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Idea Necro Rework

Discussion in 'Capture the Flag' started by Proterozoic, Jul 13, 2018.

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  1. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    if they change forms they become unable to see the ninja (obviously), you can't kill an invisible ninja with melee and there's a cooldown associated with switching form. I wouldn't call that misuse as much as good tactics


    Maybe a bit faster than this? Same kind of mechanic

    Firstly, slowness does not decrease your hit range, it decreases your field of view. Secondly, if a player with 10cps can't handle poison particles they wouldn't be able to hand any other potion particles (so would find it quite hard to use many other classes like chemist and ninja). Thirdly, the poison would not be strong. Poison I for 2-3 seconds, so the damage wouldn't actually be that strong.

    Venom effect added to spider form
     
  2. StormNox

    StormNox Active Member

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    Slowness does decrease your hit range a bit. That is also why most people don't go dwarf.
    Cps and fps are different. It might confuse of trick new players, Example: New player is running to the enemy team's flag, Spider form Necro comes and attacks it, New player thinks 'why am i taking damage all of a sudden and why are my hearts green and why do i hear that weird noise.
    It is also really annoying.

    Forget what i said about poison particles, what about the action of taking damage and knockback, that would also confuse the new player.
     
  3. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    No, sorry to burst your bubble, it really doesn't The reason people don't go dwarf is indeed because of the slowness, but not because of that (because it isn't a thing)

    Poison 1 is 0.4 hearts a second (so less than 1 hit a second on average. Chemist does more than this with poison pots, and that's fit for purpose
    CPS: clicks per second
    FPS: Frames per second
    Not sure why it's relevant to this discussion...

    Poison is one of the most well-known effects in minecraft. If they haven't seen poison it's likely because they literally just got the game. If that were the case, I don't think any effect on ctf would be fair game (why does those hoes fire arrows and shoot lightning? Why do that sword climb up walls?)
     
  4. StormNox

    StormNox Active Member

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    Slowness actually does decrease the hit range. If you want evidence, give yourself slowness 4, hit an animal and do the same thing with speed 4 again. Compare the results and you will see the difference.

    The reason i said that poison was not good for spider is because there is no cooldown to giving poison. An experienced pvper in spider form would easily incinerate a new player. However i also like the idea due to the fact that spider form does not currently have any pvp bonuses but please try to create a cooldown of giving poison.
     
  5. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    I only had vanilla minecraft 1.8.9 at the time so I went on single player, testing hit range using slowness I, regular, speed I and speed II. None of the effects changed the hit range in any way. The simple fact of the matter is speed does not change your hit range, it only changes your field of view. Running faster can change the knockback your foe receives and helps you get the first hit. However, no, it does not change hit range

    This poison is very weak. The second sentence is true with or without poison. I don't see the need for a cooldown on it but will add one if necessary (following testing).
     
  6. StormNox

    StormNox Active Member

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    If you think slowness does not change your hit range, keep think that although since slowness will not be implemented, i have no further reason to argue. This necro rework is extremely well written and i do not think that i could improve it by giving suggestions.

    But i would still suggest extending the poison effect but creating a cooldown for giving it, which is longer then the time the effect actually lasts for.
    Example: You can give poison 1 for 5 seconds but the cooldown for giving it is 10 seconds to make it more fairer and easier to use [that was just an example,do not take it seriously].
    That's just my opinion because i feel like spider is pretty much a hit and run class when not used offensively.

    The only thing that differentiates between soldier and spider is pretty much just the poison on shovel. I believe the soldier can wall climb when caught in medic web, if not the soldier can still easily break it. Jump boost 3 is similar to soldier wall climbing using the floor.
     
  7. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    It's not that I think it, I physically have researched online and done the testing. I know it doesn't impact hit range.

    Firstly, the class is meant to be used offensively. Secondly, is there a problem with it being a hit and run class? That's how most people play offence (they hit, knock away, steal and run!)

