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Idea [Class Idea] Trapper

Discussion in 'Capture the Flag' started by THECOMMANDER5643, Oct 17, 2016.

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  1. THECOMMANDER5643

    THECOMMANDER5643 Well-Known Member

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    Hello CTF! A few of you may remember back to the days of MCPVP where I created this class idea called the Trap Master. I got a lot of positive feedback on the class and I decided that I might as well re-create the class here to see what this community thinks of the class. As from before, the name is a work in progress, but it still defines that the class is. Without further ado, I present to you, the trapper class.

    Name: Trapper
    Command: /trapper

    Free/Premium: Premium
    Intended Niche: The original two structure building classes of CTF are both focused on defending a certain area with easily targeted and noticeable structures, that can also be build up into large defensive positions. This class is meant to bring some new flavor to the gameplay style of structure building classes by allowing them to control different pathways on the battlefield and disrupt the movements of enemy players. By strategically placing traps around the map, it provides a unique gameplay experience that CTF has never seen before, while providing another soft counter to the current structure building classes.

    Intended Role: Base defense to mid roaming, Kill set-up
    Possible Roles: Offensive harassment, Enemy disruption, Kill set-up

    Class Description:
    This class is meant to be a support class that offers new players a way to create different battle scenarios in a specific map and help shift the tide of battle in your favor. This class allows the player to place different kinds of traps out onto the battlefield to damage, disrupt, impede, and occasionally kill enemy players. Heal yourself and your allies with your health trap. Trap enemies for an easy kill with the bear trap. Shut down a hallway to the flag with your fire trap. Or even kill the flag carrier with a well-placed proximity mine. All of these are possible with the Trapper class.

    Armor:
    Head: Leather Helmet
    Chest: Chain Chestplate
    Legs: Leather Leggings
    Feet: Leather Boots

    Hotbar:
    Slot 1: Trapper Sword - Iron Sword
    Slot 2: Trapper Pick Axe - Diamond Pick
    Slot 3: Fire Trap x3 - Lit Redstone Torch
    Slot 4: Gas Trap x2 - Gold Pressure Plate
    Slot 5: Bear Trap x2 - Iron Pressure Plate
    Slot 6: Health Trap x2 - Wooden Pressure Plate
    Slot 7: Ensnare Trap x2 - Stone Pressure Plate
    Slot 8: Proximity Mine x2 - Wooden Button
    Slot 9: Compass - OP needs nerf

    Item Descriptions

    Fire Trap:
    This is a proximity-based device that activates when an enemy comes within 1 block radius of the trap (3x3x3 cube with the trap at the center.) When triggered by an enemy, any enemies within a 2 block radius of the trap (5x5x3) will be set on fire. The trap is denoted by red fireworks every 0.5 seconds, and the effect lasts for 5 seconds. After it is triggered, the trap needs to be reset before use again. NOTE: The fire effect refreshes every 0.5 seconds until the player exits the fire trap radius. Returned to inventory if destroyed.

    Gas Trap:
    This is a proximity based device that activates when an enemy comes within a 1 block radius of the trap. When triggered by an enemy, any enemies within a 2 block radius of the trap are blined for 3 seconds and have nausea 1 for 5 seconds, similar to the effects of mustard gas on actual humans. The trap is denoted by green fireworks every 0.5 seconds, and the effect lasts for 5 seconds. After the trap is triggered, it needs to be reset before use again. NOTE: The blindness and nausea effects refresh every 0.5 seconds until the player exits the poison trap radius. Returned to inventory if destroyed.

    Bear Trap:
    Functions just like a bear trap. If stepped on by an enemy player, they are stuck in place for 5 seconds or until they break the bear trap. Once it is triggered, the trap needs to be reset before use again. Returned to inventory if destroyed.

    Health Trap:
    This trap affects all players. When activated by allies and the Trapper itself, it offers regeneration IV for 5 seconds. When activated by enemy players, it applies poison II for 5 seconds. The Health Trap is not destroyed upon use and has a 15 second cooldown between uses. The Health trap takes 3 seconds before it can be activated by allies and enemies and 1 second before it can be activated by the Trapper that placed the trap. Returnes to inventory if destroyed.

    Ensnare Trap:
    This is a proximity-based device that activates when an enemy comes within 1 block radius of the trap. When triggered by an enemy, it spawns cobwebs in a 5x5x2 area around the trap. The cobwebs last for 10 seconds, or until destroyed. When triggered, the trap needs to be reset before use. Returns to inventory if destroyed.

    Proximity Mine:
    This is a proximity based device that activates when an enemy comes within a 1 block radius of the trap. When triggered, it deals 4 hearts true damage to any enemies within that 1 block radius around the trap. This trap has a 3 second activation time, and cannot be triggered until the 3 seconds is up, although it can be destroyed at any time. When triggered, this trap returns directly to the Trapper's inventory.


    Class Specifics:
    There can be no more than 4 traps of any type placed at one point by a single trapper.
    The proximity mine trap follows the same building restrictions as the engi turret and necro spawner.
    All other traps cannot be placed within 10 blocks in any direction of the flag or of spawn.

