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Idea NECRO ReWOk ft. KEEMSTAR #Memez

Discussion in 'Capture the Flag' started by EmperorTrump45, Jul 23, 2018.

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What do you think of this rework?

  1. Brilliant!

    33.3%
  2. Good, but needs changes

    33.3%
  3. Meh

    0 vote(s)
    0.0%
  4. I don't like it

    22.2%
  5. 500g bruhhhhhhhhhhhhhhhhhhhhhh

    11.1%
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  1. EmperorTrump45

    EmperorTrump45 Dank Memer

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    what is up Drama Alert nation my name is Killer KEEMSTARRRRRRRRR lets get roiight into the

    ♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛

    NECRO REWORK

    ♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛♛


    **DISCLAIMER:**
    None of the damage or healing or ****ing whatever abilities have been tested so the exact numbers are subject to change.
    Background:
    The Necro is a depraved soul from a time long past who never gets buffed. He is completely without emotion, without sympathy, and without kindness. His only purpose is to enslave souls in his undead army for map domination - and to finally answer the question: WHO IS THE REAL GLORIA BORGER???
    Other bull****:
    -Necro functions as an anti-tank support. Heavily focused on crowd control
    -Squishy in skeleton or wither skeleton forms. Extremely susceptible to burst from almost every class
    -Low damage, but very good at locking down single targets
    CLOTHES:
    Leather helmet
    Diamond chestplate
    Chainmail leggings
    Iron boots

    dude looks like a ****ing hobo lol
    Danks & Memes:
    Diamond Shovel
    Wooden Sword (quarterstaff)
    Rotten flesh x 4 (heal for half the value of steak - or 2 hearts)
    Golden ingot
    Bone
    Wither head
    Compass
    Abilitiezzzz:

    Soul Furnace (Human form ONLY):
    Necro gains 1 rotten flesh for every enemy he has killed.
    Gravedigger (Human form ONLY):
    Diamond shovel enchanted. Deals 40% of target's current health (+40% their armor) as true damage. Heals Necro for equivalent amount. Critting with this ability will also give the target slowness IV for 1 second.

    Cooldown:
    3 seconds.
    Call of the Undead (formerly Gloria Borger generator):
    right click gold ingot to create an explosion within a 7 block radius. Explosion knocks back all enemies same distance as knockback I. Spawns 2 Gloria Borgers zombie pigmen with speed III (7.5 hearts health per pigman). Pigmen target whoever the Necro is fighting & follow him everywhere. Useful for diversions and being a pain in the ass.

    Cooldown: 10 seconds.
    No Escape (Skeleton Form):
    Inventory:

    Bow
    Wooden Sword
    5 arrows
    Compass


    right click bone to turn into a skeleton for as long as you ****ing want. gain an enchanted bow, 5 arrows, 500 grams of WEED and you lose all your armor except a cloth chestplate so this isn't busted. Hitting enemies with arrows affects them with reverse knockback (drags them closer to you). Strength of the knockback is increased depending on how far away the enemy is. Arrows regen 1 per 3 seconds while out of Skeleton form.

    (examples)

    at 1-10 blocks: reverse knockback I
    15: reverse knockback II
    20+: reverse knockback III

    targets hit by arrows receive a decaying slow of slowness IV -> I over 2 seconds
    Necro gains speed 1 while in skeleton form

    Cooldown (for form shift): none

    Right click again to turn back into dude form.
    Nowhere to Hide (Wither Skeleton form):
    Wither Skeleton form inventory:

    Stone Axe
    Stick
    Compass


    wither head, yeah it's a mother****ing wither head. right click it to turn into wither skeleton. Gain stone axe but lose your sword (armor is changed to grey dyed leather armor). Right click axe to throw (range = 12 blocks). Targets hit by the axe are grounded. Grounded targets cannot use teleport, blinks (ninja pearls), or fly (soldier, elf). Effect lasts 3 seconds. Axe is removed from inventory for the duration and regens 3 seconds later (regens in same time if you miss). Cannot be used for pvp

