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Necro Feedback & Bugs - PATCH 1

Discussion in 'Capture the Flag' started by NomNuggetNom, Dec 27, 2016.

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  1. Nohox

    Nohox [MCPVP]

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    Hey there, I have compiled a list with all bugs and feedback from this and the main Necro update thread:

    Weapon and XP buffs:
    • Self sustain: Kills by mobs give you steak/rotten flesh
    • Remove pick, give (buffed?) iron sword.
    • Pickaxe good, used as engineer counter, better than iron sword
    • Less hits to buff/more XP gain, or buff all mobs at the same time.
    • Increase XP gained per hit
    • Killing someone could get you a larger amount of XP compared to hitting
    • Fireticks from blazes counts as damage dealt for XP
    • Buffs are automatically applied to newly spawned mobs
      • Probably not automaticly as you wouldn't be able to choose when to buff your mobs anymore, though they could be buffed all at the same time for example
    Mobs and eggs:
    • Spawn with all eggs instantly
    • More health for mobs and have the eggs respawn faster
    • Mobs are too easy to kill
    • Skeletons have no strength, too little damage dealt
    • Mobs: Gold boots at speed buff, leather chestplate at strength buff
    • Replace blazes with cave spiders or zombie pig-men
      • Blazes are quite powerful and we wanted to bring back the old necro features (blazes were replaced by spiders back then which weren't very popular)
    • Skeletons receive strength III + speed IV or speed III + strength IV
    • Replace skeleton with wither skeleton on last buff, including wither effect
    • Keep mobs and/or structures on the field when necro dies
      • I suggest buffing necro in another way instead of leaving mobs or structures on the field, as it's common for other structure classes to have everything reset when they die too
    • Unlock skeletons and blazes from the start
      • Definitely -1 on this, it means you can spawn blazes next to the flag room immediately. The fun of progressing with the class would be removed as well.
    • Chat feedback when one of my mobs is killed, or a counter of how many mobs I have out and about in the world.
    • Resistance instead of strength for zombies
    • Unlocking more mobs based on damage instead of kills (73 hearts of damage for skeletons 220 hearts for blazes maybe)
    • Mobs could have team colored leather armor, possibly enchanted, mob owner head is on the mob
      • The mobs are difficult to be held apart from the distance, but when you fight them you can tell them apart by their colored nametag, which also includes the name of the owner. Not quite shure if blazes are even able to wear armor.
    Mob beacon:
    • Tag yourself/a player to let mobs target players. Take the tag off yourself and another player by sneaking + right clicking them with hand.
    • Teleport mobs to the beacon, two at a time
      • I feel like teleporting is more a feature of engineer as a support class, plus you would be able to flood a certain area of the map with mobs without being reachable for others.
    • Zombies follow a person you hit with your redstone torch
    • Mobs follow you while holding the redstone torch
    • Beacon doesn't get removed when placing it so you can place it again somewhere else
    • What is the range on the beacon? - 25 blocks I think
    New stuff:
    • A dismiss ability to turn mobs into their egg
    • Target the /despawn command to specific mobs or have it add all despawned mobs to your inventory immediately
    • Quick way to use /despawn, i.e. an item
    Bugs:
    • 6 killstreak does not give a skeleton / new egg from killstreak seems a bit wonky
    • Zombies + skeletons don't always attack players
    • Fix Zombie AI (esp. water)
    • Placing denied chat message error: https://www.brawl.com/threads/63414/page-2#post-801338
    • Blazes can kill themselves
    • Skeles spawn with bows but their 4th buff is "bow"
    I highlighted those suggestions that were the most popular or that make the most sense in green (XP gain, egg timer, mob health and an alternative to /despawn). The red ones are likely not to happen for various reasons listed below them. Nom received the bug list too, so he'll be working on that as well as the most important changes to the class for now.
     
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  2. lasertagfighter

    lasertagfighter Well-Known Member

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    Thx for adding my idea up there. Idc if it gets added, ideas are fun when you share them <3
    I like most of the ideas as well. I can't narrow it down yet.
    @Nohox, the blazes won't show the armor. Maybe they could have a aura of colored particles like the beacons have to indicate their team and the owner head thing was just a far-fetched idea. Whoops, I thought this was the starting page.
     
    #42 lasertagfighter, Jan 1, 2017
    Last edited: Jan 1, 2017
  3. NomNuggetNom

    NomNuggetNom Professional Breaker

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    A small patch has been released! Hopefully, I will have time to do more in the future.

