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Idea Tom's class rework series - Rework #1 Mage

Discussion in 'Capture the Flag' started by TOM_SAYS, Aug 14, 2017.

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  1. TOM_SAYS

    TOM_SAYS Active Member

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    Hi CTF'ers, welcome to the first thread of my rework series; starting with mage.

    With this rework I want to give mage a purpose in the game; to give in an actual role.

    Currently, mage is basically a spam class who's job is to annoy tanky classes by taking some of their health. It has no kill power, except against low-armoured classes.

    Mage currently does:
    0.5 hearts against heavy
    1.5 hearts against soldier
    2 hearts against archer
    2.5 hearts against medic and chemist
    4.5 hearts against ninja
    4 hearts against assassin

    Now my idea is to give mage's damage spell 2.5 hearts of true damage and 3.5 hearts of true damage against burning targets (this gives flame spell a purpose), this will make mage an effective counter against high-armoured classes and will make stronger counters out of ninja and assassin, because of the 2.5 hearts true damage instead of the current 4/4.5

    However, it doesn't end here. I also want to make mage more skill-based. This rework also includes to remove the knockback from damage spell entirely, so it will have to rely on lightning- and freeze spell for zone controll. To make that a little easier, I'd suggest to put melee knockback I on all spells and perhaps a little armour buff of one point.

    This mage rework fits the role of offence support. It can be used from a distance against defences with many tanky classes. If this rework will be applied, then there would also finally be a class that can be used against turtling.

    So my mage rework has:
    - Damage spell that does 2.5 of true damage and removed kb
    - Flame spell makes sure that the mage will do 3.5 of true damage on burning targets; (Flame spell's cooldown increased to 5 seconds)
    - Melee knockback I on all spells
    - (Spell distance, freeze spell and heal spell all stay the same)

    Pro's:
    - Heavy and soldier will get another counter, which those classes lack for sure
    - Ninja and assassin will become better mage counters
    - Mage becomes more skill-based
    - Each spell receives a full purpose
    - It will be easier to corner a mage
    - It won't take forever anymore to kill a heavy as a mage
    - This mage can be used against turtling.
     
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    #1 TOM_SAYS, Aug 14, 2017
    Last edited: Aug 17, 2017
  2. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    Sounds like a ranged pyro lmao
     
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  3. Spades_

    Spades_ Former CTF Mod

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    I see the potential for this to be way too over powered. The problem lies imo with the flame spell giving extra hearts of true damage. A flame spell can be launched roughly every 3-4 shots of the damage spell. And while taking out the kb is a nice touch, the potential for damage done is way too high. In order for this to be successful, I feel as though you should increase the time it takes to reuse spells. This would make it more powerful, but less spammy which imo would enhance your goal of making mage more skill based.
     
  4. TOM_SAYS

    TOM_SAYS Active Member

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    Hi Spades_, thank you for your feedback. Mage will be a more powerful class indeed, but I wouldn't say it will be way too over powered. That's because it must rely on lightning and freeze for zone control. The mage can be easily rushed into without the damage spell kb; especially buffed players.

    Also, those 2.5 hearts of true damage aren't as powerful as it sounds, because not every shot is a hit and enemies can still steak. Furthermore, the included nerf of this is that ninja and assassin will become more effective counters against mage. It will be harder to kill a ninja with this rework.

    Now I do agree with your criticism on flame spell. So how about a flame spell cooldown increase to 5-7 seconds?
     
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  5. Spades_

    Spades_ Former CTF Mod

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    You're right, in this situation mage can be easily rushed since no knock back would be taken from the damage spell. I do like that lightning and freeze are the only methods for spacing and kb.
    Regarding what I said about it being op, really only speaks towards those who are really good at mage. But then I guess it's the players who are op, not so much the class.
    Finally, yes I'd much rather see a 5-7 second cooldown on flame spell, since attacking with flame spell boosts damage. Looks good to me :grinning:
     
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  6. EmperorTrump45

    EmperorTrump45 Dank Memer

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    mage doesn't need a buff
     
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  7. CommunistBelgian

    CommunistBelgian Well-Known Member

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    No rework for mage needed, and this rework thing sounds like an incredible mess that is only meant for killing people and not playing the actual objective of the game.
     
  8. TOM_SAYS

    TOM_SAYS Active Member

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    It's a rework with both buffs and nerfs.

    Mage does need a rework, because it has no purpose. Currently it's only used for fooling around the map and maybe removing 1-2 steaks from an enemy due the little damage it does. With a bit dedication you might get a few kills.

    This rework does give mage an actual role: offence support. It could be used to kill tanky classes like dwarf, heavy and soldier. I just realised that this rework can also be used against turtling. So this rework definitly doesn't lack purpose.
     
  9. CommunistBelgian

    CommunistBelgian Well-Known Member

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    Mage is being used in matches as a midfield class to stop offensive waves, not to support them. Mainly because an assassin or ninja can easily take down a mage on offense, so no using a mage on offense would be retarded. I would love to hear an explanation on how mage could help against turtling. Mage buff is useless.
     
