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Idea [Class Idea] Hunter (v2)

Discussion in 'Capture the Flag' started by iFlaze, Jun 29, 2018.

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  1. iFlaze

    iFlaze Well-Known Member

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    The Hunter Class
    Killing a wanted target is an easy and usual task for the hunter

    Primary role : Recovery (chasing the flag carrier or ending stalemates)


    Secondary roles : Defense (weakening/slowing down offenders), Offense (neutralizing a precise defender)


    Category : Free


    Introduction

    Hunters are professional and prepared killers: they have learned how to reach any target without being spotted. Indeed, they are sneaky enough to avoid being seen by their opponents through walls and once their target is their sight, their precision and dexterity allow their blow darts to wound and even temporarily paralize opponents. They also invented an incredible and unique weapon which enables them to grab and pull towards them any target, leaving it totally alone from all its teammates but also fully vulnerable to the hunters. They are experienced as well as very determined; you can be sure that once they have a target in mind, they won’t let it escape alive! It is the perfect class to recover the flag, not because it is the fastest, but because it is the most patient, equipped and efficient. Indeed, these bounty hunters have all tools you need to murder an enemy, even if they have thousand bodyguards!


    Armor

    • Chainmail helmet
    • Chainmail chestplate
    • Chainmail pants
    • Leather boots (enchanted feather falling III)


    Items

    • Iron sword: “Damage-Increasing Sword”
    • 4 steaks
    • 1 Arrow: “Blow Dart"
    • Fishing Rod: “Hook”


    Abilities

    Hunter’s technique : The hunter knows how to use the terrain to its advantage.
    Constant Speed I
    Discretion : Nametag invisible to the opponents

    Blow Dart : Right-click the arrow to instantly shoot it straight ahead. The target falls and lies on the ground, unable to do anything, for 1 second and takes 2 hearts of true damage. An arrow appears in the 9th slot of their hotbar and unables them to be healed by teammates until they drop it.
    Knockback : The Blow Dart doesn’t knockback the target on contact.
    Range : 15 blocks
    Cooldown : The arrow is regenerated every 5 seconds but the hunter can’t have more than 1 at a time.

    Obstinacy : Once you hit an opponent with the sword, the attack damage you deal to the same opponent increases by 1 every time you hit them until and unless they hit you or you hit another opponent.
    Cooldown : None because it is a passive ability. The damage increase is shown in the XP bar and caps at 5 consecutive hits.
    Reset time : 8 seconds

    Hook : After grabbing someone with the fishing rod, right-click to teleport them to you and left-click to teleport you to them.
    Cooldown : 20 seconds (only if you succeed to grab someone)



    Questions

    • Is it possible to edit the speed or range of a fishing rod with code?

    • Is the intrusion ability, which enables to pass through a 1 block thick wall, possible to code? Would it be too confusing for players to be added?

    • Should an ability that allows the hunter to become invisible after sneaking for 5 seconds until they move be added?


    Notes

    • The arrow swaps with the compass in chemist’s, necro's or engineer's hotbar and once it is removed, the compass goes back in the hotbar (they are the only classes whose hotbar are full)

    The Blow Dart travels very fast and hits the target almost instantly.

    • In practice for the damage increase, the second hit of a combo deals 1 Attack Damage more than initial damage, the third one deals 2 more than initial damage, and so on.

    • The phase ability should go along with a particle animation when you use it to avoid confusion between hacks and abilities


    • A message should be displayed on the screen of the player and an alert sound should be added when the arrow appears in the target's inventory to make new players understand that they have to remove it.

    • When you shot someone with the blow dart and the arrow is in their inventory, they should get the wither effect but without receiving damage to make it clearer that they can't be healed.

    • When a player lies on the ground, it is similar with when you sleep in a bed and can't do anything and can be coded using that (I made some researches and it isn't really hard to code). Therefore, the ability makes players fall on the ground, including soldiers, elves, etc and makes assassins enabled to instakill the player with a good timing.
    Chemist buff/fix :

    - Add protection I on the boots and helmet

    → the chemist can in certain situations drop very quickly against ninjas or buffed heavies

    - Constant Speed and Strength + 5 buff potions of strength/speed for 45 seconds

    → buffed classes like heavy can be very broken and also unable the chemist to have the speed and strength advantage that it should have against the other classes because its armor is bad and its sword isn’t that good.

