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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. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

    Joined:
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    Firstly, yes you have too much time on your hands, this post is almost as long as my CTF problem post. I'll do each of my comments for a class on a different post, just to avoid making another really overly long post.
    Yeah, I like this idea. I don't want to remove the heal spell as such, but the way it's done right now makes it possible for a mage to survive indefinitely. Hopefully this change would make it so that we can do something to impact on that healing. Possibly instead of this we could increase the recharge time instead.

    Sounds fine, I don't mind it doing a bit more damage. Mage isn't overpowered to an extreme extent, so a heavy nerf would be unfair. If we're gonna reduce healing in some way then I think it would be fair to buff it's damage in other ways, like this.

    Personally I don't see this as necessary. I don't think mage is overpowered to any massive extent, but equally I don't think it's underpowered either. I also don't think it makes much sense thematically- a healing spell that damages.

    I like this, maybe that might be a bit extreme though, maybe reducing it rather than completely eliminating it (it needs at least some way to survive). Another way round that is to make it more damaging (it is a damage spell after all)

    Again, I don't think it needs anything major, but a reduction of some sort might be quite nice, just to avoid people going completely flying.

    Might be a bit too much of a buff, but it would be quite an interesting idea. Could couple well if you were to eliminate that knockback of the damage spell you said earlier (mage needs a way to keep enemies back but in range after all)

    This sounds pretty good, coupled with no.6 it might be a bit too much though
     
  2. Lewka

    Lewka Well-Known Member

    Joined:
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    Messages:
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    I didn't say it sucks, I clearly explained why I disliked the ideas? That's a clear exaggeration on your part. With every criticism i gave reason, not just personal opinion about a daft possible tweak that could be implemented in the game. I feel its more of the issue that you think your ideas are the best solution for CTF and rather can't handle my criticism t your ideas

    had you noticed, I supported some ideas and I did not criticise your thread completely. Keep in mind i spent time trying to reply to your thread and explaining my criticism whilst all you did was take the piss and think my replies were dumb (assuming that's why you rated them funny).

    If you can't handle criticism about your tweaks that you spent time on making, don't post them, simple as that.
     
    • Funny Funny x 1
  3. EmperorTrump45

    EmperorTrump45 Dank Memer

    Joined:
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    Messages:
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    1. I responded to several other people who had plenty of criticism and a lot of it wasn't sarcastic or something along the lines of "this is bad because I'm skilled and I think this class/thing/whatever is fine". I incorporated a lot of their ideas or feedback into the thread.

    2. Oh my I posted a thread with tons of ideas that I want in the game and you think that I have this thing where I think "my ideas are what's best for CTF"? Yeah, of course that's what I think. This thread is titled 'Admiral's CTF Wish List' for a reason. I don't think they're the ONLY good ideas and if I did I wouldn't have removed or edited several of them per feedback. My disagreeing with most everything you said does not indicate anything to to the contrary.

    3. If I seem thin skinned it's because I don't appreciate spending I don't know how long trying to get my various suggestions and ideas out there only to have someone come on this thread and lecture me about how Medic is a support class (thus it can't possibly provide more than one kind of buff) and so forth.

    4. Did you not read the part where I said "PM"? Not responding to you anymore.

    Thanks brother Chaos, appreciate it.
    Agreed. A recharge time increase sounds good as well.
    That's what I was thinking too.
    Alright. I'll probably remove it although I'd like to hear what a staff member thinks.
    I figured the added slowness from the freeze spell (as well as the spell's extended duration) and the 0.5 second extension on the flame spell could make up the difference (largely the same as what you said below). That said, you make a good point, maybe eliminating the damage spell knockback is too extreme of a change.

    Yeah I was thinking of a small reduction on knockback, no more than 2 or 3 blocks (something like that).

