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Idea Damage focused Ninja rework

Discussion in 'Capture the Flag' started by EmperorTrump45, Mar 6, 2017.

?

What do you think?

  1. Hey, that's pretty good!

    9 vote(s)
    39.1%
  2. Ehhh

    1 vote(s)
    4.3%
  3. What is wrong with you?

    13 vote(s)
    56.5%
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  1. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Goals of this rework:

    focus Ninja on dealing damage and disorienting enemies rather than capture/recovery

    focus healing around active PvP participation instead of running and hiding
    remove busted enderpearl mechanic

    Reworked Ninja:

    Gold Sword (Sharpness VI)
    3 enderpearls
    10 eggs/flash-bombs
    64 redstone
    Compass
    Nether Star

    Details:

    Passive - speed II

    Heal - hitting enemies charge up the XP bar. At full charge Ninja can crouch and block with their sword to instantly regenerate 60% of their missing health.

    XP Bar - allows Ninja to do some special sh*t. Maxes out at lvl 1, 1/7th of the XP bar is filled for every hit Ninja gets on an enemy.


    Enderpearls - now limited to how far they can travel. Enderpearls go no further than 6 blocks in any direction. Ninja takes no damage from pearls. Pearls regenerate 1 every 10 seconds, double the rate if Ninja has a full XP bar.

    Flash bombs - blindness/nausea effects last 50% longer.

    Redstone - Ninja now gets resistance II and weakness when using redstone. Effects linger 1 second after going visible. Redstone runs out at 1/2 the current rate. Invisible Ninjas cannot be detected by Engineer turrets. Ninja's cannot be invisible within 8 blocks of the enemy flag. Flash: If Ninja takes any damage while invisible they will become visible for 0.5 seconds.

    Other - remove all timers on Ninja steals/capping. Oh and give Medic's sword sharpness I.

    Compass

    Your thoughts?

    @Proterozoic
    @SoCool21
    @ACE_BLUE2
     
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  2. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    No, way too underpowered. As a ninja main the only thing I think that needs to change is the mobility and this is way too much. Another problem is that it can kill low armour classed such as chemist very easily but that's mainly because of the class.
     
  3. EmperorTrump45

    EmperorTrump45 Dank Memer

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    How is it underpowered? The base damage is increased, the heal is buffed, the redstone is significantly buffed, and the duration of the flashbombs is also buffed. This Ninja is stronger in every way over current Ninja except in it's mobility. The enderpearls are nerfed heavily (although they don't do any damage and can be used frequently) but that's the point. What's the reason for having a defense if a Ninja can just enderpearl halfway or most of the way across the map - past all that defense? The only thing that counters a Ninja (who gets out of the flagroom) is either 1) are classes with a ton of mobility; i.e. another Ninja or 2) an assassin. I think that and the kamikaze nature of Ninja need to be fixed.

    I tried to do that by refocusing the class on bursting down targets and not spamming an enderpeal back and forth to the flagroom or wherever.

    Why is it way too much?

    Ninja has never been able to kill Chemists "very easily". Pyros yes but Pyro's also do huge burst damage to any class other than Medic. And as a sidenote on Pyro, it's a harder counter for Ninja after the addition of frenzy mode.
     
    #3 EmperorTrump45, Mar 6, 2017
    Last edited: Mar 6, 2017
  4. GalaThundR

    GalaThundR Mcpvp Veteran

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    I think Ninja is fine as it is. Ninja's role is recovery and it does it well so why would you want to remove that? All I want to see of Ninja is ghosting to be removed. Other than that Ninja is fine.
     
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  5. EmperorTrump45

    EmperorTrump45 Dank Memer

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    And Assassin's isn't?

    Since when was Ninja's role recovery? Before or after it got replaced by Assassin? Or before or after it got repeatedly nerfed to where the only thing it could do was recover or steal the flag (thanks its unparalleled mobility).

    Are you sure you aren't talking about Assassin?

    I don't want to make Ninja unable to recover or capture the flag. I want to make Ninja less about dodging the defense to either 1) steal/capture the flag or 2) recovering off of other high mobility classes who have the flag (soldier, assassin, or other Ninjas) and more about being able to actively engage in gameplay and do damage.

