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Idea KitPvP Kit Revamp

Discussion in 'KitBrawl' started by SoCool21, May 31, 2017.

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  1. SoCool21

    SoCool21 Bans Reports & Appeals Admin | McPvPer for Life <3

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    Melee FFA

    On KitPvP's vanilla FFA, only 3 kits ever get used. There's the odd person who mains pyro or the horse kits here and there, but that's about it. And its no surprise, because a lot of the kits are rather bad. This update aims to fix all these kits, allowing a more variety of kits to be played, as that's what Kit PvP is all about.

    I'm suggesting the following changes to kits:

    This kit gives the following:
    • A stone axe, sharpness IV.
    • Full gold armour.
    • Passive speed I.
    • Strength II for 15 seconds when the player gets a kill.
    • Its unlocked at level 10 and costs 5000 credits.
    At the moment, this kit honestly isn't that bad. However, there are a few buffs that should happen to make people start using this kit:
    • Buff its chestplate into an iron chestplate. Its armour feels quite weak at the moment. Changing its leggings to iron may be necessary too.
    • Buff the strength to strength III - at the moment, the strength II doesn't feel like its doing anything.
    • When you get an assist, you'd get a percentage of time with strength based on the percentage of the assist you had. So, if you had a 50% assist, you'd get 7.5 seconds of strength. This makes assists more useful, as currently you get no strength from them.
    This kit gives the following:
    • An iron sword.
    • Full diamond armour.
    • Its unlocked at level 10 and costs 5000 credits.
    A lot of the time, this kit is thought of as being very OP. However, when I tested it, the kit was much more balanced than I was expecting. Melee does one heart per hit against a brute, however brute does one heart against a melee. However, some changes should probably occur, as most people think this kit is OP. I'd suggest the following:
    • Nerf its armour, changing its diamond helmet to an iron helmet. This makes fights a little faster.
    • Change its sword to an iron sword with sharpness I, to make it deal more damage.
    • Give the brute speed I. Not fighting with speed is very boring.
    This kit gives the following:
    • An iron sword.
    • Full gold armour.
    • A durability sword.
      • It has a durability of 3 hits, and it gains an extra hit each time you kill someone.
      • Its a wooden sword enchanted to knockback IV and sharpness IV.
    • Its unlocked at level 10 and costs 10,000 credits.
    This kit is rather terrible, really. Its durability sword is intended to be its strong point, but in reality it doesn't do anything useful to the player. Its sharpness IV is nice, but its knockback IV is a huge disadvantage as it allows the other player to easily regain their hearts or run away. I'm proposing the following changes to make it better:
    • Buff it's second sword by increasing the sharpness to sharpness VI and remove the knockback. This makes its sword useful again.
    • Buff its armour to full protection I gold. At the moment, its armour is way too weak.
    This kit gives the following:
    • A diamond sword.
    • Full chainmail armour.
    • Passive speed I.
    • A randomly generated debuff splash potion. You get one when you spawn, and one each time you kill someone. The debuff's strength and time of effect change. They are the following:
      • Instant Damage
      • Poison
      • Slowness
      • Weakness
    • Its unlocked at level 10, and costs 10,000 credits.
    This kit isn't that bad, but its very rarely used. This is mostly because the debuffs aren't very strong, and the rest of its gear isn't strong enough to make up for this. I'd suggest the following changes:
    • Buff its armour to full iron, but with a chainmail chestplate.
    • Buff the sword to sharpness I. This, and its armour buff, is to make its normal gear better.
    • Buff its potions. as they're not very powerful at the moment:
      • Poison III for 15 seconds.
      • Slowness IV for 10 seconds.
      • Weakness III for 15 seconds.
    • Remove the harming potion.
    This kit gives the following:
    • An iron sword with knockback I.
    • Full iron armour.
    • Passive speed I.
    • 15 seconds of regeneration II when you kill someone.
    • Its unlocked at level 10, and costs 5000 credits.
    Once again, this kit isn't that bad. However, its regeneration is rather useless, and its sword doesn't do enough damage.
