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The kit update!

Discussion in 'Ideas' started by xGhale, Jun 3, 2017.

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  1. xGhale

    xGhale HG‘s Doom guy

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    This is very old to be honest but I'll do this anyways.

    * Airdrop: Decent - it's a really good kit and I'm happy with this being in.
    * Barbarian: Meh - it's no way as strong as other kits but it's better than having Necro right?
    * Beastmaster: This kit is so underpowered it's laughable. Remove it please.
    * Berserker: This kit is going to need a bit of a change - I'd still prefer it out since, given Strength I, you can do utterly nutty amounts of damage to others, potentially killing new players off and driving them away. It could be replaced with much more newb-friendly kits.
    * Boxer: Perfectly balanced kit. This can absolutely stay!
    * Cannibal: Yes, Cannibal is ok. I feel like it should just start with 1 cooked fish and not the fishy since, honestly, it gives away that there's a Cannibal if you use it (which you will since it gives you literally no advantage). HOWEVER, the hunger time should be changed to 20 seconds, since the 30 it is at right now is slightly over-the-top.
    * Chameleon: Strong kit - but noobs may have difficulties comprehending this kit fully. I'd suggest adding a decent tutorial for it, but otherwise it's reasonable. Maybe have mobs not attack you when morphed as a hostile mob.
    * CookieMonster: This kit is pretty useless at the moment, since a) soups have no cooldown and b) cookies heal by 1 heart - and have a cooldown. Sure, you can carry a lot of them, but an inventory and 20 of each is still enough to kill any cookiemonster.
    * Cultivator: Uhh, you removed some of the best kits in the game...and leave this in? Honestly, I'd prefer to have reduced hunger and increased food saturation (I made a thread on this here: https://www.brawl.com/threads/65788/) than this kit. Remove.
    * Demoman: You know my thoughts on this one - Demoman is really fun (I had a really awesome Demoman - Tank - village game on another server recently, ended in 19 kills LOL), but it will need a bit of a change since you can 1-shot someone with a 4 block range - that's pretty strong.
    * Dwarf: Honestly, there are so few uses for this kit apart from taking on towers it's pointless. Remove.
    * Endermage: Core kit. Leave it in.
    * Fisherman: Needs a nerf - rod-spam is a thing again and it's really, really irritating (especially when it's done by a no-armor guy who has nothing better to do than drive you utterly mad - especially with Ninja getting removed, which makes this harder). Give it a rod-throwing cooldown of 6-7 seconds.
    * Forger: Meh. Miner has more advantages, and with kits like Gladiator removed, you'll have to get 2v1ned by full irons (since Madman needs a buff there, more on that in a moment). Remove for now.
    * Frozen: Awesome kit - underplayed, give it a bit of a buff and I'll play it as well!
    * Hermit: Core kit - really cool, leave it in.
    * Jackhammer: Not really that useful anymore, except with Kaya, and Thor is way better for taking on towers. Maybe add this capability to Kaya. Remove.
    * Kaya: Core kit, leave it in.
    * Madman: Needs a strong buff. I'd suggest that past 7 minutes, the damage wind-up time should be much faster so that you can take on full iron teams properly. Buff.
    * Monk: Core kit - nerf the cooldown though, as far as I know it's 30 seconds which is way too much. Buff!
    * Phantom: NERF. This kit is so ridiculously broken I'd compare it to Kangaroo back then. You're able to fly around 125 blocks at a time - and even if you stand still, the chasing player will get to you and then you have no more than 1o seconds of cooldown. Especially annoying if someone starts flying from jungle tree to jungle tree. At least 75 seconds cooldown - but, then give it 1 more second of fly time so that you can get into the air properly.
    * Philosopher: No offense to whoever created this, but it's almost pointless since you need 312 iron to get full diamond + 1 diamond sword. I'd prefer my luck with Gambler (no pun intended). Remove.
    * Poseidon: This kit is pretty strong at the feast - but easily counterable, even without Thermo. Leave as it is honestly.
    * Scorch: Remove. The kit is very hard to play, Thor offers more fire potential anyways. Remove.
    * Scout: Strong kit! I love Scout honestly, but it needs a bit of a buff honestly. I suggest a 6 minute pot renewal cooldown, and pots that always apply the full 66 seconds of speed to the Scout, no matter where he aims.
    * Snail: Strong kit, just like Viper, maybe give it 4 seconds of Slowness every time.
    * Specialist: This is a tough one. It makes you one of the only people able to enchant before the feast, and since you get XP bottles in minifeasts, you can get strong enchants easily. Fix minifeasts, and this kit is reasonably balanced. The XP bottles you get from killed should honestly just give you a level.
    * Stomper: Core kit, but add a cooldown since I regularly see mage-spammers that just stomp you once, get maged, stomp, mage, and so on. Maybe be able to stomp every 8 seconds.
    * Switcher: Difficult kit - some really OP traps with this, but it's ok. I suggest a 10 second cooldown for this kit.
    * Tank: Leave - in fact, maybe even buff it. Let mobs explode with (more) power to enable them sweet triple team takeouts.
    * Tarzan: Remove. Always been pretty useless.
    * Thermo: Why is this kit still in here? It causes major lag, and is so underpowered it makes me laugh. Remove it, there are better Poseidon counters.
    * Thor: Buff it - suggested buffs: https://www.brawl.com/threads/65773/ . It's strong early but weak late - however, it's strong against towers all the time.
    * Titan: Meh - hard to time right. plus you need insane reaction speed. But it's still balanced.
    * Viper: As with Snail - add another second to the effect.