    Pressure-plate traps are placed on colored wool of the team they are placed by. When triggered and awaiting re-setting, Traps placed by the red team will have the red wool replaced by dark grey wool. When triggered and awaiting re-setting, traps placed by the blue team will have the blue wool replaced by light grey wool.

    To re-set a trap, right click on the trap with the Trapper Pick Axe.

    The Fire Trap and Proximity Bomb trap are not placed on wool of any color. When deactivated, the fire trap is an extinguished redstone torch.

    Thanks for taking the time to read through all of this. If you have any constructive comments, suggestions, or questions, feel free to post them below and i'll try to answer as many of them as I can.

    Changelog:
    1. Topic Posted 10/17/16 at 1:05 AM
    2. Changed Free/Premium status to Premium. Changed Proximity mine damage from 5 to 4 true, due to the fact that two proximity mines placed next to each other could instantly kill any class but a blocking dwarf. Added a 3 second activation time to the proximity mine to prevent abuse. NOTE: Edits to the health 'trap' will occur when all aspects of change are finalized. 10/16/16
    3. Changed the intended niche section to reflect the change from free to premium. Below is the original
    This class is meant to fill in the niche of a free class that revolves around structure building on the map. There are two classes, both premium, that allow you to build defendable structures on the map, and they are relatively difficult to destroy. This class provides a free class that offers a new players a better way to counter such structure-focused classes and offers a new unique play-style that allows the player to strategically place traps around the map to disrupt the flow of gameplay in favor of their team. NOTE: Not enough time to fix the niche section. Will edit later.
    Reduced the maximum number of traps allowed to be placed at once from 6 to 4 in order to bring more balance to the class.
    10/20/16
    4. Modified the output of of the poison trap. Original effect was poison 1 for 5 seconds and receive nausea 1 for 10 seconds. New output is Blindness for 3 seconds, and nausea for 5 seconds. This change is due to a high total damage output from the class as a whole, and a change to the health trap.
    Completely reworked the health trap. Original health trap below.
    This trap affects allies and the Trapper itself. When stepped on by any player, it offers regeneration 5 for 5 seconds. The Health trap is not destroyed upon use and has a 10 second cooldown between uses. Returned to inventory if destroyed.
    10/23/16
    5. Changed Armor configuration from Iron helmet and chestplate, leather leggings and boots, to leather helmet, leggings, and boots, and chain chestplate.
     
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    #1 THECOMMANDER5643, Oct 17, 2016
    Last edited: Oct 31, 2016
  2. xGhale

    xGhale HG‘s Doom guy

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    That's pretty well thought-through. Easy +1
     
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  3. Spades_

    Spades_ Former CTF Mod

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    This is a great class idea, though it has no chance of being a free class. It'll most likely end up being premium. It sounds like a powerful class, and if it comes into play when we get a new coder, it'll most likely get nerfed in time.
     
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  4. THECOMMANDER5643

    THECOMMANDER5643 Well-Known Member

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    All classes get nerfed at some point just to make sure they are balanced with the other classes. The point of these balancing changes are to make sure that the class itself is equal in the overall gameplay. This class is intended to be a powerful defensive asset to the team, but based on its lack of damage output, low armor, and lack of steaks, it will be extremely hard to use it offensively.

    With this being said, do you have any specifics that, in your opinion, would make this class too powerful in the defensive aspect that the lack of offensive capabilities cannot balance out? All the damage numbers and radii of the traps can easily be tweaked to make it fairer to play against, in addition to the type of sword, trap limit, and armor configuration.

    Unfortunately, I do have to agree with your point @Spades_Nub that it probably will end up being premium. While a free structure building class would be great given that the other two are premium, there is a lot in this class that would make it too 'ability heavy' for lack of a better term, to be free.
     
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  5. CherryBlossomss

    CherryBlossomss Well-Known Member

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    This sounds like a really fun class to play! I really hope they end up making it. I'd love to play it. +1
     
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  6. auromelt

    auromelt CTF Mod ʕ •ᴥ•ʔ // TF Member

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    Cool concept but maybe 6 traps being placed at a time is too much
     
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  7. THECOMMANDER5643

    THECOMMANDER5643 Well-Known Member

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    There are 13 traps total, and at current, with 6 available traps, you can have 46% of your traps deployed at one time.

    What would you suggest instead? 4 traps at once, or 30%, 5 traps at once, or 38%, or another completely different method of choosing how many traps can be deployed at once?
     
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  8. CastleBravo1954

    CastleBravo1954 Well-Known Member

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    This sounds like a buffed engineer not going to lie. We don't need more of those out there. But hey if it supports Brawl's financial endeavors, then why not?! This class might end up also being banned on CTF Teams.
     
  9. EmperorTrump45

    EmperorTrump45 Dank Memer

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    I really like the concept of the Trapper class. It reminds me of Demoman but not quite as easy to abuse (throwing bombs everywhere would create all kinds of havoc) and with a lot more abilities other than just dealing damage or making things go boom. However, I do have several concerns with Trapper.