    @Xelia_
     
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  4. obikenobi21

    obikenobi21 Delta Force Jedi

    Joined:
    May 17, 2015
    Messages:
    571
    Ratings:
    +288
    Medic:
    1. I like it
    2. Is this possible to code?
    3. I honestly don't think this is necessary. One of the only things you can do to prevent a medic from supporting it's ally is keeping them da faq away from them, medic does not need range on it's support abilities. As for the debuff, medic already its webs to stop them, the slowness and weakness is too much imo.
    4. I really don't like buffing medics damage, because this allows it to do so much in terms of capping power and general usefulness to a team. Medic shouldn't be killing people, it should be peeling and supporting people, whether it's themself or someone else. The sharpness just makes it too much of a threat damage-wise imo.
    5. How much regen does medic give now? Regen 5 seems like quite a lot, especially if it's for 6 seconds (see #8).
    6. I'm actually fine with medics regen, I would rather it looses a steak (#7) then this honestly.
    7. ^
    8. The only problem I have with this is that medic heal is regen, and if they're full regen basically acts as a shield.
    9. This is OP. You have no reason to wait around anymore, all a medic has to do is hit them twice, and then they can self-sustain off the steak/pots they got back through the heal. Sure it's more efficient too wait so they don't waste steak, but the cooldown isn't large enough that it really matters, and besides a flag carrier can definetly sustain itself for 15 seconds, against anything but an insta-kill, which medics healing doesn't effect anyway.
    10. I'll take it.

    Mage:
    1. Yus pl0x
    2. I like the idea of rewarding flame spell, to compensate for nerfs in other areas.
    3. idk, I think that the fact that enemies can get regened makes for more counterplay for mage. Classes can try to get healed, and it makes mage need to be more careful overall with heal spell use.
    4. If this gets added however, number 3 is perfectly fine as it'll be much easier to stay on a mage.
    5. I would rather lightning knockback becomes more predictable. Currently they either fly 50 blocks or dun move at all, it would be nice to have some clarity (the max amount I agree needs to be lowered doe).
    6. In the context of no knockback from damage this works, otherwise it's not needed.
    7. I dun think this would do much, honestly not needed as it's just more time for the other person sitting there doing nothing.

    Ninja:
    1. Yus pl0x ;D
    2. I'm not sure how much damage this would add, but it might be too much.
    3. Would this do much?
    4. I mean, I dun think this would do much as people who ghost cap only use redstone for liake 3 seconds (running from where they pearl to the flag). It would more likely affect regular ninja cappers.

    1. This would reset when you break sprint right? The only thing I dislike about this is that in-combat movement speed is completely rekt, and that's really nice for assassin.
    2. I like it, allthough I think that the instant death and assassination window should be the same, never understoof why they aren't.
    3. Not sure it would do that much, but a buff too armor would be necessary to compensate for the speed removal.


    1. Why not
    2. seems nice
    3. Necro has spiders now??
    4. This would be nice
    5. Only problem with this is that engie and necro spwan restrictions are together (I think).
    6. Why not
    7. Sure.
    8. ;o

    1. Yes, yes, and yes.
    2. Why?


    1. Is this even possible xD
    2. Why?
    3. I dun think this should be added. One of heavies only weaknesses right now is it's lack of self-sustain and it's lack of mobility. I dun think it needs any self-sustain at all.
    4. And for all other classes please, this is f0kin broken.
    5. Buffed heavy is freakin stupid either way, but this helps a bit.

    1. Is this necessary? Elf shouldn't be taking any out-of combat fall damage, so I dun think it really needs regen.
    2. Range of laike, the aoe effect when the arrow hits, or the arrow itself?
    3. How much?
    4. ^
    5. That's freakin broken. I'm pretty sure Elf will just 2 shot people. Especially combined with the other changes, Elf would be super strong.
    6. I like this
    7. why not
    8/9: These 2 combined is too much. Part of Elf's weakness is that it's not tanky at all. There is no reason Elf needs to have more damage reduction. Even as a capper, Elf should be dodging crap with the wind element, not full up tanking it out and then flying away.
    10. I like it.


    1. Why ninjas?
    2. They changed it?
    3 . Why not

    1. Heck no. A buffed soldier that crits more is not necessary at all, even assuming crits get fixed.
    2. I like it.
    3. Why?

    1. I wouldn't say ninja is a problem for pyro at all currently, it's more the fact that anything buffed can outdamage it. But protection would be nice regardless of who is killing pyro.
    2. No preference personally
    3. l0l @Webmant
    4. yus

    1. Agree
    2. They can slow allies?
    3. not sure this would do much, I honestly dun think chemist buffs need buffs.

    1. yus pl0x
    2. I think it's fixed, but idk
    3. That's interesting, I'm not sure how I feel about it. An anti-healing mechanic would be great though.

    1. l0l yus pl0x.
    2. But the classic D:
    3. Why not xD
    4. yus
    5. That would be nice
     
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