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Idea [Class Concept] Ranger

Discussion in 'Capture the Flag' started by iFlaze, May 8, 2017.

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  1. iFlaze

    iFlaze Well-Known Member

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    The Ranger Class - Free recovery
    Fast and powerful, that's all you need to crush those invasive cappers!


    • Armor:

    - Leather helmet dyed with purple protection II
    - Chainmail chestplate
    - Chainmail leggings
    - Chainmail boots
    ✓ 12,5 Armor points (12 for archer)


    • Hotbar:

    - Stone sword
    3 hearts of damage

    - 2 Steaks
    ✓ 8 hearts (4 for archer)

    - Ghast Tear (or coal/nether brick) - left click to use it : It activates the true-damage effect during 2.5 seconds, so it means that the sword damage will not be affected by the opponent's armor during this period.
    Cooldown: 10 seconds . During the cooldown, the item becomes a black stained glass pane and if you right click on it, the time left to use the item again is told to you in the chat.


    • Abilities:

    - Passive Speed 1.

    - Paralizer: If you hit someone while jumping, he/she can't jump during 2 seconds. Thus, it also denies the soldier wall climb, and the ninja enderpearl during this period.
    Cooldown: 7 seconds, shown in the xp bar.



    ~ Please leave a feedback.
    Sorry if I made mistakes, I'm not english .

    Thanks @all for reading , and thanks @Proterozoic for giving me awesome tips and ideas!
     
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    #1 iFlaze, May 8, 2017
    Last edited: May 9, 2017
  2. Spirals

    Spirals Savage!!calculatedd!

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    Excellent idea for a free class in my opinion! But my one question is this:
    Was this meant to be Speed 2 for 5 seconds? because speed 5 is quite literally so fast you'd just collide with a wall, and if there wasn't a wall in your way speed 5 is still utterly insane. Other than that this class is actually stellar, I love the idea, and the anti-heal is such a smart way to have a powerful defensive ability that doesn't just obliterate the capper.
     
  3. Mr_BlueSheep

    Mr_BlueSheep [Professional Sheep since 2012]

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    I suggest using speed 1 instead of speed 2. Other then that, great job on the concept!
     
  4. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    Works thematically which is a good sign.

    I did a quick check on the damage specifications here. You're looking at 11 armor points with a further (roughly estimated) 10% damage reduction from the protection enchantments (added up). Depending on the strength of the attack (1.9 values of which brawl is currently compatible change the armor protection level depending on the strength of the attack), this percentage reduction could mean anything between an extra 2-4 armor points. Putting that into context, iron armor has 15 points and so this armor would certainly outclass archer and reach this on the right attack. This places it into the fourth strongest armor in the game, behind heavy, dwarf and soldier. Relatively that's a lot of armor.

    So the sharpness for this sword on 1.9 values (again, CTF is compatible) means this thing should deal 7 base damage (sharpness adds half a heart for the first level, and a quarter heart for each subsequent). This makes this sword the same strength as a diamond sword, making it one of the strongest in the game. This ties with diamond, loses to dwarf, ninja and pyro frenzy, but wins against everything else (not including buffs). Red flags showing instantly with your high amount of armor and sword damage, and then wanting to add powerful abilities.

    Steak numbers somewhat bring down the effectiveness of the armor. You're looking at 8 hearts less against a soldier assuming maximum efficiency armor, though of course the ranger sword does more damage, so this would obviously be less in reality. You take in a considerable amount more compared to a heavy and have 4 less hearts.

    Ghast tear is an interesting item. unique effect and doesn't seem massively overpowered in blocking healing. My problem is more the true +5 attack hit you get off. That ability used every six seconds will eliminate over half of a steak whilst preventing you from healing any more. I'm presuming to use this you have to left click on the player (so hit them with it)? If so, singles the target down but here's where it gets interesting:
    Assuming you hit a carrier with this and get maximum damage off, you can hit a player roughly 4 times in 2 seconds (with the 0.5 invincibility period). To make this example more conservative, I'll assume you hit 3 times. That deals 24 (this sword would have +7 damage, in addition to the 1 punch damage, equalling 8) points of damage in addition to the 5 true damage you gain from the ghast tear. Looking up the armor points and the damage it reduces, the damage per hit would mean that you could kill anything with less than 16 armor points in that time (assuming you got a combo of 3 hits off) without them being physically able to kill. As I said earlier, soldier has 15 points of armor, meaning you need relatively more than full iron to even hope to survive this. I measured the damage reduction for an 8 damage attack, not a single 24 damage attack, so this eliminates messing with the results. Basically, this effect is crazy when in combination with the amount of damage you want to deal and the lack of steak, and it would have to be properly balanced. It would need to either lower the amount of true damage (like a lot) or restrict healing for less time)

