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Idea Even more Necro tweaks

Discussion in 'Capture the Flag' started by EmperorTrump45, Aug 8, 2017.

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  1. EmperorTrump45

    EmperorTrump45 Dank Memer

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    popular ideas are highlighted in green

    -Zombies spawn with base Resistance II (40% damage reduction), speed I buff. Zombies die too quickly and are too slow. This addresses both problems
    -Teach mobs to avoid water (although they can swim, mobs tend to get stuck in pools or take forever to get out)
    -Mobs always prioritize Necro over enemies while Necro is holding beacon
    -Necro can target specific enemies by hitting them with beacon. Will cause special particles to emanate from the targeted enemy. Can target one at a time. Right clicking beacon removes the target unless target dies beforehand
    -Hits from mobs fill up larger chunk of XP bar
    -Decrease egg respawn time from 15 seconds to 10. goal is to make necro playstyle less campy and more active
    -Remove blazes. Replace with ghasts
    -Remove 'kills for mobs' snowball mechanic. Give Necro 5 zombie, 4 skeleton, and 3 ghast eggs at the start
    -Remove sharpness I on necro pickaxe. Replace with knockback I. gives you some cc to knock enemies into your mobs (even with speed III, mobs can still be outrun) which allows you to do more damage and apply more cc via on hit mob debuffs, etc.
    -Add XP refunding after mob deaths for a certain % of XP used to buff mob.
    -Change some of the mob buffs. i.e. for zombies... Speed III (instead of Speed II) and Regeneration I instead of iron sword.
    -Fix mob AI in general, perhaps through this plugin?
    -Add 1 steak
    -Remove bone skeletons, replace with bow skeletons (i.e. make skeletons ranged instead of melee).
    -Skeletons spawn with resistance I, speed II - and power I on their bow.
    -Necro can spawn multiple different mobs at once. Same limits apply (can spawn no more than 4 skeletons or 3 of the third tier mob, and no more than 5 mobs total)
    -Zombies have a 50% chance of spawning with an iron sword
    -Add a thing to make it easier to differentiate your mobs from enemy/other necro mobs.
    -ghasts deal damage equivalent to normal mode. i.e. 8.5 hearts, not through armor

    note: this is a list of tweaks. they are not meant to be packaged together in one thing.

    what do you think?

    @Krazygam
    @TheZombieKat
     
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    • Agree Agree x 1
    #1 EmperorTrump45, Aug 8, 2017
    Last edited: Aug 8, 2017
  2. Shawn_

    Shawn_ Playing CTF and making maps since 2012

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    I would personally want to get rid of having to get kills to unlock mobs and instead just have higher tier mob eggs regenerate more slowly.
     
  3. EmperorTrump45

    EmperorTrump45 Dank Memer

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    I'm good with this too tbh. Snowball mechanic just encourages camping. Added
     
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  4. Claod

    Claod Well-Known Member

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    Yeah the necro rework didn't do much to buff necro or let it use much of its abilities. Hopefully the changes will allow necro to better be something closer to an actual necromancer.
    +1

    Only problem I have is skeletons often shoot each other and get into mini archer skirmishes. Perhaps the arrows could go through friendly mobs?
     
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  5. CommunistBelgian

    CommunistBelgian Well-Known Member

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    A lot of interesting ideas in there but I think the ghast replacing blazes / starting with all eggs at once would be slightly too overpowered. Blackout for example, release your ghast on offense and hell's about to begin. The archer, who's supposed to be focusing offensive players from the other team, now has to turn and focus on a ghast (this is for the situation / tweak in which you start with all eggs at once), allowing offense to steal even easier.
    -1 for these 2 ideas
    +0 - +1 for the others
    Good work
     
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