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Idea [Class Idea] Archer rework

Discussion in 'Capture the Flag' started by Freedom_35, Aug 2, 2017.

?

Could this be a good rework?

  1. Awesome! Interesting ideas! +1

    16.7%
  2. I could stand to see this added, sure +0,5

    11.1%
  3. Maybe if you change stuff +0 for the moment

    22.2%
  4. Undecided +0

    0 vote(s)
    0.0%
  5. Nah, not really -0,5

    22.2%
  6. Heck no, your ideas suck! -1

    27.8%
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  1. Freedom_35

    Freedom_35 Well-Known Member

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    okie, I guess I'll edit it again.
     
  2. Colorr

    Colorr Active Member

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    -1 I know everyone says archer is too overpowered or broken and im a heavy and chemist main which are probably the easiest classes to hs or kill as archer (chemist) but I still think we need the broken archer to counter soldier cappers standing on high ground or heavies that just camp in water which pyro isn't able to kill.
     
  3. Sqrt_MinusOne

    Sqrt_MinusOne New Member

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    One of my biggest problems with archer's headshot is that it is a hard line: at 29 blocks its a bit of damage, at 30 an instakill. I think it would be nicer (and more fair tbh) to have archer deal a couple of hearts of pure damage starting at like 20 blocks and increasing to an instakill at like 40 blocks. Archer can still instakill, but more often just deals 3-4 hearts of damage which is far less rage-inducing. Most archer reworks I've seen involve reducing arrows or stopping bowspam, but (at least in my experience) the most annoying thing about archer is kills out of nowhere. Making the instakill harder but still giving archer ranged utility would go a long way towards balancing the class.

    (Note: as an archer main I'm kinda biased, so take this w/a grain of salt)
     
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  4. Freedom_35

    Freedom_35 Well-Known Member

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    I really don't know what to do now. I've followed advices, edited stuff, changed stuff so people would like the idea better, still a lot of 'no' votes. At least I can say I tried. But I really have no idea what to do now.
     
    #24 Freedom_35, Aug 4, 2017
    Last edited: Aug 4, 2017
  5. SoCool21

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

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    Yes please - archer is supposed to be strong in ranged and weak in melee. Being able to use your bow to stop anyone from getting close is just annoying.

    Unnecessary nerf.

    40 blocks is too far. Also, changing the headshot distance will not solve the major issue with archer (it's annoying as hell to get randomly killed by someone halfway across the map). This may increase the skill required to get headshots, but when they happen, they will still be very annoying.

    I'm not a fan of these progressive mechanics in CTF. Dwarf and necro have these mechanics (levelling up your sword, and getting/buffing useless mobs), and both don't suit CTF's fast paced play style. I'd rather just run out of spawn and be able to play rather than having to upgrade my class slowly before it's any good.

    That being said, this progressive mechanic isn't that bad - the difference between a 40 block headshot distance and a 30 block headshot distance isn't huge (it may help, though), and a kill streak of 10 is quite easy. I'm still not a fan of this mechanic, however.

    Mineplex has some kits with a regenerating arrow mechanic, and I've never been a huge fan of it. I've had an idea or two similar to this, however. Might post it soon.
     
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  6. Freedom_35

    Freedom_35 Well-Known Member

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    I would've quoted your point seperate, but I'm on mobile :stuck_out_tongue:
    About the no punch: thanks :smile:

    About the pulling the bow all the way back, bowspam is considered an annoying thing about archer, and having to pull the bow all the way back will make bowspam harder to do, so this actually could be necessary in my eyes.
    About the 40 blocks, it really isn't that big a deal. The idea of this 'nerf' is not per say to make it harder to headshot, but this way you have to be more accurate when trying to randomly shoot someone. This could sort of help the random hs problem.

    About the headshot range getting shorter, on the contrary, this is the 'reward' we've been talking about recently. Me and some other ctfers agreed that next to all these nerfs we should also give archer a buff. We thought that buff could be REWARDING an archer for performing well. Because with all these nerfs, archer would be less fun, but if you add a buff like making hs range shorter as you perform well, it can make it fun again. The thought that your hard work pays off can make a class more fun. Take dwarf, for example. It starts off as boring as Schlagermusic from the 70s, but when you start reaching level 7 or higher, it's my second favorite class. I really enjoy playing dwarf when it's strong, because I have been rewarded with being patient.