    Speed 1 constantly makes everything I said above worse. You're able to more easily combo people with speed, meaning it'll be easier to get those hits in that time. It will also allow you to catch up and deal that damage. This speed allows you to be a slightly less tanky buffed soldier with the ability to both damage through armor and prevent the healing of an enemy. Running without being hit I presume is also whilst not hitting anything else either, which would be somewhat fair. I still don't like the extra boost though, as it will make you considerably faster than anything else in the game, with armor and damage to back you up

    Overall, I think the class has some decent ideas, but is too overpowered in it's current state. You've given it power, speed, bulk and the ability to deny enemies of theirs, and its just too much for one class. The bulk, damage, or ability (possibly more than one) need to be fixed before this is balanced enough to be added to the meta.
     
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  5. iFlaze

    iFlaze Well-Known Member

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    Speed 5 was really too much, you're right, I just changed it to 1 second of speed 4, and 5 seconds cooldown instead of 5.Is it better?I really want to make it like a little teleportation. Assassin has speed 3 when his sugar is activated, so it should be balanced imo.
    I changed the speed effect, as said before :wink:.
    Also, your opponent can run away during the anti-heal effect, but you're right it's op, so I have decided to change the duration to 1.5 second and the sword. I prefer this class to have powerful abilities instead of an op sword, so maybe it should have a wooden sword sharp 2 or stone sword sharp 1? It would do a bit more damage than the soldier, but less than heavy.

    I also removed the protection of the chestplate and leggings, but I think that with only 2 steaks, it doesn't have that much hp. I mean,soldier and archer have 4, medic has 5 with a regen effect, so ranger has less hp than all the other free classes.

    It's already speed 1 :wink:
     
  6. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    I get the sense you haven't looked into the math behind this. Don't worry it gets a bit messy and I don't blame you for trying to avoid it. Let me explain:

    Firstly, I need to apologise as the enchanting for sharpness does NOT work on the new 1.9 standards, it's still on the old 1.8 standards. On this standard, each level of sharpness adds 1.25 damage points. This means that this ranger sword as it stands would deal +7.25 attack damage (8.25 total with fist). This would place this not at the same level as a diamond sword, but actually slightly above. This means at base values the sword would only be outclassed by ninja and pyro frenzy. Dwarf would also outdamage if charged. What this means for the changes you suggest? well:

    A stone sword currently offers +5 attack damage. This, when boosted, comes to +6.25 attack damage, putting it once again in the same kind of range I was talking about last time. It would be outclassed in pvp by heavy, but still deal more than soldiers respectively (although slightly lower than what I said in the last post). unfortunately, the wooden sword with sharpness 2 would actually end up doing MORE damage due to this enchantment effect, ending up at +6.5 attack damage, and once again putting it in a similar range. I have taken a look at the armor values as I suspect the enchantment values won't have been updated to the 1.9 values either, but from what I see I doubt the % reduction will have changed all that much.

    What does all of this mean? well, you're still capable of hitting 3 times in a 1.5 second interval potentially, especially with speed to outrun any players running away. The damages if anything have increased, meaning I think the nerfs you're suggesting will not be enough to balance the class. You'll still be dealing enough damage on a hit to kill an enemy with the true damage added from the ghast tear. I think more work needs to be done balancing.
     
  7. iFlaze

    iFlaze Well-Known Member

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    Well, you're totally right. However you can't use the all 1.5 second bc you need to select the sword (0.3 second?). I'm really lazy to go into maths right now so i'll do it another day xD. Maybe 1.5 heart of true damage? Actually, stone sword sharp 1 is 1 half heart less than iron sword sharp 1, so for 3 hits, it's 1.5 heart less. Anyways, brawl won't add any class soon, will they xD? I'm desesperate about the state of ctf. Does ctf even have a dev?
     
  8. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    Would take less time than 0.3 seconds, you're underestimating the speed of your brain's processing power. There is however a delay, you are correct.

    Would undoubtedly help, though I do have a suggestion which might solve a couple of your problems with this. PM me if you're interested.