    Enemies hit by your basic attacks in this form receive wither I

    Cooldown (for form shift): none

    right click again to turn back into Chris Pratt (ur handsome af)
    PASSIVE: The Meme Reaper
    Necro stores the heads of enemies that he's killed. Activating the Gloria Borger generator spawns 3 additional Gloria Borgers zombie pigmen. The generator will always spawn at least 2, however, regardless of how many kills the Necro does/doesn't have

    Necro can store as many heads as he wants. However he can only have 3 additional pigmen (maximum 5) on the field at any time.​
     
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    #1 EmperorTrump45, Jul 23, 2018
    Last edited: Jul 23, 2018
  2. Z_Hobo

    Z_Hobo Member

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    dont diss
     
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  3. scapezar

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

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    XD this is actually an extremely unique and well thought out combat, concepts, and role for necro, I love it...best one tbh, hopefully we can see it tested out in the future if given the opportunity, bc the current one sure is not nearly as engaging (and useful or powerful) as this one
    And fix mob AI <3
     
  4. Versions

    Versions CTF Moderator

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    I know I gave feedback in PMs already but I'll mention it here too so other people can look at it:

    Overall, a very good rework that would mess up the mobility and tankiness from heavy & soldier. I don't have much criticism for this rework though, other than the axe range reduction to 10 or 12 blocks. Idk, the main armor might be too weak and die to ninjas instantly?
     
  5. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    Noted. Will mention where I think it is needed​
    Immediate problem here.
    Archer functions as anti-tank support w/ a focus on crowd control. How is this different?
    Many classes are squishy already, do we need more squishy classes, especially as original necro was one of the few bulky classes
    Mage locks down single targets and deals damage, what would be the benefit using this class?

    so 11 armour points.This puts it at the equivalent armour bulk to medic.

    Sounds complicated and not friendly to new players with that many abilities but I may be wrong

    You'll need to look into the numbers here. This sounds overpowered considering the classes we currently have in CTF. Cooldown looks too short, but power not necessarily unworkable.

    Number of unanswered questions here:
    Would pigmen die when ability used again or would an army be formed?
    Would pigmen spawn with armour and weapons? If so, what?
    Does the explosion do damage or literally just the knockback?
    Do the Pigmen switch target when the necro hits a player, a player hits the necro, or both?
    Depending on the answer to these questions, cooldown will need adjusting

    Doesn't seem too busted to me. I assume reverse knockback is exactly the reverse of regular knockback? Be aware cloth chest only is 3 armour bars.

    How would this work exactly? Every half second it decays?

    Would this be why this form has no armour?


    So full leather armour? (7 armour points?)
    I like the grounding ability. I assume you mean you can't attack with this axe by "cannot be used for pvp"

    How long for?

    Can it only use the generator in human form?
    Do heads reset when necro dies?

    Overall, interesting concept. Clearly attempting to keep it closer to how necro was originally designed. Fulfils 2 of your 3 intentions (squishy, locking down single target but low damage). I particularly like the grounding effect in the wither skeleton form.
    Issues:
    - Little effort put into numbers, they will need to be corrected so that it can perform correctly
    - This is very complicated for new players. 3 different inventories with 3 different armour sets and 3 different styles of pvp (axe throwing, archery and regular pvp). That when added to mobs (especially making use of them at right times as they can die) This was not designed for new players and casual players. It's much more suited to experienced regulars and competitive players (and we need it to be for both). Right now, it's a bit of a mess
    - It feels like the rework is trying to do much at once, limiting synergy (the effects can be synergistic, but it's a complicated process to put it all together)
    - Most importantly, this does not perform a unique role in the gamemode. For the most part, performs a similar role to mage (albeit in a different way). It doesn't really offer much unique to the role it falls into. Mage can already slow a carrier at range with freeze/lightning spell instead of a reverse knockback bow. Same thing with the axe and grounding (freeze spell again)

    To improve it, cut out some of the clutter and overcomplication (I personally think the form changes are worthless in this, just have items in your hotbar that when used give you debuffs. For example, when hovering over the bow, it gives you resistance -2 so you take more damage). I think you have a few good ideas, but it needs a lot of refining to be worth playing (particularly the role, it needs something unique).