    • Buff its sword to a diamond sword - keep the knockback I enchantment.
    • Buff its regeneration to regeneration V.
    • On getting assists, you will get a percentage of regeneration time based on the percentage of the assist you got. So, if you get a 50% assist, you'll get 7.5 seconds of regenerationV.
    • On hitting someone, you'll gain a heart.
    This kit gives the following:
    • A diamond sword with sharpness II.
    • Full iron armour.
    • Passive speed I.
    • Unlocked from the start.
    This kit is fine, it should be left as is.
    This kit gives the following:
    • An iron sword with sharpness I.
    • A leather chestplate.
    • Passive speed II.
    • A durability sword.
      • A durability of 3 hits. When you get a kill, it's durability increases by 1.
      • Its a wooden sword with sharpness IV.
    • Its unlocked at level 6 and costs 1500 credits.
    This kit is, by a long shot, the worst in the game. Its armour is atrocious, and its durability sword (which is supposed to make up for this) barely does as much damage as melee's normal sword. It just makes no sense. Here's how I'd recommend fixing it:
    • Remove the durability sword - its similar to Fighter's durability sword.
    • Give ninja an invisibility potion. It grants invisibility for 15 seconds, and regenerates every minute. On drinking this potion, your armour is removed, as it will still show up if you use the potion.
    • Buff the armour to full black dyed leather armour with protection II.
    This kit gives the following:
    • An iron sword.
    • An iron chestplate with fire protection V.
    • Leather boots and leggings.
    • Passive speed II.
    • A durability sword.
      • A durability of 3 hits. When you get a kill, it's durability increases by 1.
      • Its a wooden sword with sharpness III and fire aspect II.
    • Its unlocked at level 8 and costs 2500 credits.
    This kit isn't that bad, but there are a few major issues which has caused this kit to rarely be used.
    • Add a leather helmet, and buff all leather armour to protection II.
    • Change its durability sword to a regular wooden sword, enchanted with fire aspect III.
    • Nerf its speed to speed I.
    This kit gives the following:
    • An iron sword.
    • A bow with power III and infinity I.
    • Full chainmail armour.
    • Passive speed I.
    • Its unlocked at level 2 and costs 250 credits.
    This kit isn't that great in my opinion. It's bow is not very powerful, and players who use this kit have a tendency to run for a long time, turning back and bowspamming. Here's how I'd fix it:
    • Buff its bow to power V.
    • When a player does not shoot a fully-charged shot for 10 seconds, the speed buff will be removed. This will be re-added when they shoot a fully-charged shot.
    This kit gives the following:
    • An iron sword.
    • A bow with power II and infinity I.
    • An iron chestplate and iron bots.
    • A leather helmet and leather leggings.
    • A horse with iron horse armour.
    • Its unlocked at level 10 and costs 7500 credits.
    This kit is incredibly annoying, as it grants the user the ability to run (or, ride) as long as they desire and fighting the kit is no fun. To fix this, the horse would have to be removed, which completely defeats the premise of this kit. As a result, this kit should be removed, and credits should be refunded if possible.
    This kit gives the following:
    • A diamond sword with sharpness II.
    • An iron helmet and iron leggings.
    • A leather chestplate and iron boots.
    • A horse with diamond horse armour.
    • Its unlocked at level 8 and costs 2500 credits.
    This kit is incredibly annoying, as it grants the user the ability to run (or, ride) as long as they desire and fighting the kit is no fun. To fix this, the horse would have to be removed, which completely defeats the premise of this kit. As a result, this kit should be removed, and credits should be refunded if possible.
    This kit gives the following:
    • A diamond sword.
    • Full diamond armour.
    • Passive slowness II.
    • It is unlocked at level 14 and costs 15,000 credits.
    This kit is just a more powerful brute, so it could just be removed. However, I think it would be nice if this kit was turned into a very strong tanking kit, to give players an incentive to level up and grind to get this kit.
    • Increase unlock level to level 22.
    • Increase unlock cost to 1,000,000 credits.
    • Do not allow staff to access this kit for free.
    • Buff sword to sharpness I.
    • Buff armour to protection I.
    • Increase slowness to slowness III.
    Gun FFA Arena

