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EMP Update - Elf Rework (Proposal)

Discussion in 'Capture the Flag' started by b0squet, Nov 3, 2017.

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  1. b0squet

    b0squet Ozymandias

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    Hey all, b0s here. Today, we're going to be doing something that we haven't done for a while. We're putting forward a couple suggestions for changing CTF's classes in order to introduce some new gameplay features and adjust balance in the metagame. This particular proposal is a rework for the Elf class which seeks to improve its viability. These changes aren't final, and the values of abilities in particular are subject to adjustments, but having a concrete rework proposal allows us to get things coded much more efficiently. With all that in mind, the rework is as follows:

    Introduction

    Elf has remained an somewhat of an enigma since its introduction to CTF in the spring of 2015. The class has seen low usage, as its various upsides and unique abilities have largely been held back by its relative frailty, middling damage output, and less-than-intuitive setup. This rework seeks to fix some of these issues with additions that benefit the class, particularly with regards to its offensive niche and support roles. It also includes a couple particularly unique abilities that should freshen up gameplay in general. So, without further ado, let’s break down the new Elf:

    Basic Inventory

    [​IMG]

    Armor
    - Leather, Dyed Green.
    - Chestplate enchanted w/ Protection III, Legs & Boots w/ Protection II (Chestplate and Leggings increase by 1 protection tier).
    Sword
    - Becomes Wood Sword w/ Sharpness I (as opposed to II).
    - Shield mechanic functions as intended (there are numerous bugs with Elf’s shield at the moment, these should be fixed with the update).
    Steak
    - 5 Steak (Remains unchanged)
    Arrows
    - 16 regenerating arrows, number/regen rate are subject to tweaking depending on how the class plays.
    - Elf regains 4 arrows for each kill.

    Elf’s basic setup will remain almost unchanged, with the main tweaks affecting its armor & sword enchantments. Adding another protection level to the chestplate & legs gives the class enough bulk to remove the some of the urgency from steaking, and generally boosts its ability to survive. Fixing the interactions between elf’s shield and various projectiles, such as Mage’s damage & flame spells, should also be a boon (if a smaller one) for the class. Elf’s sword, on the other hand, loses some of its damage (although it remains quite usable) as the class sees improvement in its other offensive abilities.

    Elemental Abilities

    Pure Element
    - Damage on pure element’s arrows remains unchanged (w/ consecutive shots hitting for 6 hearts of true damage).
    - Each shot that connects will knock the target down (and apply a root if the target is grounded) for .75 seconds / 15 ticks.
    Wind Element
    - Left-clicking with the wind element remains unchanged.
    - The existing wind element projectile has been replaced with a ‘vortex’ function that drags nearby opponents to where the arrow has landed (3x3 w/ 2 second duration).
    - Both left & right click for the Wind Element spend two arrows per shot.
    Water Element
    - Shoot a fully charged arrow at a target area to apply a 5x5 ‘splash zone’ (better names welcome) to it. For the next 5 seconds stepping in this area will remove any fire from you, and prevent any from being applied inside the zone. When you first enter the AOE you’ll get resistance 1 and regen 2 for 5 seconds (reapplying until the player leaves the AOE or the AOE expires). Lapis becomes enchanted to indicate the ‘splash zone’ is on cooldown (this will last for 20 seconds after the ability is used).
    - Arrows that aren’t fully charged will remain unchanged (put out fire).
    Earth Element
    - This element has been removed.

    While the pure element doesn’t receive a damage buff, it still gains something very valuable - the ability to hold players in place for a second shot. The main drawback of the pure element was that even under ideal circumstances, hitting an opponent with successive arrows was far from guaranteed. By merging it with attributes of the earth element, an Elf’s likelihood of hitting two or more shots in a row will increase significantly. While the AOE damage of the original earth element is gone, the new pure element will root players for slightly longer and would not have the tendency to glitch upon a direct hit. The changes made to the wind element’s projectile also mesh well with the new pure element, allowing an Elf to drag opponents into the ideal position for successive hits. Being able to move players to a location rather than knocking them away from one is new to CTF, and should shake up gameplay considerably. The same can be said for the water element’s updated AOE ability, which allows Elf to better support teammates - or itself - in a variety of situations.

