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Idea Ziggy's class balances

Discussion in 'Capture the Flag' started by yggiz, Aug 1, 2017.

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  1. yggiz

    yggiz Member

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    Okay, I am new to the forums but have been playing CTF on and off for around 4 years now and feel I have a good grasp on how the game functions. So here are my ideas:

    Archer:
    • Increase instakill range to 40 blocks
    • Remove Punch 1
    • Add knockback 1 to the sword
    • Give the archer 8 arrows on kill
    The instakill range nerf make archer take more skill but also awards the player for landing shots.
    The removal of punch makes the class a lot less spammy up close but the knockback allows them to keep their enemies at a distance. Before archer could keep pushing their enemies farther and farther away but this change fixes that.


    Heavy:
    • 10% speed reduction
    • 20% knockback reduction
    This makes the class feel more "heavy".
    Also creates a counter for engineer.

    Medic:
    • Players on full health with items missing will have a red dot next to the hp display, once items are restored it will turn green.
    • Above ideas were from @Miskey
    • Players directly hit with a snowball will gain slowness 2 for 0.75 seconds.
    The dot is a QoL change and will help new medic players have a better understanding of how the class is played.
    The snowballs make medic better at recovering and help make up for the knockback from the snowballs when trying to web an enemy.


    Soldier:
    • Energy regeneration while standing on the ground is 1.5x of current value.
    • Energy regeneration while in the air is half of the current value
    • Wall climb's cost is 80% of current value.
    • 50% damage taken from the flag.
    These changes make it so soldier is much better at carrying the flag and escaping but discourages hovering on walls.

    Assassin:
    • Sharpness 1 added to sword
    • Feather falling 2 added to boots
    • Redstone regeneration 25s -> 20s
    • Sugar regeneration 15s -> 12s
    • All kills during assassinate give credits (compared to just the first)
    The enchantments will allow assassin to actually function when its abilities are on cooldown.
    The ability cooldown reductions make assassin a more fast paced class.
    The credit change should have always been in the game. Kills are kills.

    Chemist:
    • Damage 2 potions (x12) -> Damage 1 potions (x8)
    • Poison 2 potions [5s] (x8) -> Poison 2 potions [10s] (x5)
    • Weakness 1 potions [10s] (x3) -> Weakness 3 potions [10s] (x4)
    • Healing 3 potions (x5) -> Healing 1 potions (x10)
    • Regeneration 3 potions [16s] (x5) -> Regeneration 3 potions [12s] (x4)
    • Reduce healthpot energy cost by 50%
    • Increase energy regeneration by 10%
    Chemist is broken. Insane healing and insane damage. This fixes that.
    I wanted to make chemist use all of its kit so I nerfed the damage and healing potions, and buffed weakness and poison potions to compensate. Weakness now does something for once. Damage and healing potions aren't ridiculous anymore. Regen is more fair and poison is really good. This makes the kit amazing for players that are actually good with potions and makes the class have a high skill floor and skill ceiling.

    Dwarf:
    • Max level 11 -> 12
    • Steaks 3 -> 2
    This makes dwarf have a little more damage and knockback but less sustain.

    Elf:
    • Fully charged water element shots gives 2.5 hearts to teammates
    • Water element arrow usage 1 -> 2
    • Shield lasts 1.5x longer
    • Shield can't regen during use
    • Shield starts regenerating after 5 seconds without use
    • Reflection bubble is slightly larger
    This allows elf to play as a ranged healer.
    The shield change makes it so that elf cannot spam its shield but allows it to get it team through heavy fire with ease.

    Engineer:
    • Turret now takes damage from projectiles
    • Shifting and holding right click with the sword while looking at the turret will regenerate 1 bar of health every 0.75 seconds. (11.25 seconds to fully heal the turret)
    • Turret's arrows are faster and fly in a straighter line
    • Enemies within 5 blocks of the turret will gain slowness 1 and mining fatigue 1
    • Cake spawnrate for the first slice increased by 4 seconds (5 -> 9)
    This may seem like a huge buff, but it isn't that at all.
    Since you can only heal the turret with the sword, the turret is unable to shoot while it is being repaired. This allows any class to come up and kill the engineer while it is repairing. Making the turret take damage from projectiles is huge. Archers have another role to play instead of just shooting into doorways and the other teams spawn area. Mages can take out turrets by themselves. Engi battles can exist. The slowness discourages melee classes to fight the engi but instead promotes teamwork by having other team members shift their focus to the engi. The velocity change on the turret override is because you rarely see anyone actually use turret override so this promotes its use. The cake change was highly requested and would reward players more for breaking the regenerator.

    Mage:
    • Damage spell cooldown increased by 0.2 seconds
    • Lightning spell gets increased range
    This makes mage much less spammy.
    Necro:
    • Hits required for a level 10 -> 6
    • Mobs give half of the xp of a player hit
    • You can have all types of mobs spawned at a time
    • Maximum of 8 mobs at a time
    • Streak needed for Skeletons 5 -> 4
    • Maximum skeletons at a time 4 -> 5
    • Streak needed for Blazes 15 -> 12
    • Maximum blazes at a time 3 -> 4
    • Extra buff level for blazes, longer fire duration
    This turns necro into an actual threat and allows it to get its mobs a lot earlier.
    Ninja:
    • Remove current Silly dust mechanic
    • New silly dust: Silly dust has to be held for 2 seconds to turn into invisibility powder
    • 64 invisibility powder -> 64 silly dust
    • Shifting/immobile dust depletion 2/s -> 1/s
    • Walking dust depletion 4/s -> 2/s
    • Sprinting dust depletion 6/s -> 4/s
    • On kill the ninja gains 16 silly dust, 2 smoke bombs, and 2 hearts
    • Smoke bombs give the enemy weakness 2 for 3 seconds
    • Loud egg explosion sound is changed to the sound when you drop an item in lava.
    This makes it difficult for ninjas to fade in and out of invisibility during combat, but greatly increases its stealth. The new ninja is meant to be played to ambush others, finish them off quickly, and move on to the next target. The weakness makes it so that you are able to have a chance of fighting stronger targets while killing the weaker targets much easier.
    Currently,
    Pyro:

    • On kill, give the pyro 2 arrows
    • Arrows 25 -> 20
    These changes allow pyro to keep getting kills without needing a medic to refill its items.