    - Damage potions cost ¼ of the XP and not ⅓

    - Jump boost level increased by 1

    → It could make the jump boost way more interesting but this is not totally necessary. I also think that jump boost can sometimes be very useful as it is right now (to get knocked more when you run away, to go to certain higher places faster, to jump over someone)

    Elf tweaks :


    - Increase the cooldown of the vortex by 2 seconds but if it is shot directly on a player, they can’t use any mobility ability for the time of the vortex (enderpearl, wind-element, wall-climb)

    → With the removal of the earth to make the class easier to use, elf is now ineffective against soldier. This change would make elf more useful against different types of offensive classes and unable the spamming of the wind element, which was very annoying and also sometimes OP against solo cappers who arrived to escape but got demolished by a whole defense after the vortex without being able to do anything.

    - The water element’s cooldown is reduced to 5 seconds.

    → Regeneration II is very low and the time to pull the bow is sometimes not even worth it, but if the elf can use it more often, it can make it way more helpful in defense by giving an almost constant advantage to the core defense.

    - Left-click with the pure element to remove any negative effect.

    → It can be a simple but great addition to the elf, not only against chemists but also against the eggs of ninjas, who are already a big problem for elves if they have to fight.



    Necro rework :


    Necro right now is a really annoying class for the other players not because it is OP but because of the fact that necroes target random players and run after them to get xp, so they don’t play the objective and attack people who had a precise goal in mind (without even being able to kill them because of the weakness of the class, but just damaging them, which is not worth it but can get really annoying). I thought of a new aspect the class can have in order to make it more fun to play with and against, as well as making it harder to master. However, it may be very hard to code.


    Items:

    Same weapon and same armor
    4 steaks
    Zombie Egg
    Pigman Egg
    Slime Egg
    Creeper Egg


    Abilities:

    Necromancer spirit: all the mobs you spawn are invincible and follow you anywhere you go (their speed is modified so that it is approximatively equal to yours but if they go for opponents, they get teleported back to you once they are more than 5 blocks away)

    Pigman: 1 pigman with strength I follows you and attacks people who attack you (it only goes for opponents in a radius of 5 blocks)

    Zombie: 3 zombies surround you and attack people nearby (they only go for oppponents in a radius of 5 blocks).

    Slime: 3 slimes surround you but don't attack people and give you resistance I

    Creeper: spawns a creeper that charges and explodes (the creeper doesn't stop charging even if it doesn't detect an opponent), dealing massive damage to the opponents in the radius of the explosion (between around 4 hearts and an instant death depending on the location of the player). However, it kills yourself

    Necromancer Hunger: After each kill, you receive a cow egg that spawns a cow (with 0.5 heart) which gives you a steak when you kill it. However, you don’t receive an egg if you already have 4 steaks. A medic refill removes the cow eggs.



    A random class idea :
    I also thought about a quite unique melee class with a lot of mobility that could work well for recovery. I didn’t work a lot on it yet tho but here it is (inspired by commander's idea)

    Armor:

    Leather leggings projectile protection X

    No items

    Abilities:

    Energy: Hitting an enemy gives 2 XP levels. You lose 1 XP level every 3 seconds. Killing an enemy gives 10 XP levels.

    - Double click on the space bar to double jump, which makes you lose 2 XP levels.

    - Select a slot in the hotbar depending on the x number of blocks you want to travel almost instantly (2nd slot = 2 blocks), which makes you lose x levels of XP. It then redirects you to the first slot in your hotbar.

    - Double click with your fist to regen 5 hearts, which makes you lose 3 xp levels.

    Power controlling: You deal no knockback but if you hit while sneaking you deal knockback.


    Passive effects:

    - Resistance III
    - Strength III

    Thanks for reading and sorry for my English, I probably made a lot of mistakes.