    Personally, I don't like it. With that said, I may well change that opinion with improvements
     
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    #5 Proterozoic, Jul 23, 2018
    Last edited: Jul 23, 2018
  6. Icarus_82

    Icarus_82 Well-Known Member

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    Waiiittttttt a second
     
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  7. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Archer is not a support. So that's one difference

    It doesn't matter if classes are squishy or tanky as long as they are fun and engaging to play (current, tanky Necro, isn't). If squishiness or tankiness is too much of an issue that can be changed.
    Untrue. Original necro, the "secret class" had identical armor to what I've posted. It just had really high dps so tankiness/lack of tankiness wasn't an issue.

    Multiple ways to crowd control people which are unique to Necro and not mage. Also Mage has an emphasis on midfielding and chasing down kills. Necro can switch between long and short ranged and lock down enemies in any situation

    It's almost like Elf is a class.

    The cooldown and power are not too strong. The % armor damage is actually too low, I changed it to 40% (at 25% you only do 2.5 hearts true damage to Heavy) for additional healing and damage. The point being that Necro should shred tank classes, in order to get kills (to get more mobs) or to make it easier for more damage heavy champions to do the same.

    They would die. Although you would not gain rotten flesh from killing your own pigmen - only when enemies kill them.

    What they traditionally spawn with, a gold sword. I don't want to make them particularly powerful, more annoying than anything else.

    It is a knockback.

    Pigmen target whoever Necro targets. Again Necro is focused around locking down single targets (primarily). Ideally I'd like to change this but with how bad mob AI is I don't know how to work it any better than with clunky controls like this

    /shrug

    Yes. I also added speed 1 to this form due to the squishiness.

    It could be. I'm not getting into highly specific numbers because this is all on paper. It would have to be tested on a server or in game to see how it works and whether or not anything in this rework actually works well.

    The forms have no cooldown because waiting several seconds to switch from one form to the next defeats the point of the class. The abilities from each form work together and in order to effectively do what the class is supposed to do there can't be a cooldown between form shifts. This also adds a lot of versatility to the class because you can instantly change abilities depending on the situation (which is also what allows this Necro to be good for recovery and maybe capturing).

    Yes

    What do you think

    I'll probably change the Wither Skeleton form a little bit, the wither feels kinda random but I guess it could work well with Gravedigger for pvp.

    I don't know. That would have to be tested.

    Look at the inventories for Skeleton and Wither Skeleton and tell me if there is a gold ingot in either one.

    I could have made this clearer but yes, only in human form.

    No

    I'm not getting into a bunch of nitpicky specifics when it's on paper. There's already a number of details provided, if I add too many stats it's hard to say whether even most of them would make any sense. i.e. disclaimer

    You have a point in terms of complexity, some of the abilities have a bunch of effects which aren't immediately obvious (but then again, so does Elf and Mage). How would you simplify it.

    I don't see how synergy is limited, particularly between Gravedigger and the skeleton/wither skeleton forms. You can chain 2 slows and a grounding effect together, for example. That crowd controls people for a very long time.

    You're right it can be complicated to use this Necro well. But I think the abilities do good on their own and that having a class which rewards repeated use is a good thing.

    Disagree. There are multiple roles/tools that this Necro can provide in the game and they are not redundant because Mage freeze spell.

    You're not actually turning into a skeleton or a wither skeleton, it's just a change in items and abilities. It already does what you want it to do. As for the "clutter and over-complication", I do have a tendency to do that. This is a premium class though so it doesn't need to be that simple, since not even that many people will be playing it in the first place - and those who will are most likely players with some experience (and ideally, premiums should offer more features in their kits). That said, what would you change to make things a little simpler?

    The idea of an anti tank support class, that can shift from short to long ranged at any time, and is almost exclusively focused on crowd control (recovery, offense, defense, etc.) isn't unique? It's not a damage dealing midranged carry like Mage.