    KITS THAT NEED TO BE REMOVED:
    *Beastmaster, Berserker (maybe), Cookiemonster, Cultivator, Dwarf, Forger, Philosopher, Scorch, Tarzan.

    Replace the to-be-removed kits with these:
    *Anchor, Toolmaster, Kangaroo - Grappler (will need some work!), Ninja, Shapeshifter, Magma/Fireman (combine these - Magma is an amazing kit (@Viva once killed me with it --> must be good right (he had the feast))), Rogue, on request from @Miskey Levitator

    -Sam
     
  2. MattM1PVP

    MattM1PVP Ex-HG Staff Member

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    What would be a good change for Kangaroo and Grappler, because those two are, IMO, the hardest kits to balance?
     
  3. xGhale

    xGhale HG‘s Doom guy

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    I think I had one somewhere...
    Ok, so certainly remove the uses since they're stupid anyways
    Then: Whenever you as a Kangaroo or a Grappler recieve a direct player hit, you are unable to jump higher than 2 blocks/shift jump 3 and not grapple at all for 3 seconds. After this, if there is any player except someone with the same kit (maybe - may cause issues!) within a 10 block radius around the player, they are unable to use their abilities properly.

    Kangaroo should take 5 hearts of falldamage maximum.
    Grappler can save himself, but if he hits the ground when there is someone within 5 blocks of where you land - you take 6 hearts of falldamage.
    Grappler can only grapple above himself.
     
  4. TheNameIsSam

    TheNameIsSam Member

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    how can i buy anchor
     
  5. xGhale

    xGhale HG‘s Doom guy

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    You can't - it's currently removed, as I pointed out in the thread.
     
  6. _ExtrasPvP_

    _ExtrasPvP_ Active Member

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    I dont get how pickpocket is removed D:
     
  7. oFire

    oFire Well-Known Member

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    . xd
     
    #7 oFire, Jun 22, 2017
    Last edited: Jun 22, 2017
  8. xGhale

    xGhale HG‘s Doom guy

    Joined:
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    Actually, this is an idea thread - he's allowed to post whenever.
     
  9. oFire

    oFire Well-Known Member

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    I read the date wrong anyways. I'm dumb.
     
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