     
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    #1 iFlaze, Jun 29, 2018
    Last edited: Oct 29, 2018
  2. Kayrex

    Kayrex Ex JMOD

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    I like the hunter idea, although i have a few concerns:
    The obstinacy seems to be very powerful, because of the damage it can deal.

    Any good pvp’er would be insanely overpowered if they were to play this class, as obstinacy makes you deal +1 extra damage for every second hit you land.
    Imagine hitting a person 10 times.
    That would deal +5 more damage than it would normally do, and 2 shot a ninja.

    And if you don’t hit someone for 10 seconds, the combo resets?

    I’d rather have it at like 3 or 4, as you would definitily be able to hit someone in less than 10 seconds.

    Other than that, i think you have some good points and ideas.

    +1
    Definitily think some of this should be added, although with some few changes on the hunter idea.
     
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    #2 Kayrex, Jun 29, 2018
    Last edited: Jun 29, 2018
  3. iFlaze

    iFlaze Well-Known Member

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    Thank you for the feedback! I agree that the obstinacy could be a bit overpowered. I was thinking about reducing it to 0.5 Attack Damage, but maybe it would be a little confusing for the opponent. However, I think I didn't make everything clear. The increasing damage applies only to the target of your combo. So for example, when you combo someone and then you attack someone else, the damage resets. Also, if someone hits you after you hit them, your second hit won't deal more damage because their hit would have reset your combo. Also, the class can't survive a very long time because of its armor, so the hunter won't have time to land a lot of combos if it is a clear fight, and the fact that you must often eat steaks makes it even harder to start a combo. Therefore, in a fair fight against someone as good as you, you would die very quickly and land max 2 combos of around 2-3 hits (sometimes 4) I'd say.The main goal of this was to force players to react to it (in a stalemate, the carrier is constantly blocking, but if they don't attack the hunter they will probably end up dying due to the huge damage it can deal).
     
  4. Kayrex

    Kayrex Ex JMOD

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    Ahh, alright!
    I understand now:smile:
     
  5. scapezar

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

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    Absolutely brilliant. I'd definitely like to see all this added in whatever extent in the future.


    Small edits-
    I'd rather Chemist buffs (strength, speed, & fire resis) to last 60 seconds (and maybe with at least 6 potions, or up to 15 if it doesnt have its own passive buffs) instead. 45sec has always seemed a bit too less, while 1 minute would still keep players dependent on a nearby chemist bc it might not even last the full extent of a single offensive/defensive wave (from spawn, steal, & capture/recov).

    For Hunter, I think it'd be the perfect class to have the sick ability to run through a 1 block thick wall - it can be an item like a feather named "Phantom Pass" or maybe "Phase" with a cool-down of like 10 seconds but is restricted from doing so with the flag.

    With Necro's creeper explosion, do u mean to say that the creeper will kill itself (which would make sense) or do u mean the Necro can kill him/herself like maybe if the creeper explodes on top of him/herself? Letting the creeper's explosion damage the Necro seems fair and it might be an easy way to balance it, but maybe damage values would have to be tinkered. Even still, it'd be cool and definitely less annoying if the explosion damage works like chemist damage pots where it wouldnt harm the Necro him/herself.
     
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    #5 scapezar, Jun 29, 2018
    Last edited: Jun 29, 2018
  6. iFlaze

    iFlaze Well-Known Member

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    First of all, thanks a lot for the feedback and suggestions.

    For the chemist's buff pots, it's debatable, and I haven't thought of it a lot because tbh I just wrote some random ideas I had. But 1 min would probably be better as you said, also knowing that sometimes your pots don't land directly on the player so it lasts less time.

    For the necro's creeper egg, I was saying that it would actually kill the necro anyways. I hesitated between that and the fact that it could just damage the necro, but it would probably be very OP, especially in the flagroom, if the necro didn't die. You could just spawn your creeper, go away then steal. I just thought it would be great since it would be the only AOE ability of the game. It could be a good way to end a stalemate or to enable your teammates to steal when the enemy core defense is impossible to pass. But again, these changes were just some random ideas (not very developped) that I wanted to share to the community to know it you like it.