    We may have erred a bit on the side of making Elf overpowered, but we do have plenty of time to tweak the class’ mechanics during its (possible) testing and introduction phases. With any luck, the changes suggested here should make elf more rewarding to play and increase its impact on the whole of CTF. We look forward to your input on this rework!

    Happy Capping!
    - The CTF Committee

    I'd also like to give credit to the various users who've suggested ideas for changes to Elf, as they were particularly helpful. Some of the ones we adapted for these rework include:
    - Various suggestions from @GalaThundR here, albeit not directly taken from the post.
    - Numerous suggestions for regeneration being applied to the Water Element's shots, including here.
    - A good justification for simplifying Elf's inventory here.
    - Many of the other ideas on this thread that allowed us to understand what the community consensus on Elf's issues were, thus providing us with a guide for how to rework the class.
    Thanks again for all the suggestions!
     
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    #1 b0squet, Nov 3, 2017
    Last edited: Nov 3, 2017
  2. Miskey

    Miskey Leader of Annihilation | Former Media Manager

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    Can't wait for these changes^^.
     
  3. Spades_

    Spades_ Former CTF Mod

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    Better than the current elf. Make these changes ASAP
     
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  4. Removers

    Removers KitBrawl Ex-Mod!

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    Ye, a lot better than the current elf. I'm probably going to end up playing elf a lot more than I already do and try to make sure I can still use it well.
     
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  5. Rejeqted

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    Hoping to see new Elf mains
     
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  6. Cardonation

    Cardonation CTF JMOD | CMS Leader

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    Excited, this is an amazing rework
     
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  7. Deppuccino

    Deppuccino Well-Known Member

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    It's a good rework, but the changes to right clicking the wind element are useless.
    With the old wind, you could launch people up, and someone with enough creativity could do great things with that. But now, you've made it so that the only thing you can do with it is pull them 1 block. That can be annoying, yes, but it's practically useless in competetive play. The point of that ability is to keep enemies where you want them and get another pure element off, but the new grounding effects for pure does the job a multitude of times better.
    The idea of pulling enemies in is good, but it needs a larger AoE to be even slightly as viable as the old wind could be.

    My suggestion is to increase the AoE to a 5x5 or 7x7 radius, and in case the pull is an instant teleportation to the spot the arrow landed or it is an actual pull but slow to the point of just giving your foe a glorified slowness, make it an actual pull that's strong enough so that you can't just outrun it. With those changes, elf has a much more viable use for the wind element's right click function, and it could make for some much more creative ways of using it, probably ending up like the old wind where there's ways of using it but no one ever thinks of anything special.

    But that's just my 2 cents.
     
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  8. Miskey

    Miskey Leader of Annihilation | Former Media Manager

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    You're missing a bunch of combo potential with the new wind element. Pulling players into an area for a headshot, another pure element, a mage freeze, mage damage, etc is now all possible and easier to do with this new elf wind element. You can also use it to pull players off the map. The biggest difference here is that the new wind element is reliable, the old one wasn't good enough for any of those plays you mentioned to be reproducible consistently.
     
    #8 Miskey, Nov 3, 2017
    Last edited: Nov 3, 2017
  9. xGhale

    xGhale HG‘s Doom guy

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    Issue there is that CTF is not necessarily going to be a teamplay gamemode outside of matchmaking - meaning Elf as a team class loses a lot of viability.
     
  10. Removers

    Removers KitBrawl Ex-Mod!

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    Elf wins.
    But I agree here the new wind element is going to be a lot better than the current one as it is easier to control and will actually work effectively. The rework might take some getting used to but it is going to be a lot better than the current state of elf and where it is at in my opinion.

    Players that do play work as a team quite often and also the spell will have setups for you on a solo-play too not just team playmaking life better as an elf.
     
  11. Miskey

    Miskey Leader of Annihilation | Former Media Manager

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    It loses some potential viability for sure, but the buffs to the other elements definitely make the class viable without the need for another class to back it up. It's going to be a class that focuses heavily on game sense and recognizing which element you need to use during which situation.
     