    The gun FFA arena is not as bad as melee FFA arena. However, there are some rebalances that I'd like to see.

    This kit gives the following:
    • An iron sword with sharpness I.
    • A UMP-45, with the following stats:
      • Type: SMG
      • Firemode: Automatic
      • Damage: 4
      • Accuracy: 4
      • Fire Rate: 8
    • 2 flashbangs.
    • Full black dyed leather armour.
    • Passive speed I.
    • 16 canned pasta.
    • Its unlocked at level 7 and costs 4000 credits.
    This kit is a glass cannon. Not only does it die very quickly, but it can also kill very quickly. This does not make the kit a fun one to play against - it is my least favourite kit.
    • Give its armour protection I.
    • Increase UMP-45 accuracy to 6.
    • Decrease UMP-45 damage to 3.
    • Give the kit a flashbang every minute. On spawning, the kit will still have 2 flashbangs. The amount of flashbangs will be capped at 2.
    This kit gives the following:
    • An iron sword.
    • A M1014, with the following stats:
      • Type: Shotgun
      • Firemode: Buck Shot (5x)
      • Damage: 7
      • Accuracy: 2
      • Fire Rate: 2
    • 2 grenades.
    • A chainmail helmet and chainmail leggings.
    • An iron chestplate and iron boots.
    • 16 canned pasta.
    • Its unlocked at level 10 and has 7000 credits.
    My main issue with this is that the shotgun doesn't feel like it does enough damage per shot, and it does not take enough damage.
    • Decrease M1014 fire rate to 1.
    • Decrease M1014 accuracy to 1.
    • Increase M1014 damage to 8.
    • Change iron boots to chainmail boots.
    This kit gives the following:
    • A stone sword.
    • An M82 Barrett, with the following stats:
      • Type: Sniper
      • Firemode: Single
      • Damage: 8
      • Accuracy: 8
      • Fire Rate: 1
    • A Beretta M9, with the following stats:
      • Type: Pistol
      • Firemode: Single
      • Damage: 5
      • Accuracy: 5
      • Fire Rate: 5
    • A green dyed leather cap and green dyed leather leggings.
    • A chainmail chestplate and chainmail boots.
    • 24 canned pasta.
    • Its unlocked at level 4 and costs 1000 credits.
    In my opinion, this kit is the worst in gun FFA. This is because of a very simple reason: its sniper is just not powerful enough. Here's my suggested changes:
    • Increase M82 Barrett damage to 10.
      • The maximum damage a gun can do appears to be capped at 8. If this is the case, increase M82 Barrett fire rate to 4.
    • Change leather leggings to chainmail leggings.
    This kit gives the following:
    • An iron sword.
    • An M16-A3, with the following stats:
      • Type: Assault Rifle
      • Firemode: Burst (3x)
      • Damage: 5
      • Accuracy: 5
      • Fire Rate: 6
    • A Desert Eagle, with the following stats:
      • Damage: 6
      • Accuracy: 5
      • Fire Rate: 4
    • Full chainmail armour.
    • 20 canned pasta.
    • Its unlocked from the beginning.
    This kit just does too much damage for the default kit, in my opinion. As well as this, it does not do very well in long-ranged battles.
    • Decrease M16-A3's damage to 4.
    • Increase M16-A3's accuracy to 7.

    I would also like to see some more kits added to gun FFA arena further down the line, but this thread's focus is rebalancing the current kits, rather than adding more.
     
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  2. GetShadowRealmed

    GetShadowRealmed What do I put here

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    Please don't increase the panzers damage. I don't care if it's accuracy and fire rate is decreased. It will still be op af.

    Soldiers accuracy is amazing hip fire or aimed in. No need to increase it.

    A lot of players think that the snipers gun is underpowered but it really isn't. It can one shot assassin and 2 shot everything else. Just boost the armor, leave the damage

    The assassins armor could use a little buff but I still think damage is fine as you can die in 1 shot to sniper and panzer and get practically 1-burst by soldier.

    It honestly all depends on how good you are with guns
     
  3. Squidward

    Squidward BEST WARZ SMOD NO KAPPA (ง'̀-'́)ง

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    Jay#3599
    Level 22 for Tank? We don't have someone that high in levels. Closest is James at 16, let alone level 14 takes 30k xp to level up, every kill is 6-20 xp
     
    • Agree Agree x 2
  4. DreadfulDNA

    DreadfulDNA Well Known Member

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    I like the majority of the rework. However I think a reason for the lack of variety of kits is that they take a decent amount credits and or time to level up, to purchase. As @JayOG said, raising levels for unlocks won't fix that. Even if it is just one kit. Another potential discussion to have is to lower credit costs, and levels for unlocks, in my opinion. If that could be added to this rework, I would be in love.
     
  5. Squidward

    Squidward BEST WARZ SMOD NO KAPPA (ง'̀-'́)ง

    Joined:
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    Jay#3599
    Overall there are classes that are useless, one being Fighter for example. If it was up to me, either come up with a revamp to be able to balance it out while still buffing it, or remove it overall.
     
  6. DreadfulDNA

    DreadfulDNA Well Known Member

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    I think giving it passive speed I, and possibly giving the kit a Sharpness I iron sword would go a long way towards re-balancing the kit.
     
  7. ofq

    ofq Member

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    Sure, there is certain changes about these that could be made but keep in mind we could come together as a community to decide what those changes will be but it is good that people are thinking about buffing kits it would make it more diverse and fun because after awhile it gets boring being the same thing over and over again I love these new ideas!
     
  8. xGhale

    xGhale HG‘s Doom guy

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    Where are the HG updates? ;D

    But yeah, most of the Vanilla Melee kits are pretty useless. I can speak from experience that Barbarian and Hazmat, kits that I love, are very hard to use effectively.
     
  9. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    Hey that's me ;DD
     
    • Agree Agree x 1
  10. SharkBaitBooHaha

    SharkBaitBooHaha Well-Known Member

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    Dont buff brute, the reason why it's op is still because of it's armor, and the hits aren't balanced when you include crits, which is what most of non-speedy kits do.

    Should be level 20 if they throwback to the old tank, sharpness 2 full diamond, slowness 2.

    Also brute needs a level change, I still see level 10's rocking it and still getting ks's higher than sweats like me and @MoistMayonnaise

    Deadass we should add a kit at the maximum level thats worth 10,000,000 credits that 1 hits everything, but gets 2 hit by anything
     
    • Agree Agree x 1
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