    /shrug good to have a variety of opinions I guess
     
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    #7 EmperorTrump45, Jul 23, 2018
    Last edited: Jul 23, 2018
  8. scapezar

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

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    definitely agree with @Proterozoic that it's for regular players and not the 2yr old brain cell deprived noob that just needs a right-clickable instakill in order to be happy, but that's not necessarily a bad thing seeing how necro is atm (also keeping in mind it's a premium class)
    (although itd be great to have a new class specifically centered around being simple, eZ, and fun *cough* archer, old pyro, and maybe a dude that can carelessly fly around with elytra-like wings and toss down bombs on enemies? ill make a thread on it if any of yall think it's gUd idea cuz i think it has gr8 potential)

    it's complex but not very complicated - it's intuitive when u understand the basics of the form changing and what each form has to offer

    that being said, although it's squishy, having the same armor as medic isn't too ridiculous...having the capability to heal up to 8 hearts instantly (that is against a heavy with a cool-down of 3 seconds) can make it in for some really interesting match ups, but if anything i think the best thing to do would be to buff the armor so it isnt necessarily so squishy anymore. bulky classes are automatically more noob friendly, so that would help in that aspect while keeping the uniqueness of the class abilities/forms the same, and then the amount of flesh ("steak") can be decreased so that the necro can even start off with none (and it can gain flesh through kills) if it comes down to buffing the armor that much, and if that's not enough, to slightly nerf its weapon damage or shovel healing ability.

    I also agree that numerically the class needs a lot of figuring/testing to put it in a place deemed fit especially compared to other close range "anti-tank" counter classes like mage, chemist, elf, and heavy itself (not to say this necro is anything like those other classes, if anything it reminds me as a relative of elf, while its role seems to be very flexible whether for support, defense, or even recov)
     
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    #8 scapezar, Jul 23, 2018
    Last edited: Jul 23, 2018
  9. StormNox

    StormNox Active Member

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    I like this rework more then Proterozoic's rework because it makes necro more fun to play!! [no offense Proterozoic, i still like your rework, just that i like making my minions chase the enemy more].
     
  10. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    After thinking it over and some more detail, I do like this a little more. Still needs editing, but I can see it working.
    True, I suppose the grounding is something archer can't do. With that said the reverse knockback bow is nullified as instead of that, an archer just literally instakills it, saving the trouble entirely. There are some limited support benefits. I don't feel as if that's enough to differentiate it though.
    *The necro we have now (not that it's much use)

    With spells, mage can function both in the close and mid ranges pretty well. It's the long range where your necro may benefit. With only 1 limited ability in that range, I'm not sure that is enough. I think reverse knockback needs serious testing to make sure it works as intended (and to figure out the proper ranges to increase the potency).

    Elf is simpler than this rework. Sure, Elf has multiple complex abilities. With that said, it doesn't have to deal with three entirely seperate hotbars and armour sets (yours is almost like 3 entirely separate classes in 1, if each were more powerful they would be in their own right).

    Nothing wrong with shredding tank classes. Bare in mind you're also healing the damage done, which instantly doubles the power of the effect. I like the proportionate percentage idea though.


    I thought you only gained rotten flesh when you killed another player, not when the pigmen died

    That could possibly be an issue, with 5 mobs at +60% speed each doing 5 attack damage (gold sword adds +4). Needs testing given the health is lower.

    How would you like it to work exactly?

    Agreed. Nothing here is unusable though.

    I highly doubt capturing with the bulk you have here. Would mob spawning respect zones around the flagroom? It is versatile, but also unnecessarily complicated

    You seem to have mob forms (similar to my idea) but they're thematically limited (you literally just focused on a skeleton and wither skeleton, you don't even have a zombie form). The forms aren't a problem, it's just I feel like have both them and the mob spawning is making things too complicated (like I said, you essentially have 3 different hotbars, armour sets and potion effects to deal with).

    Lots of memes in the original post which can confuse the rework a little, apologies.

    I say it mainly as a starting point that can be fixed after testing rather than having to debate over every single tiny thing. They're important - this won't work as a class without specifics

    There is synergy between forms, that's not a problem. The synergy is limited by you having to constantly switch form and hotbars in quick succession to make proper use of it.

    That's the thing, it's not really crowd control. Good for the player the necro attacks, but the only real crowd control effect is the explosion. The rest are focused on 1 player (not that there's anything wrong with that, it's just an observation)

    Agree to disagree then, your rework after all.