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  10. EmperorTrump45

    EmperorTrump45 Dank Memer

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    It averages out to a net buff on Mage and a pretty massive one at that.

    Midfielding isn't a thing?

    [​IMG]

    Mage lightning spell can do most of an enemy's healthbar. Damage spell is easily spammed to do high damage over time. Flame spell does little damage but makes landing your lightning/damage spells easier (allowing you to do even more damage). And Mage heal spell is arguably the most powerful heal in the game, allowing Mage to (usually) survive encounters with any class that isn't Assassin and continue to do damage.

    Couple things here. Mage already has a role - midfielding. Also your buff doesn't make Mage an offensive support. It just makes it better at midfielding, and therefore more annoying, than it already is.

    How this buff does not make Mage an offensive class: no effective way to counter Assassins. Cannot block and hard to land lightning spell, even with reduced cooldown, on a target with speed III.

    How this buff does not make Mage a support class: it massively buffs all of its damaging abilities. When you do that you angle Mage towards getting kills rather than healing allies or whatever.

    Mage can already be used to kill tanky classes. There is no reason for it to be better at it by buffing its crowd control (halving lightning spell cooldown), buffing the damage from its damage spell, and buffing the damage from the flame spell - especially with the "ranged pyro" true damage to burning targets mechanic.
     
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    #10 EmperorTrump45, Aug 14, 2017
    Last edited: Aug 14, 2017
  11. TOM_SAYS

    TOM_SAYS Active Member

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    Offence is both midfield and the enemy flagroom. With this rework it will do a better job in stopping an offensive wave since you'll be doing more damage on heavies and soldiers.

    This mage can be used against turtling, because with the true damage, it doesn't matter whether the flagholder is blocking or not.
     
  12. CommunistBelgian

    CommunistBelgian Well-Known Member

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    And how exactly do you think a mage is going to get through a horde of people defending their carrier?
     
  13. TheZombieKat

    TheZombieKat CTFer since May 2012

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    Even with the added damage, Mage really won't help against turtling. Dealing more damage wouldn't help anything. As Uni said, a horde of people around a flag carrier will easily take out the Mage.
     
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  14. Salty_Ivan

    Salty_Ivan Well-Known Member

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    This does not change the fundamental concept of the class: deal damage from afar and keeping enemies at a distance while taking minimal damage. That is the issue with the class, that it can be considered a melee class that has 10 block range with slower damage and some abilities. Even as Chemist with speed and regen I often have trouble reaching the mage in rough terrain or indoors and by the end of the fight my resources are drained. As well, even if I run away this does not weaken the mage in any way except for a couple seconds when spells recharge. Meanwhile I'm down potions and require a Medic to have the same amount of resources as I did when I left spawn.
     
  15. TOM_SAYS

    TOM_SAYS Active Member

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    Ofcourse it can't take out a horde of people around a flag carrier, but 2-3 shouldn't be a problem. You just freeze one, zap the other with lightning; then you use flame spell on the flag carrier and try to kill him. Even easier when people are helping you.

    But what do you think about it becoming an actual counter against heavy and soldier? @TheZombieKat

    This rework improves the fundamental concept of the class. Now it's actually more skill based due the reliance on lightning and freeze for zone control and you can actually take out people.
     
  16. CommunistBelgian

    CommunistBelgian Well-Known Member

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    1st of all, flag carriers will most likely have more than 2-3 players defending them including a ninja / class that deals a lot of damage in a short amount of time. As a mage you'll have a very hard time actually getting to the flagcarrier and then you have to start assaulting him. This already is basically impossible in most of th cases. You can't freeze / lightning away an entire defense of a team as mage, neither will your rework improve the damage it does to an actual carrier, they can move in case you forgot.

    Mage is not a killfarm class, it's meant to stall offenses / recoveries at midfield, possibly giving a minor bit of assist on recovery but will never and should never affect the game as a gamechanger. Mage shouldn't be focused on killing people, it should be focused on assisting, delaying, winning time, being annoying af at midfield. There are plenty of classes for offense / recov that are way better than current mage and what you suggest mage to be.
    You're not convincing me with this
    -1
     
  17. TOM_SAYS

    TOM_SAYS Active Member

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    Instead of going on about whatever situations a mage could appear in in game, you could also ask questions about the rework itself.

    The main purpose of this rework is to give heavy and soldier a much needed counter.
     
  18. CommunistBelgian

    CommunistBelgian Well-Known Member

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    If you'd really want to give these classes a rework, make suggestions for pyro. Always has been the core defense and the best thing to use against heavies / soldiers on defense (with the exception of the classes themselves).

    About the question asking, I don't see any use in your rework, which is why I didn't bother asking further questions.
     
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  19. Knaber

    Knaber Well-Known Member

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    Yes.
     
    #19 Knaber, Aug 15, 2017
    Last edited: Aug 15, 2017
  20. TOM_SAYS

    TOM_SAYS Active Member

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    UPDATE:
    - Flame spell's cooldown increased to 5 seconds
    - Lightning spell's cooldown reduction removed: (will remain 7 seconds)
    - Melee knockback I on all the spells
    - An armour buff of one point.

    Thoughts?
     
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