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Idea [Class Idea] Monk

Discussion in 'Capture the Flag' started by THECOMMANDER5643, Jan 23, 2018.

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When CTF is balanced, would you like to see Monk added as a playable Class?

  1. +1

    8 vote(s)
    61.5%
  2. +0

    4 vote(s)
    30.8%
  3. -1

    1 vote(s)
    7.7%
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  1. THECOMMANDER5643

    THECOMMANDER5643 Well-Known Member

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    Hello CTF Community! It's been a while since I posted my last class idea, but I finally came up with one that I believe will work nicely with the current class setup in CTF, as well as provide a fun, new, and unique way to recover the flag. Without further ado, I present to you the Monk!

    Name: Monk
    Command: /monk

    Free/Premium: Free
    Intended Niche: CTF as a whole is in need of serious balancing issues and there are significant voids in the class roles that still need to be filled and fixed if CTF is to become a balanced gamemode. One of the more pressing holes is the lack of a free recovery class to allow new players to compete with ninjas and assassins in recovering stolen flags.

    Intended Role: Recovery
    Possible Roles: Offensive Support, Defensive Support, Midfield Harassment, Kill Setup

    Class Description: High in their secluded monasteries, monks supplement their pursuit of knowledge with the practice of numerous martial arts, crafting their bodies and minds into the perfect condition. Channeling their inner energy, often called Chi, Monks are powerhouses on the battlefield, able to dash long distances almost instantly and render heavily armored foes immobile with simply their fists. If a pesky soldier or heavy has made off with your flag, there is only one class to use. Step aside ninja, there's another recoverer in this house now.

    Armor:
    Head: None
    Chest: None
    Legs: Leather Leggings
    Feet: None

    Hotbar:
    Slot 1: None. The monk's fists are deadly enough.
    Slot 2: 2 Monk Steak - Steak
    Slot 3: 1 Shaolin Swiftness - Sugar
    Slot 4: 1 Shaolin Fury - Blaze Powder
    Slot 5: Empty
    Slot 6: Empty
    Slot 7: Empty
    Slot 8: Class Selector
    Slot 9: Compass - OP Nerf Plox

    Item Descriptions:

    Shaolin Swiftness - By right clicking on the sugar, the Monk dashes forward 7 blocks at tremendous speed (almost instantaneous). Monk is not affected by gravity while dashing. 15 Second Cooldown.

    Shaolin Fury - By right clicking on the blaze powder, the Monk enters a state of supreme martial focus for 5 seconds. The Monk's attack speed is doubled, the passive resistance is increased to Resistance II, and every third successful hit restores 2 hearts to the monk. 20 Second Cooldown.

    Class Specifics:

    Passive Strength II
    Passive Speed II
    Passive Resistance I

    Because of the Monk's martial training, they have learned how to control their attacks to disable their enemies. Every 4th consecutive hit on the same enemy will apply slowness V for 0.5 seconds and disable any movement mechanic for 2 seconds, including but not limited to Elf's Wind Element, Soldier's Climbing, and Ninja's ender pearls. Furthermore, Monk's fists to not apply knockback, and deal true damage to all opponents.

    Monks are also immune to assassinations. If a Monk is assassinated, they instead take 6 hearts of true damage. This does not end an assassin's redstone ability, meaning two consecutive hits will kill a Monk.

    Comments:
    The monk is intended to allow new players to try a free class in the recovery role, no matter what day of the week it is. While this class may seem too complex for a free class, Medics, Archers, and Soldiers all have unique abilities, with Medics more so than any other free class, that provides the necessary precedent to allow Monk to have its unique abilities. Furthermore, the abilities that Monk are not overly complex and will create a class that fits very nicely in the Free Recovery role.

    Post your comments and suggestions below. Remember, constructive criticism is always best. If you think something should be changed, state what and by how much. Until added, if that were to ever occur, this is still an idea, and a work in progress.

    Changelog:
    1/23/18: Thread Posted
    2/4/18: Reduced passive strength from III to II. Added true damage to attacks.
     
    • Like Like x 6
    • Creative Creative x 2
    #1 THECOMMANDER5643, Jan 23, 2018
    Last edited: Feb 4, 2018
  2. scapezar

    scapezar Ex-Ban/Appeal Manager | Ex-Hack Test Manager

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    Jul13n#9311
    ctf's doomfist, i like
     
  3. Spades_

    Spades_ Former CTF Mod

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    @b0squet add this mr. Smod, I crave something new added to the game
     
    • Agree Agree x 1
  4. TheZombieKat

    TheZombieKat CTFer since May 2012

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    To me, this doesn't seem like it would have a high damage output. Strength III with no weapon doesn't seem like it would do enough damage to be a recovery class. I may be completely wrong, but how much damage would this do to a heavy?
     