    Not true, we're working on old standards so:
    stone sword = +5 attack damage, total of 6
    iron sword = +6 attack damage, total of 7

    sharpness 1 (old standards) = +1.25 attack damage per level of sharpness.
    Stone sword + sharpness 1 ~ (+5) = (+1.25) = +6.25 attack damage

    meaning
    Stone sword + sharpness 1 = +6.25 attack damage, total of 7.25

    the stone sword does more damage

    As @Ducksfan101 would say, brawl needs to fix its old classes before adding new ones. We also don't have a coder, though nom could do it because he's a lovely guy
     
  9. iFlaze

    iFlaze Well-Known Member

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    I was talking of Iron Sword sharp 1, not simple Iron Sword, so I just compared the stone sword sharp 1 to the iron Sword sharp 1. Thanks for helping me a lot in my idea , and yes pm me please . And yes we need to rework Old classes like assassin, shouldn't we make a vote to choose which rework is the best ? If everyone was like you, we would already have 20 super balanced classes and 150 players on the server lol
     
  10. Davegdragon01

    Davegdragon01 Active Member

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    I actually love this idea and hopefully it would be implemented (or atleast some ideas from it) when they balance a few things
     
  11. Ducksfan101

    Ducksfan101 Well-Known Member

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    we don't need new classes - . 0
     
    #11 Ducksfan101, May 8, 2017
    Last edited by a moderator: May 9, 2017
  12. Fig_Newtonz

    Fig_Newtonz Active Member

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    You've got some really good concepts, I just don't think that this class as a whole has enough depth
     
  13. THECOMMANDER5643

    THECOMMANDER5643 Well-Known Member

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    The class as a whole has a lot of potential. It's able to recover effectively because of its decent armor, damage output, and heal-blocking potential. The abilities that it adds aren't intricate enough to prevent it from being a free class, which is a very good thing, so overall a very good class that has a lot of potential to be implemented.

    My only problem with the class is the jumpiness of the class when it comes to its mobility. You could run for 5 seconds, speed up for 1 second, slow down, run for 5 seconds, speed up for 1, slow down for 5, etc. The constant act of the increased speed could get annoying to some players, especially because it's so drastic. Additionally, some players might find it annoying as the increase in speed is activated randomly, depending on their time running out of combat. Allowing the ability to be activated by the player would make the class much more player-friendly and appealing.

    As such, I would modify the class and recommend a simpler approach, meaning that you have passive speed I, and if you're out of combat for 5 seconds, it increases to speed II. When you enter combat, it is again reduced to speed I. This makes the class less jumpy, while still retaining the speedy feel that you were looking to give the class.

    I would replace the increase in speed with a double jump-like lunge. For example, if you double tap space, you jump then launch yourself forward for, say, 5-7 blocks, with a 10 second cooldown displayed on your exp bar. If combined with the above speed passive, if would allow the class to have that quick burst of speed and distance closing potential that you desire, while allowing it to be triggered by the player themselves. This would make the class more well-rounded as a whole, more smooth and fun to play, and give it an increased potential to be implemented.

    Overall, a solid class idea. With a few changes, I could easily see it being added. +1
     
  14. iFlaze

    iFlaze Well-Known Member

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    #14 iFlaze, May 9, 2017
    Last edited: May 9, 2017
  15. Ducksfan101

    Ducksfan101 Well-Known Member

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    I still say no
     
  16. iFlaze

    iFlaze Well-Known Member

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    Lol why don't we need new classed ? There's no free class which is good at recovering, and there are only 4 free classes . New players can be bored very fast
     
  17. Nightowl

    Nightowl Well-Known Member

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    #17 Nightowl, May 10, 2017
    Last edited: Jan 8, 2018
  18. Avivox

    Avivox Well-Known Member

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    Soldier isn't really great at recovering, how it is better than all the other free classes at it. it does not have speed and can't really outrun things very well, like the rest of the free classes, and it's usually a capping class witch makes it extremely hard to recover if the flag carrier has support.
     
  19. Lewka

    Lewka Well-Known Member

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    Soldier has the second best mobility in the game after ninja, of course its a great recovery option. It's tanky as hell, deals a lot of damage, and can get to places ninjas usually can't. Its only downside is speed, however with buffs from a chemist a soldier is pretty fast and can recover well. Its only true difficulty is catching up to players, someting ninja is better at, however it can compensate for that by cutting people off by wallclimbing and jumping down from any exits/entrances the flagcarrier is taking.
     
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  20. iFlaze

    iFlaze Well-Known Member

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    no, soldier can recover only if both teams have the flag so he has time to get to the flag carrier.Otherwise, he can't recov because of his speed and he can't slow down the flag carrier
     
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