  12. GalaThundR

    GalaThundR Mcpvp Veteran

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    I don't know how I feel about the vortex. My current problem with the wind element is how it is not effective in the slightest when directly shot by it; but only when the arrow is shot near players is it actually very effective. One time i got a triple kill while being 3v1'd by heavies by flying away from them and shooting a wind arrow under the block they were standing on and launched all 3 of them into the air. That is what I mean when the wind element can be extremely useful when used correctly. I've also used it to launch flag carriers off the map or push ghosting ninjas away from the flag. The vortex seems to nullify if not remove these strategies entirely.

    If I had to decide what to do with the wind element, I would leave it as is but have the element toggleable between launch/suck while making direct shots by the element actually effective.
     
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  13. bunnybird12

    bunnybird12 Guest

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    Yeeeeesss! I looove all of the changes! Can't wait for the update to happen.
    Im so hyped up right now!
     
    #13 bunnybird12, Nov 3, 2017
    Last edited by a moderator: Nov 3, 2017
  14. Ninsanity

    Ninsanity Yoshi Legend and Medic Main

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    I do like the change to the wind element now considering the points miskey made. Personally, it's now my favorite idea for elf. Everything else is fine, I like the mixing of pure element with a weaker earth element. I would really like to see this added to ctf.
     
  15. ExtremeEvoboost

    ExtremeEvoboost CTF Media Man

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    Perhaps the range on the wind element vortex could be buffed. Like stated above by multiple people a 3x3 area of sucking power is a glorified vaccuum cleaner. 5x5 would make it a much better tool.
     
  16. SoCool21

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

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    About time :stuck_out_tongue:

    Looks good, might need a bit more of a buff afterwards but it's certainly a good start.
     
  17. blaeg

    blaeg Member

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    you should replace the earth element with something, i dont want to recommend a replacement bc ill get hate for anything i say in this community!
     
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  18. Icarus_82

    Icarus_82 Well-Known Member

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    Can’t wait to try it out :grinning:
     
  19. b0squet

    b0squet Ozymandias

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    I can definitely understand wanting to expand the vortex size, especially since 5x5 was my original size for it, and I'm still undecided as to what the radius should be. The important thing to remember, though, is that it's a pull & hold ability, not just a pull. Keeping a player in that position for an extra second or so makes the ability quite strong, even with a small AOE radius. With that said, we'd definitely test increasing/decreasing the radius once the basics are coded, and since there's a fair amount of support for a larger radius going by the thread already, we may start w/ that.
    I can also understand how the wind element in its current state can be used effectively, but I can't justify keeping it in its current state. The ability is (a) not intuitive to use and (b) doesn't have intuitive counterplay. Both of those are caused by the near complete lack of visual indicators for how the ability functions; there are no particles, etc. When paired with a knockback ability whose effectiveness varies significantly based on the angle & status (airborne or not) of the player it hits, it ends up being both frustrating to learn & frustrating to play against. The vortex would be able to emulate a number of the scenarios you mentioned as well (pulling flagholders off the map, pulling a ninja away from the flagpole, etc) while being easier to predict for both the user and the target, so I do feel that a replacement is in order.

    The Earth element's abilities are more or less split between the pure & wind elements, with some added bonuses to each. Given that the Earth element had some very real limitations w/ regards to trapping & slowing players, the shift to Pure/Wind should be a boon to elf rather than a loss, with the additional upside of making the hotbar less cluttered. Adding another ability in its place would take a class that's already a bit over-complicated & make it even more complex, so we almost certainly won't.
     
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  20. blubfusion

    blubfusion Member

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    I don't like the vortex pls leave it on pushing players away it's more fun

    edit: although you could have the different bow pulls to make a different ability, like half pulled is something and fully pulled is another. Including semi pulled.

    i have lost the synonym for pulled.

    edit 2: no nononno this is trash leave elf.
     
    #20 blubfusion, Nov 4, 2017
    Last edited: Jan 22, 2018
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