    Well, some would say that:
    but just because it's a premium class doesn't mean it should be complicated to that extent. Furthermore, whilst...
    .. you still have to deal with 3 seperate hotbars and armours. Having 3 seperate classes in 1 is going too far. I think the concept of forms is ok, but you only have 2 (both based on skeleton forms) and you already have a cool gimmick based on mobs. @Jul13n said..

    ... but I think the single simplest thing would be to do the opposite - reduce the armour and bring the form effects into a single hotbar. This class also lacks a solid counter. How I'd arrange it:
    1.Diamond Shovel - your idea with a correct cooldown
    2. Rotten Flesh - no change
    3. Stone axe - can be used in pvp (replaces quarterstaff) and has a right click cooldown ability as you intended
    4. Bow - reverse knockback as you intended. Slightly longer cooldown.
    5. Generator - as you intended
    6. heads
    7. Arrows
    8. Compass
    9. Netherstar
    I still don't like the amount of skills you need (axe-throwing, archery and close-range) but I can't really see how to fix that without changing the stone axe to a bow with a limited range effect (which I don't want to do). Reduce the armour (so it's not ridiculous) and I think it could work pretty good. If I were to go further, remove the reverse knockback bow. That's because it has a limited effect , removes one of the three skills needed for this class and allows you to preserve more armour. Not to mention knockback can be strange at times
     
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    #10 Proterozoic, Jul 24, 2018
    Last edited: Jul 24, 2018
  11. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Okay


    Disagree. Archer is a marksman, not a support. The class function is completely different
    /shrug

    Agreed. Like I said, it's impossible to be certain whether or not something on paper is actually going to be as good as you think in game. Especially with clunky Minecraft mechanics etc. etc.

    That's a fair assessment. Although I think the wither and skeleton forms are somewhat similar. And sure, you could throw away the whole 'form' thing entirely since you literally just get 1 ability from each form (and pretty much nothing else)

    Yeah I have no idea if the current damage/healing values are too high. The ones I had previously felt too low, however.

    Yes. I was thinking of something else when I wrote my earlier reply (some other idea revolving around gaining rotten flesh from pigmen dying, idk)

    Yep.

    I don't know. It would have to be tested. If what I have is too clunky then maybe a mechanic could be added where Necro could (somehow) target several players at once and be more annoying that way. idk Pigmen aren't as stupid as zombies so it should work out better than current Necro, at the very least

    Depends on how ridiculous it'd be. Mobs follow you everywhere so even if you couldn't trigger them in a flagroom you could still bring them with you.

    Zombie form is lame
    you have no idea how boring it is writing threads without memes

    yep

    Sure it's skill intensive but the abilities work well enough on their own.

    It's crowd control

    I didn't say that it *should* be complicated because it's a premium class, only that it's not as much of an issue because it's a premium class because less people will be playing it (etc. etc.)

    I don't know if it's 3 classes in 1. They're all supposed to work together (and they do) and neither of the two forms can work independently, either due to lack of damage/defense or squishiness. It's not that different from what you have in your rework, as far as 'Necro gains or loses abilities by changing forms' tbh

    I don't want to remove that because it works really well with Gravedigger & the grounding effect. Makes for some interesting gameplay which has been lacking from Necro for a very long time. Also makes the class more rewarding to play for people who have been using it for a very long time and as long as the skill floor isn't too high (Elf) high skill ceilings make classes more fun and exciting. That's why even though not that many people play Elf the few who do have a ton of time on it because they're using the class to its fullest extent

    That said, I agree with some of your proposed hotbar changes. I do think that would streamline things a bit while allowing this Necro to function in pretty much the same way. But if that was changed I'd also lower the armor (I changed it to ~7/10) because the squishiness penalty for shifting forms would no longer be there.
     
    #11 EmperorTrump45, Jul 24, 2018
    Last edited: Jul 24, 2018
  12. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    There are quite a number of interesting things you could do with them zombies are lame though

    There's nothing wrong with having a higher skill cap. My only worry is you end up trying to do too much on 1 class, which can make things messy. Yes there'd have to be an armour penalty because of the lack of form change, but I think it's worth it to keep things more simple.
     
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