    Your idea for the hunter is sooo good tbh, I was trying to find another ability that could fit great with the hunter's theme (hiding to then surprise a target) and that would be unique and effective to recover the flag for example. However, I think the class should stay simple, without too many abilities so I will try to think about how I can include it (which abilities to remove, nerf or modify). The hunting arrow could be nerfed a bit imo as there are too many effects (even if it is the goal of the ability to force the target to remove the arrow, and so, to unblock or to confuse them). The increasing damage could also be deleted as it is not necessary, quite complicated actually and doesn't really fit with the theme, even if it is great on recovery and a unique passive ability.
     
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    #6 iFlaze, Jun 29, 2018
    Last edited: Jun 29, 2018
  7. Foodcourt

    Foodcourt CTF MOD

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    I’d like to preface this by saying I am in agreement with @Jul13n in the sense that this is a very brilliant idea and seems like it has potential moving forward, especially because it focuses around the recovery aspect of the game and will provide an end to those drawn out stalemates we are accustomed to seeing. I do, however, have a few concerns:

    To me, the idea of 5 steak seems like too much for a class like this. Considering as described, it would be one of the bulkier classes in the game, combined with the ability to outrun a majority of people (constant speed I), 5 steak seems slightly too high for me. I’d suggest 4 steak for a class like this.

    Secondly, and a point that @Kayrex brought up, the “obstinacy” ability seems slightly overpowered to me. I’d prefer the edit you made in your response reducing it to 0.5 hearts per hit.

    One minor thing, I like the idea of the “extreme exhaustion” phase that results of being shot by the bow, however not being able to heal seems a little over the top, especially with less bulky classes such as Chemist or Elf. Also, sharpness I is too much on an iron sword, considering it is combined with the obstinacy ability.

    Other than this, everything else seems relatively straight-forward and looks good to me.

    In regards to your proposed changes to Chemist, I would 100% agree with you that armor protection is necessary, and also agree with the point you made about damage potions not using as much of your XP bar. Everything else seems pretty minor, so those are the only two proposals I would deem advantageous.
     
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    #7 Foodcourt, Jun 29, 2018
    Last edited: Jun 29, 2018
  8. iFlaze

    iFlaze Well-Known Member

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    I made some modifications to the class according to your feedback (look at "edits"). The reason why I did not nerf the damage increasing ability is because I removed the sharpness 1 on the sword, which was really too much with this ability. Now, even if the hunter lands for example a 3 hits combo (Iron + Diamond + Diamond+1) , then a 1 hit combo (Iron) and repeats, its average damage won't be equal to the one of a diamond sword. Therefore, I think the hunter would lose against a lot of classes in a 1v1 but would still be really powerful on recovery and even defense.

    Also, I added your idea @Jul13n by enabling the feather to teleport the player 2 blocks forward in order to pass through a 1 block wall. Do you think it would be better if the ability could instead break a part of the wall (2 blocks up starting from the ground, just enough to let people pass) for like 3 seconds ? It would make it more realistic and would be easier to code because the current phase would lead to some problems:

    What happens if there is a 2+ blocks thick wall? What happens if there if after the wall, there is the void or just, for higher buildings, simply the air, which leads you to fall to the ground?All of this would be fixed if:
    1)before you get teleported, there were a verification that there is a 1 block wall in front of you with ground after it.
    2)You just get teleported 2 blocks fowards, rip you if you didn't know there was void or a 100 blocks hole. Best option imo but i am not a coder xD.

    However, I did not make it so that it just destroys a part of the wall because it would work for the teammates and would help them to cap a bit too much. Although the opponents could pass too, it might still be a bit broken.
     
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    #8 iFlaze, Jun 30, 2018
    Last edited: Jun 30, 2018
  9. Redorian

    Redorian Well-Known Member

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    Interesting idea
     
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  10. Versions

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    Hunter:

    Very cool concept, which has potential to change the current meta, and I believe the current meta is not fun at all anymore.

    Hunter's technique - correct me if I'm wrong, but wouldn't the invisibility be useless because you would be wearing armor and the only invisible thing would be the nametag, as you've mentioned in your post. People would still be able to see you except your nametag, and I don't see how the nametag being invisible will benefit the hunter at all.