    That's your opinion.
     
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  6. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    It does not need all of this, the only thing that needs tweaking is the mobility and that can be done easier. The main issues are ghost capping and the ability to get back to recover really quickly, honestly just think a 4-5 second cooldown would be enough for now.

    You don't play in the team scene anymore but ninjas are a key role in recovery, usually if the match is big enough, teams will have a ninja helping offence, defence and midfield. However usually teams will have atleast 1-2 ninjas on defence due to their high damage output and mobility. Ninja has always been a recovery class unless used for ghosting.

    If you are wanting to take ninjas main use for defensive play (killing high mobility classes or lower armoured classes), then you are removing it's recovery factor and you just said that you didn't want to do that. When recovering off of a soldier who is out of the flagroom, ninjas are very important and used in most ways, ninjas can kill the support, pick up the flag if an archer headshots and killing the soldier. The only way I can think of is a soldier recovery or an assassin recovery.
     
  7. ______hi_______

    ______hi_______ Active Member

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  8. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Sure. I disagree. The main issue is that Ninja is focused around hail mary captures and recovery with its enderpearls. I don't have an issue with it being able to recover or capture more efficiently than other classes, but for it to 1) be primarily focused on that or 2) be able to do it to its current degree is ridiculous.

    Two things here: there is more to CTF than team matches, and I know about the recovery thing (still not nearly as good as Assassin in that capacity).

    So because a broken mobility mechanic is useful in team matches to counter other broken mobility mechanics (see Soldier and Assassin) it's okay to have it in the game?

    Not true. Ninja used to be used for controlling the midfield back when it had sharpness VI and when the blindness/nausea lasted much longer. It didn't have to focus on recovery and capturing because it was actually good at multiple things.

    Okay.

    A class with speed II and 21 blocks worth of teleport mobility (recharge-able every 5-10 seconds at most) can't recover?

    I had made this rework with the idea in mind that solider and assassin would also be reworked (to see their mobility nerfed and other aspects reworked/buffed). In the context of the current game, yes this Ninja would have a significantly harder time recovering. I didn't do that because I want to wreck Ninja. I did that because I want to make CTF focused more around a TDM (team death match) instead of a constant battle between Ninja, Assassin, and Soldier for the flag. What is the point of having a defense if you have three high mobility classes that can move around it, especially when their only effective counters (as you have just said) are each other?
     
    #8 EmperorTrump45, Mar 6, 2017
    Last edited: Mar 6, 2017
  9. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    Ok, before we even get into this, I've gotta be honest. I don't think ninja is in need of a rework anywhere near as much as other classes around here. The mobility could be considered a problem, yes, but there's much worse to worry about in a regular game (*cough dwarf). With that said, if it's further down the line it's still worth looking at, so I'll do so anyway.

    The point of ninja is to do large amounts of damage but have low survivability. Getting a combo with ninja due to the speed 2 isn't actually that difficult and whilst getting 7 means you're probably going to have to take out a couple different weaker armored classes to even get a full bar, it's still not massively difficult when the class is played right. The main issue I see, with the removed fall damage, is there really a reason you're gonna have the heal? It just sounds to me you're making ninja tankier, which isn't what this class is supposed to be about.



    Makes the point of enderpearls basically useless. You might get away but you're losing too big a part of ninja mobility in my opinion. Also, whilst this removes premas and ghosting, it just adds a new annoying problem since they can instantly use 3 of these at once and then run for it with speed 2, keep teleporting further and further ahead. They could do this indefinitely too, as they don't take damage with each use. Does stop ghosting and premature pearling, which is a good thing.


    Fine I guess. Doesn't make up for the mobility nerf, and you'll probably make ninja more annoying but debatable whether that's intended or not.

    Well, with the weakness you're just adding additional time delay on 414ing, which isn't really a problem anymore due to silly powder. Resistance just makes ninja tankier, which is counter-intuitive to how ninja is currently themed. Dust helps fix the mobility nerf, although again I don't think it makes up for it. I don't really get the point of the invisible damage reveal since we can tell when we've hit one anyway due to sound effects. Thematically I do like turrets not being able to target ninjas.