    The first is that this is not a class that lends itself to being anything but a premium and a lot of that has to do with how much it would upset the meta if there were, for instance, gas (very powerful) and bear traps everywhere. That leads me to my second concern which is the health trap. Other than the name being somewhat misleading (is it really a trap if you're being healed by it?) the health trap would be incredibly easy to abuse for five reasons: 1) you can place it anywhere on the map including the flagroom (which would be ridiculous. Imagine if several Trappers put health traps in the flagroom along with a Dwarf), 2) it heals just as fast as Mage and Medic heals (for the same duration), 3) its cooldown is actually shorter than Medic's heal (15 seconds), 4) if enemies can utilize an allied health trap then it could make dealing with flag camping even more difficult, and 5) couldn't a Trapper circumvent the health trap cool-down by destroying the trap and replacing it immediately afterwards?

    +0.5 for now.
     
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  10. THECOMMANDER5643

    THECOMMANDER5643 Well-Known Member

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    Thanks for the constructive criticism. I'll change the free/premium to premium, but i'll have to change the niche section later (i don't have a lot of time at the moment)

    I have a couple of questions. You said that the gas traps could be very powerful. In what respects, and how do you think that could be solved? And if you were including the bear traps in the 'very powerful' comment, how do you think they could be tweaked?

    As for the health trap, I understand where you're coming from. I'll go argument by argument.
    1. I was intending it to be placed anywhere, seeing as this 'trap' is, in effect, the Trapper's steak. Would you suggest limiting it like the other traps, where it can't be placed within 10 blocks of the flag, or would you suggest that a limit be imposed, and say, only 1 health 'trap' could be placed within 10 blocks of the flag at any given time?

    2. What saturation and potency would you recommend? I'm not the best with the numbers and everything, so I just threw in my best guess.

    3. Easy enough to fix. Do you think 15 seconds, like the medic's heal, would be good, or a higher cooldown, like 20 seconds be better for balance?

    4. Yes, this could pose a problem and it could easily be fixed by not allowing your heal 'traps' to be effective on enemy players. However, i was keeping in the theme that your traps are all triggered by the enemy, while this one just also happened to be triggered by your allies as well. What do you think?

    5. I was contemplating adding a set-up time for the health trap, and possibly for a few other traps (especially the proximity bomb), to prevent abuse, but now that you brought it up, i'll definitely put it in. Seeing as it is the Trapper's steak though, it will have to be able to be activated by the trapper much quicker than any other player. Perhaps two different times, say 5 seconds for the trapper, and at least half the normal cooldown time for anybody else.
     
  11. auromelt

    auromelt CTF Mod ʕ •ᴥ•ʔ // TF Member

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    U should have maybe 4? 6 would probably get nerfed :stuck_out_tongue:
     
  12. EmperorTrump45

    EmperorTrump45 Dank Memer

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    The gas trap gives off 5 seconds of poison I and 10 seconds of nausea. That's a really long time to be slowed and disoriented (it's much harder to aim when disoriented).

    Lower the duration of the poison and (especially) the nausea. 3 seconds for poison and 5 for nausea wouldn't be too bad.

    I think the bear traps are pretty balanced. I just don't like them because they're annoying. Bear traps are always annoying.
    Either of those limits sounds good to me, although the second might be a little to extreme.

    Reduce the regeneration from V to IV (it's virtually impossible to do any damage to a target that has regen V).

    Yeah 15 is fine, 20 seems like overkill.

    I was thinking that if enemies step on an allied health trap they take poison damage at half the rate of the regeneration (poison II) for the same duration (similar to how vampire damage potions heal the vampire but damage enemies in HG). Then replace the poison for the gas trap with blindness. Making the health trap do damage as well as heal could make it more interesting and multi-functional as a utility. What do you think about that?

    What about a 3 second activation timer, like the one for Engineer portals? Seems like a good middle number to me.

    Again I really like this idea. I hope it gets some serious consideration because this is the first relatively unique and highly interesting class idea I've seen in a loooong time. @Xelia_ @pumpkinpaw @Dank_Roke @Nohox +1
     
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  13. AguaDeLaMiseria

    AguaDeLaMiseria Un-Known Pleasure

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    I feel like this is a mage/engineer.
    I like all the traps, but I'm not sure about the ensnare one. Instead of it, I was thinking about giving the kit the ability of changing the team of a zombie after killing it, but I think it doesn't fit the 'trapper' thing. Anyways, great idea, +1.
     
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  14. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    I do like the idea. What makes it different is that really the trapper has to be in some sort of range to get the full use out of the trap (else it'll just deploy and then stay there useless until the trapper finally gets round to resetting). Seems to me like a more static version of chemist, in which you can do a wide range of things but nothing really well. My only worry would be the iron sword seems a tad much given it's not got terrible armor either. Other than that it's cool. Don't expect an implementation any time soon though without any coder.
     
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  15. THECOMMANDER5643

    THECOMMANDER5643 Well-Known Member

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    Thanks for the suggestions and support. I'll get to editing now.

    @LordCh4os You mentioned the iron sword and armor combo being a bit much. Do you think that the sword should stay the same and the armor should go down, or vice versa, and what would you recommend changing it to?

    Changed the armor configuration to match the iron sword.
     
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