    Hunting Arrow - I like this concept a lot. Although it may be complex to use at first, it is a very unique concept and I think the more you practise the concept, it will become easier to use every time you play the class. The other information related to this concept, such as the range and the cooldown are fine and they shouldn't be buffed or nerfed.

    Obstinacy - A powerful melee concept. I like this concept a lot. However, I have a problem with this concept:
    I believe that this should be decreased to 3 or 5 seconds because it isn't realistic for the hunter to stop attacking the opponent for 8 seconds and then resume attacking them with their combo obtained from 8 seconds ago. In theory, a "normal Minecraft combo" only "resets" when one of the attackers walk away from the opponent. No one gets a 5 hit combo, walks away for 7 seconds, comes back to hit the opponent 3 more times and says "woah I just got a 8 hit combo on this guy!" Their combo would have been a 5 hit combo and then a separate 3 hit combo. With this concept, you are saying that this powerful combo damage will last for 10 seconds and anyone could do the procedure I mentioned above and get a considerable amount of damage onto the opponent, which is bad in my opinion.

    Hunting Hook - neat concept, I'm fine with this.

    Phase - I read this concept and immediately thought about the phase hack, where players can walk through walls, which isn't allowed on Brawl. Although you stated that people can "phase" through 1 block thick wall, it could be very confusing because you wouldn't know if the player is actually using the phase cheat or just using the hunter item. Sure you are able to see them if they're holding the item or not to determine if they're phase hacking, but what if their back is turned towards you? They could get away with using a whole hacked client...

    Overall, I think this idea is very cool and it should be added in the future as it could potentially help change this stale meta.
     
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    #10 Versions, Jun 30, 2018
    Last edited: Jun 30, 2018
  11. iFlaze

    iFlaze Well-Known Member

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    Yes, everyone will see you but the opponents won't see your nametag, which means that they won't see you coming if you use the terrain to your advantage because they can't see you through walls. It can be very useful during stalemates or even just to surprise opponents.


    Yes, even if it is a bit complex, it is not really hard to understand the ability. It will just be difficult to use it at the right time and to aim well.


    Yes, I agree with you, if you run away and come it should not be a a combo anymore, and would possibly be OP otherwise. However I also took into consideration the opponent, who could run away for 3 seconds to stop your combo, and that is problematic too because it could unable the ability to really make the difference sometimes. For example, in a stalemate, the ability could not be able to deal a lot of damage to the carrier if it was reduced to 3 seconds because a few hits from the carrier's support on you would keep you away for these 3 seconds and so, would stop your combo. Therefore, even if the ability would still be useful in a fight, it would not make the difference for a recovery or a kill.
    Moreover, if the combo resets after 10 seconds only, yes the hunter would be able to continue its combo even after walking away, but the opponent would still pay attention to the hunter during this period (10 seconds isn't a lot) and it is harder to start a combo than to continue a combo imo.
    However, it is very debatable and I will think about it. I do not know how to balance this :sweat_smile:.


    Jul3n gave me this idea, I thought it was really cool so I added it but tbh I didn't think a lot about the issues it could lead to, however, I mentioned a few in my last post where I said that the ability could instead temporarly break a part of the wall (let's say 2 blocks up starting from the ground) to avoid confusion. It could be a solution to the problem you talk about. Also, are you sure this hack really works? I mean I knew it existed but always thought it wouldn't work on a server like brawl. It shouldn't be very hard to stop with an anti cheat, but I know brawl's anticheat is not the best lol. Also, I'm not sure a lot of people use this hack, and if people use it after they see this ability has been released well they could only abuse it by ignoring the cooldown, which is not hard to spot if you know how to count xD.



    Anyways, thanks a lot for your feedback :smile: !
     
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    #11 iFlaze, Jul 1, 2018
    Last edited: Jul 1, 2018
  12. Versions

    Versions CTF Moderator

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    Could you elaborate more on that? When I read that, I instantly thought that other players would be able to walk through the wall too because it would be temporarily broken, however I'm not 100% sure what you mean by this.