    About the regenerating arrow, maybe we could change the idea to 'bonus arrows?' That you get like three arrows back per kill? This reward and buff can make up for all the nerfs to make the class tougher to play. I'll edit the thread.
     
  7. CommunistBelgian

    CommunistBelgian Well-Known Member

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    No
     
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  8. Colorr

    Colorr Active Member

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    Toxic
     
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  9. Freedom_35

    Freedom_35 Well-Known Member

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  10. Slayway

    Slayway Banned

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    What is your purpose in removing punch exactly?
    -Slayway
    Chicken.
     
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    #30 Slayway, Sep 9, 2017
    Last edited: Sep 9, 2017
  11. EmperorTrump45

    EmperorTrump45 Dank Memer

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    To make Archer a lot less of a nuisance to fight at short range. It dominates long range. It should not be difficult to kill - or get close enough to kill - at short range
     
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  12. Slayway

    Slayway Banned

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    Yeah but why does punch work well with that tho. I get that you get less knockback but the main thing archers do in close ranged is bowspam and that is based on the arrows knock up ability not the knock back. This is the mistake several servers made by removing punch and still wondering why bowsaw works.
    Beside that we should just wait for the shield item that mojang created for this close-ranged situation.
    -Slayway
    I like chicken
     
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    #32 Slayway, Sep 9, 2017
    Last edited: Sep 9, 2017
  13. EmperorTrump45

    EmperorTrump45 Dank Memer

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    It knocks you back an additional 4 blocks giving Archer time to hit aim and hit you again and again sometimes knocking you back into headshot range, over a ledge, or into water/lava/soulsand (depends on where you are, the map, etc.). I mean, if you get knocked into water - as most classes - you're borderline screwed

    The punch greatly enhances the knockback from bowspam, as mentioned above ^^. It makes it much harder for anyone who isn't Mage to get in melee range (3-4 blocks) entirely for that reason
     
    #33 EmperorTrump45, Sep 9, 2017
    Last edited: Sep 9, 2017
  14. Slayway

    Slayway Banned

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    Yet doesn't affect bowspam itself too much.
    Who else likes chicken?
    -Slayway
     
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    #34 Slayway, Sep 9, 2017
    Last edited: Sep 9, 2017
  15. Freedom_35

    Freedom_35 Well-Known Member

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    Sorry man, gotta agree with Mugman. Bowspam itself isn't as big a nuisance as the fact that it makes it tough to get close to the archer.

    Anyways, just to recap:

    -sword is the same
    -steak is the same
    -have to pull the bow all the way back
    -no punch
    -headshot range of 40, but each kill decreases it by 1, this all stops at 10 kills, 30 is the minimum range
    -you start off with, let's say, 30 primary arrows. If you shoot and kill someone (only kill) you get two (secondary) arrows, on another hotbar. Maximum of 64 arrows. This is supposed to reward the archers who perform well. It may not be noob-friendly, but this way they can actually gain skill at the archer class.
    -the compass and class selector remains the same

    Like I said, I've changed and added or deleted some stuff, and I hope this helps. This is the best I came up with. The one problem this wouldn't solve is the random headshots, but I really don't know a good non-abuseable way to prevent that. I guess we'll just have to live with that one flaw.
     
  16. Knaber

    Knaber Well-Known Member

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    Only rework i think archer would need is this: blocking reduces instakill to 9 hearts of true damage or something....
     
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  17. Freedom_35

    Freedom_35 Well-Known Member

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    Could maybe do something like that in the future, but for now I'd say keep to the list that I have. I just want to know if my rework could be useful. No offense or anything, as I like your idea :smile:
     
  18. Slayway

    Slayway Banned

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    What about:
    -Headshot range 35
    -Regeneration system of @SoCool21
    -Every shot getting closer to 35+ does more damage till instakill at 35+
    -Remove punch 1
    -add self boosting(arrow) to escape melee fights

    -Slayway
     
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  19. monst3rman1ac

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    I COMPLETELY AGREE. I've been running around the concept of removing punch from archer bows, although it seems making archers having to pull there bow all the way back, is a bit "timey," for example, if you have a ninja that's invisible and about to attack you can't do the usual thing and corner yourself and shoot arrows all around you, or something like that. So possibly instead of having to fully charger your bow, it has to be at least half charged.
     
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  20. TheMaelstromsEye

    TheMaelstromsEye Well-Known Member

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    If I had a dollar for everytime I've seen an archer change topic where there has been no change to the instakill after the topics(besides the range increased). I would have enough money to buy the server I swear
     
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