it actually did make a big difference. It's the reason so many people played medic until recently when it got removed, simply because it dealt so much damage and had enough sustain to beat any class, including heavy in a 1v1. Medic can hold its own with other classes, It can survive in the flagroom with its massive sustain. The reason i keep emphasising it's a support class is because that's what it is. It shouldn't be doing noticeable damage whilst also being extremely tanky and supportive all at the same time.

    My bit about calling it ridiculous really isn't a hyperbole. That small sharpness was the reason everyone was playing buffed medic over buffed heavy. Extremely tanky, auto regeneration, 6.5 hearts of damage with buffs and 6 steak.
     
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  19. TheMaelstromsEye

    TheMaelstromsEye Well-Known Member

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    I havent played for a while, but I like the mage changes, Are you getting the poison enemies with its healing pot idea from ana in overwatch? Thats what she does basically.
     
  20. EmperorTrump45

    EmperorTrump45 Dank Memer

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    @Congruence whatever you say. You've made your point that you don't like most of the ideas here and that's fine. But I've spent a ton of time responding to you and basically all you've done is said "this sucks, and this sucks, and this too" for a whole bunch of reasons (some valid, others like "well I've killed Dwarves as Ninja" not so valid). You're right, maybe some of the ideas on this thread do suck. But your opinion is not THE opinion of what is the right way to go about things and neither is mine. None of these ideas are bad because you think they're bad or pointless because you think they're pointless. That's not what I posted this thread for and so I'm not inclined to argue with you about whatever any further outside of a PM.

    That said, thanks for pointing out the glaring issue with the idea of lowering Archer's headshot range. I agree it was a terrible idea and that's why I removed it from the list.

    No I got the idea from HG's Vampire kit, which (I don't know if it still does this) used to deal damage to enemies with splash potions of healing. A poison effect seemed to make more sense because Mage heal works with splash regeneration not instant health. Glad you liked the idea.
     
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