    I'm not entirely sure tbh, but we shouldn't take any chances because it is a cheat and I'm pretty sure some people do know how to use it, unless a Brawl staff member can clarify if the anticheat can ban phase cheaters or not. Also, I guess you are correct about ignoring the cooldown, but you never know...
     
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  13. scapezar

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

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    with the phase hack, it's not smooth at all - would take some buffering and basically impossible to use it while running esp if it's thru a solid block not a fence for ex. Ofc i may be wrong as clients can be updated and anticheats work differently, but most hackers nowadays would use a sort of instant teleportation freecam type thing to go thru blocks which ive seen on Brawl, which again would be quite different since it isnt as smooth but occurs in a spiked instant

    so we'd basically be relying on the fact that a Hunter would be able to pass thru very smoothly, perhaps we'd be able to use similar code as when ur in spectator mode flying thru blocks extremely smoothly, and maybe then just edit the player viewability if we dont just want to keep the Hunter invisible in that time period
     
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  14. iFlaze

    iFlaze Well-Known Member

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    Yes I meant that, I know it can be overpowered that is why I didn't add the phase ability like that. However, if the blocks were destroyed for only like 3 seconds it wouldn't be that op and would require coordination to really work for the teammates. Furthermore, It could actually become a great solution for escaping/entering the flagroom (without being that OP in comp ctf because the hunter isn't really good at offensive support besides that, and would then be quite a waste) or for recovery if 2-3 players take the path. Also, obviously, it would fix some problems like the confusion with the phase hack or the difficulty of coding the phase ability as it is right now.

    Yes I know, we must be sure that people can't abuse their phase hack with this class and we can't just rely on cooldown or the fact that it might not be possible to use etc. But as Jul13n said, if we make the phase ability really smooth thanks to the spectator mode and maybe particle effects it should be really easy to spot the hackers.

    So in conclusion, for the moment I think the phase ability is fine and since I am not a coder and I don't think this idea should be considered by the staff yet, I can't know whether it would lead to some problems or not.
     
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    #14 iFlaze, Jul 3, 2018
    Last edited: Jul 3, 2018
  15. Versions

    Versions CTF Moderator

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    This could possibly fix the issues I mentioned, yes, but I'm not a big fan of this concept anyway.
     
  16. StormNox

    StormNox Active Member

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    Fun Fact: Did you know that necro's hotbar is also full? Please dont try to bully the necro mains like StormNox, Impeaceful and Differentiating.
    We dont want to have the hunting arrow in our hotbar forever.
     
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  17. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    It's only full when you have blazes, so it is very situational. Also you forget engineer.

    I've spoken to you on discord about it already but essentially whilst I think the hunting arrow is a really cool concept, new players would be utterly stumped as to how to stop it. I've given you a fix that should work (though it is more generic). Other than that, like the concept, the abilities and the synergy. It's also not ridiculously powerful (that can be a rarity these days). +0 right now (no changes), +1 with them
     
  18. iFlaze

    iFlaze Well-Known Member

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    I forgot necro and engineer, sorry lol.

    Thanks for the feedback. I've decided to implement your ideas because the old hunting arrow would be too powerful against new players (who are the most important players :stuck_out_tongue:) but also quite useless against experienced players since they would just almost instantly drop the arrow without enough time for the opponents to do anything. So, as you suggested, the arrrow now deals slowness II and wither II for 2 seconds. However, I thought that I could keep the original idea to add it after that effect. Indeed, an arrow would appear in the target's hotbar and unable them to be healed by teammates until they drop it. Therefore, it wouldn't be a way to kill noobs easily and would do almost nothing to them as they probably don't even know they can be healed by a medic (and if a medic wants to heal them well they can tell them to drop the arrow), but it would be an awesome recovery tool in stalemates if combined with the other abilities. Also, it is still "logic" and intuitive because you can't really be healed until you retire an arrow from your body xD.
     
    #18 iFlaze, Jul 22, 2018
    Last edited: Jul 22, 2018
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Idea [Class idea] Berserker Capture the Flag Aug 23, 2017
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