    I guess if it goes through? #MakeMedicGreatAgain

    I don't really think this rework gets the theme of ninja down. Some aspects aren't bad, and others nerf ninja in unnecessary ways. I think there are better ways it could be done.


    Centre alligned text triggers me

     
  10. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    If you are saying soldier has broken mobility, why are you making a nerf for ninja but not soldier.
     
  11. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Because this thread is not about nerfing soldier.
     
  12. scapezar

    scapezar Ex-Ban/Appeal Manager | Ex-Hack Test Manager

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    I really like a lot of the ideas. However, such a ninja revamp would be at the bottom of the to-do list since there's much more important things developer time could be used for. Still, the future is a long time to get stuff done. xP
     
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  13. Grotoveis

    Grotoveis Member

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    I really like the concept of warping around your enemy for vantage points, however, this could warrant an entirely class since the current ninja gets a lot of strength from long range mobility. This would make recovery even harder than it already is. However, if this were to be an entirely new class, I would enjoy this as I really like the playstyle this offers.
     
  14. ACE_BLUE2

    ACE_BLUE2 Sup'

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    I'm going to be honest, I really like this rework. It would be a refreshing change of pace. Note: I am going to get somewhat off topic for a sec, so hold on to your butts. I feel like this, and a number of other spectacular ideas, should just be play tested before out right being rejected (why doesn't brawl just form a team focusing solely on trying out ideas with a dedicated coder or two? Because EULA lol). Perhaps we as a community have forgotten, due to a certain group of op af ninja mains, that ninja really isn't all that powerful, especially by itself. Its concept is basically a glass canon, except now it's just... glass, really. Don't get me wrong, a group of ninjas is intimidating, but so is a group of any other class. I digress, I really like this class idea, as I said before, granted it's not perfect, at least to me, this is all my opinion, not fact. Perhaps lower the enderpearl cooldown, just a little, not much; and reduce the buff to the duration of nausea of the flash bombs.
     
  15. Nightowl

    Nightowl Well-Known Member

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    • Agree Agree x 1
    #15 Nightowl, Mar 6, 2017
    Last edited: Jan 8, 2018
  16. pandanielxd

    pandanielxd its panda daniel

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    Since when is soldier not essential?????
     
  17. Nightowl

    Nightowl Well-Known Member

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    • Funny Funny x 1
    #17 Nightowl, Mar 7, 2017
    Last edited: Jan 8, 2018
  18. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    Soldier is the main capping class in most maps during matches. Even on valley of ruin, teams sometimes have 1 or 2 soldiers because once your out, it's usually a cap. I wouldn't say soldier is op but I also don't think ninja is op. From what you are saying with the list of green and red things, all ninja really needs is a pearl cooldown or something similar to soldiers wall climb thing rather than all this complicated crap.
     
  19. Nightowl

    Nightowl Well-Known Member

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    #19 Nightowl, Mar 7, 2017
    Last edited: Jan 8, 2018
  20. Dragoarg

    Dragoarg Well-Known Member

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    Well I mean Ninja is used as recovery, and some people use it to cap on regular play, but that can be so easily stopped by another ninja. I dislike the thought of removing the ender pearls because that makes it so on a map with no sponges, if a class closes a distance well enough, the ninja would only have one or two, maybe three chances of recovery, and the rest of the classes having one, possibly two. If you wanted to buff the damage by a lot, and kill the mobility, it will become offensive support, and maybe midfield on a smaller map, but no longer can it get from place to place easier. Lets be honest, on maps with lots of trees and terrain, soldier will just wall climb, archers can get distracted, and the only class to really help with that a whole lot would be soldier, and those can be out ran, out maneuvered or even just simply out sped with chemist buffs. Ninja is really op with teleportation, but every class has an op. Archer/Assassin insta, Pyro frenzy (was insta), Medic can heal (and big health pool), chemist pots (and health pool), ninja teleport, soldier wall climb, dwarf with being tanks and dishing out good damage, necro turning a 1v1 into a 1v5, engineer for being its own class, elf for flying, fire removal, and a root, mage for doing 3-4 hearts per damage spell with almost 0 CD. You get the point. Good effort tho :grinning:
     
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