    Added:
    • Mobs now follow you around while you hold your beacon item
    • Despawn book that allows you to easily recall all your mobs
    • Taught mobs to swim
    Changed:
    • All mob eggs now regenerate in parallel
    • Mob egg regeneration time has been reduced to 15 seconds (previously 30 seconds)
    • Skeletons don't spawn with bows anymore
     
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    #43 NomNuggetNom, Jan 5, 2017
    Last edited: Jan 5, 2017
  4. Shawn_

    Shawn_ Playing CTF and making maps since 2012

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    Shawn the Sheep #0146
    Elaborate please.
     
  5. 19Cameron91

    19Cameron91 Well-Known Member

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    They won't stop moving in water now.
     
  6. patriq

    patriq Well-Known Member

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    I would like to report that pyro class can get their frenzy from people in the opposing spawn in a matter of 2 seconds
     
  7. lasertagfighter

    lasertagfighter Well-Known Member

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    You didn't know that?

    I also like the update, @NomNuggetNom !
    Now I believe the next or last thing we need to figure out is how to buff the mobs. @everyone
     
  8. 19Cameron91

    19Cameron91 Well-Known Member

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    Pyro needs to achieve frenzy mode in a fairly quick manner, because of its weak armor. Yes, pyro has five steaks, but it'll be eating those up rather quickly when facing tough classes like heavy and chemist.
     
  9. Nohox

    Nohox [MCPVP]

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    Was thinking of giving the mobs more health, that will further buff necro though and you can already get a fairly good killstreak with it if you aren't getting targeted. An option to balance this would be to decrease the number of mobs you can spawn, like 4x zombie, 3x skeleton, 2x blaze, that requires them to do more damage though.
     
  10. ExtremeEvoboost

    ExtremeEvoboost CTF Media Man

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    Maybe you could make them take less knockback, as honestly if a player isn't distracted by some other person, your probably not getting much done with the mobs.
     
    • Agree Agree x 1
  11. lasertagfighter

    lasertagfighter Well-Known Member

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    Another thing I would suggest is to add (somehow) a depth strider enchantment to make mobs move much faster in water. They are patheticly slow. :/
    I also agree with @Nucleon_
     
  12. jacy4321

    jacy4321 Member

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    Oh my where do I start.. As a huge fan of the necro for the past 3 years I am glad to have seen a rework to this class. I love the combat but have a few problems concerning kill streaks. A bug I ran into while playing is that the skeletons don't seem complete. Speed buffing them doesn't seem to work, I asked in chat and they said it was intentional.. I do not think that is the case. Another problem I have run into is that the games are too short, getting a 15 kill streak as a necro if you don't have a pocket medic can take up most of the game, maybe lower the kill streak requirement. My experience with the necro has been a rough one to say the least but it was extremely rewarding getting that 15 kill streak. (with zombies since the skeletons don't seem to prove better) Oh and also I would die if I saw the skeletons replaced with wither skeletons. Like maybe just being able to spawn 1-2 I would literally die. Thanks for your time :grinning:
     
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  13. Xelasi

    Xelasi Well-Known Member

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    I'm gonna have to play necro more to see how much the changes have an effect, but pretty much this. Skeletons don't seem to be more beneficial than zombies. And it takes a really ninja-active game of Blackout to get close to a 15 kill streak, but I've still never reached the blaze level. Other maps are even harder to level up on.
     
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  14. lasertagfighter

    lasertagfighter Well-Known Member

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    Well, actually they are in their own way. They are faster than zombies, but deal less damage, which makes them great against assassins, mages and elves. With their speed, they can distract and group up on enemies in a heartbeat. The zombies are more effective against ninjas and a few high-damage classes because zombies always have 2 armor points.

    @Nohox
    My suggestion is to give each mob a unique roll to counter certain types of classes. For example:
    Zombie:
    - Health: 30 (15 hearts)
    - Damage: 4 (2 hearts)
    - Speed: Default
    - Respawn Time: 20s
    - Good against ninjas, engineers and chemists.

    Skeleton:
    - Health: 16 (8 hearts)
    - Damage: 2 (1 heart)
    - Speed: Default
    - Respawn Time: 10s
    - Good against assassins, elves, mages and fleeing enemies.

    Blaze:
    - Health: 20 - 40? (Haven't unlocked blazes recently)
    - Damage: 9 (4.5 hearts. 5 + 4 fire damage)
    - Speed: Default
    - Respawn Time: 40s
    - Good against heavies, soldiers and sometimes dwarfs.
     
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  15. Nohox

    Nohox [MCPVP]

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    Noted, though not sure when we can do the next fix for Necro, as the coders are working on other things at the moment.
     
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