    • Agree Agree x 1
  5. THECOMMANDER5643

    THECOMMANDER5643 Well-Known Member

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    @TheZombieKat
    Each Strength level adds 3 points of damage (1.5 hearts). With the base 1 point of damage a punch deals, each hit would be dealing 10 points of damage or 5 hearts base, theoretically. If the damage needs to go up or down, it can always be adjusted, or scaled with armor. This is a WIP, after all. Another possibility is that we allow the Monk to do a percent of damage as true damage.

    Furthermore, I didn't envision this class to solo recover. I more envisioned this class as the one that catches up to the flag carrier and locks them down for other players with high damage outputs, like heavy or ninja to recover.
     
  6. super_mii2

    super_mii2 Well-Known Member

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    This just seems like a better Assassin and a worse Ninja tbvh
     
    • Useful Useful x 1
  7. CommunistBelgian

    CommunistBelgian Well-Known Member

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    This is an incredibly complicated class but seems to work
    new assignment: get a developer
     
  8. Ninsanity

    Ninsanity Yoshi Legend and Medic Main

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    I like the concept of it, but I agree with super_mii2 that it's a weak assassin. If there's a way to maybe keep is recovering ability but make it less based on assassin, I think that'll be great.
     
  9. TheZombieKat

    TheZombieKat CTFer since May 2012

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    That damage value seems off. I tested by having a player with strength 1 hit me (while I was ninja, so no armor) and did 1 point of damage. If the value was correct it should've done 4 points of damage? Maybe I'm completely wrong and not understanding the damage area. I'd assume it needs to be true damage in order for it to be effective. The strength seemed to do nothing in regards to the punch's damage.
     
  10. THECOMMANDER5643

    THECOMMANDER5643 Well-Known Member

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    According to the MC wiki, that’s how strength is supposed to function. It may require a melee weapon however, but that still doesn’t prevent higher punch damage values for Monk from being coded.

    Tru damage does seem to be the way to go, now that you pointed it out. Possibly the equivalent damage of Strength II, or 3.5 hearts per punch ignoring armor.

    @ningeek212
    If you think the sustain mechanic should be a more defining feature, it can be removed from the Shaolin Fury ability and placed as a passive. E.G. Monks would no longer have steak, but every 3rd successful hit would restore 4 points of health. Those values could be tweaked based on testing, but should be relatively balanced.

    For you geek, and @super_mii2 what do you like think makes this class like assassin? It’s ability to lockdown a carrier isn’t dependent on a particular item to function (it’s a passive), and all recovery classes require some form of movement ability. What do you think should change?
     
  11. super_mii2

    super_mii2 Well-Known Member

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    First of all, the Fury and Swiftness combo seems extremely similar to Assassin's Redstone and Sugar. Sugar's use to catch up to carriers mirror's Assassin's sugar too. Fury mirrors Assassinate, except that the Monk is not in a state of vulnerability but cannot instakill. Honestly, Fury feels like how Assassin would be if they pulled a Pyro-rework style nerf.

    The monk's slowdown on hit also mirrors Ninja Eggs, because they cripple horizontal movement by a lot. They also outclass Mage's Ice Spell. The passive speed is also like Ninja because it means opponents can strafe and stun opponents, though in a way that is less potent than Ninja (less power, reward requires landing 4 hits).

    It sounds pretty neat but overall comes across as a nerfed Ninja or Assassin (judging by it's description as a free class I'd guess is probably what you're going for). I doubt it will be used at all for CTF matches as it is outclassed by Ninja (more damage, harder to hit with eggs extremely good mobility) or Assassin (instakill lul and the mindgames that can force opponents to slow down) in all departments except defense.

    Some other notes: This class could potentially screw up hack detection even worse than it already is. It still gets countered by Ninja pretty badly, which only buffs Ninja's usage. Resistance I instead of actual armor is a strange choice. Monks don't eat steak smh
     
  12. THECOMMANDER5643

    THECOMMANDER5643 Well-Known Member

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    @super_mii2
    The slowdown effect should be more akin to the elf's earth arrow ability, but slightly less spamable, as you must get 4 consecutive hits on the same person to apply the effect.

    I do see the parallels between assassin and monk with the fury and swiftness abilities, but I feel that these are the necessary abilities that a free class such as this requires in order to at least be able to compete with assassin and ninja at the recovery role, and I couldn't figure out how to make them different. However, with that said, I didn't intend for this class to be able to recover as efficiently as ninja or assassin, I intended it to facilitate the recovery of the flag faster than ninja or assassin, which it theoretically should be able to do much better than ninja or assassin due to its lockdown mechanic.

    Assassins are thwarted by right-clicking. Ninjas deal a butt ton of damage, but a soldier can just climb away to safety. If a monk shows up swinging and hits the flag carrier, they aren't going anywhere, meaning they can be surrounded and killed by the other recoverers.
     
  13. Deppuccino

    Deppuccino Well-Known Member

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    The dash ability ignoring gravity would make for some clever plays. Capping with this will be fun.
     
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