    If you disagree with any of these changes tell me.
     
    • Useful Useful x 1
  2. noahpaqman

    noahpaqman Member

    Joined:
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    I disagree with most of it.
    Personally the only class that needs to be changed imo is mage.
     
  3. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

    Joined:
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    Agreeing with this however I feel like dwarf should also be nerfed.
     
  4. misterslime

    misterslime Well-Known Member

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    +40
    I would like to see Engineer nerfed too
     
  5. Salty_Ivan

    Salty_Ivan Well-Known Member

    Joined:
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    Messages:
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    Ratings:
    +92
    Discord:
    Whale#7514
    I don't want to quote everything you said so I'm just going to have my own list here regarding why I disagree with your suggestions.

    Archer
    I'm not an expert behind the ins and outs of Archer, however, the general opinion is that the class needs to have some punishment for missing their shots. Increasing the range for snipes doesn't change much other than render some spots useless. For example, on Blackout, moving 10 blocks to the side on the roof isn't going to change anything, or moving back 10 blocks. Keep in mind that not all snipes are from close to 30 blocks. It can be 40, 50, 60 blocks away, etc. Lowering the amount of snipes is better done by punishing Archers for a miss, not making archers sometimes move back 10 blocks.
    Punch being replaced with Knockback is fine.
    8 arrows back on kill, however, is not. Good Archers don't even need 8 shots to be able to kill someone. This gives them an infinite supply of arrows, leading to even more snipes/headshots.
    Overall, -1.

    Heavy
    Heavy is and has been the vanilla class for CTF. It's the simplest and has been since the gamemode's creation. It should not be balanced to be put in a certain niche or to be readjusted to fit the direction CTF is going. It is the direction.
    Overall, -1.

    Medic
    Why thank you so much for restating what Miskey said. It's not like 10 people have already done that before! Sarcasm aside, slowness on direct hit with webs is not needed. What I find is that if the hit is timed correctly, the target will be knocked up slightly, allowing the web to spawn on them when they are midair. While in the air, webs are broken much, much slower. They're already annoying and spammable enough. In my opinion, the effectiveness should actually be reduced, not increased, especially with the Sharpness I buff, if it stays. All 5 webs at a player should be more than enough to prevent them from escaping.
    Also, recovery? Medic is a support class, not recovery. It is meant to fight alongside your teammates and already enables them to survive pretty much forever with healing. The aforementioned sword buff has already shifted the class away from its general purpose, and we don't need more of that to happen.
    Overall, -1.

    Soldier
    I agree with the reduced recharge time in the air, but feel the rest of the stuffing there is unnecessary. It's already really rare for a good Soldier to need more than 3 or 4 charges to get to a tree or a roof. You're just throwing random numbers at this point.
    Flag poison reduction is also unnecessary. Just get a Medic. Usually if you're really low you're toast anyways.
    Overall, 0.

    Chemist
    Damage potions are used mainly for knockback, not for damage. Spamming them screws the Chemist over completely and is usually not a problem. Also, they're already Instant Damage I, not II. Reducing the amount is pointless because I rarely use more than 6 every life.
    I use poison potions against heavily armored classes like Heavy and Dwarf. It does its job just fine, and increasing the duration to 10 seconds takes out a whole 2 steaks worth of health on a perfect hit, which isn't hard. Not balanced at all in that case, it's fine where it is.
    Weakness III would be nice, but perhaps a bit too much. It's -1.5 hearts damage on their swords, removing close to 50% of the damage on most swords.
    Healing I heals two hearts. You're going to be taking damage faster than you heal with such terrible healing. Keep in mind these heal opponents too so getting "in" a chemist would be the best way to fight one.
    Regeneration on Chemist is indeed insane. I use more regeneration than health potions, and I can often win fights on just a regen pot. These changes would be fine, though I would be sad as I am a Chemist main.
    +10% mana restoration is pointless.
    Overall, -1.

    Dwarf
    More damage and knockback is not needed! They're good enough on their own to be able to hold off multiple people already.
    Less steak isn't needed either. They're not going to last long in there without a Medic anyways.
    Overall, -1.

    Mage
    Lightning Spell's projectile range is already long enough. Its AOE is already large enough.
    Damage Spell recharge time is already long enough as if you miss one shot they gain a lot of ground on you.
    Overall, -1.

    Ninja
    Current Invisibility Powder mechanic allows you to get away when you're jumped by another class. Yours does not.
    Regaining items on kills is pointless. Most ninjas just commit suicide to get their items and hearts back anyways.
    Flash bombs good enough already, weakness on it just promotes spamming, which is already a huge problem.
    And reduction of egg sounds??? Options -> Music & Sounds... -> Blocks -> OFF.
    Overall, -1.

    Pyro
    It's going to use all 5 Steak before it uses 25 Arrows.
    Overall, -1.

    Overall Feedback
    Please play more with classes before you recommend suggestions for them. I didn't comment on the classes I don't have experience with. As well, look at prior suggestions on the forums and read the feedback given in the replies.
     
    • Like Like x 1
    • Agree Agree x 1
    • Useful Useful x 1
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