    No, the spider is more limited in its climbing ability. If you think about it, that's exactly how it should be. Soldiers have only the wall climb. Necros have the option to switch to 3 different forms, each with cool benefits. There has to be a cost to that versatility somewhere. In this case, it becomes a jack of all traits but a master of none. It can wall climb but can't do it as well as soldier. It can be bulky but is slower than a heavy. It is fast but can't output the same damage as a ninja. Everything has deliberately been designed because necro cannot be as good in those areas as those classes because its benefit is versatility.
     
  8. scapezar

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

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    just saw this now o:

    I really like it, and although it isnt too noob friendly, it's at least simple in regards to having the same hotbar for each form, but tbh necro isnt necro without at least its mob minions... id definitely like to see at least 2 mob minion companions with it, with cool-downs similar to how webmant put it for example or else it's a hard -1 hehe

    Also, the skeleton doesnt look too hot... tbh the concept of being a blaze is sicc af and i would much much rather see the blaze switched in for the skeleton. The spider with its spidey eyes can take the skele's ability to see invis ninjas and also its speed whether as speed I or II (those tiny poison spiders r fast man). Not sure what u had before, but the blaze's attack can rely on fire and explosive -pure- damage (less powerful than zombie form damage but that's bc blaze would have some range on top of being pure damage). Like it is a bit in vanilla mc, I can see the blaze being more like a slow tank with maybe resistance II and the equivalence of slowness I or II. Additionally, the blaze should be able to levitate like an inch off the ground, fly upward with the equivalence of slowness III or IV, and fall/glide down like a feather and to take no fall damage.
    tbh that's a lot cooler than the skele
    and it'd also be nice to see the current xp system not go to waste - to have it integrated in for the necro's mob companions

    With that said, id really love it
    overall gr8 ideas and contemplation! too bad the community wasnt as advised with the last necro rework, but hopefully something can and will still be done instead of leaving the mistakes aside to work on new projects
     
    #48 scapezar, Jul 24, 2018
    Last edited: Jul 24, 2018
  9. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    The problem with mobs right now is that the AI for said mobs are terrible. This is a massive break from old necro and I knew I wasn't going to make friends removing mobs, but I felt it was the single best way to allow the class to:
    A). Have a clean break from the previous form
    B). Be freed from the shackles of bad AI
    C). Free up the class to have different, unique abilities
    I could add mobs provided enough people supported the idea (though not a fan myself). I'd have to remove some of the other abilities necro had to compensate though.
    In terms of pvp it should play quite similar to heavy, but I do understand that the versatility does make it more complicated and not necessarily noob friendly.

    Why do you find skeleton bad? I can understand the spider eye thing (though I don't want to add too much to one class so likely another one of spider's benefits would have to go)
    I actually had blaze as one of the original 3 mobs, but I switched it out. The reason behind that was because whilst the blaze abilities could be cool they don't really support the version of necro I was going for, nor were they easy to balance. Flying would be nothing short of a nightmare to balance.I like blazes, I like fire and I like explosions, but it just doesn't fit the kind of necro I'm making here. With that said, if I ever came to a pyro rework I'd love to fit those fireballs and explosions in!

    This is the other big thing. I'd love to play around with all these abilities and concepts. The problem is you can't do them all on one class. If I did it all it'd end up being a huge complicated mess. I mean you've already said yourself that this isn't noob friendly, imagine what it would be like if I added mobs based around an EXP system too!

    I don't mind incorporating some of these ideas provided enough people get behind them. The problem is, including most of these would be adding another dimension to an already complicated rework. There's only so much you can really do without having to remove other abilities and effects.
     
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  10. Webmant

    Webmant Active Member

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    I am curious, were you inspired by my post? I suppose I may as well bump that rework again since Necro still hasn't been properly reworked and since the push for a Necro rework seems revitalized. Anyhow, the rework is good, but I feel as if the forms aren't distinct enough (each of them just seems like the same form but with a different passive ability). But complexity isn't always the key to a great rework, so you can keep the rework idea as is without much issue.
     
  11. StormNox

    StormNox Active Member

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    I don't really care if you think or know that slowness does not impact on hit range, poison is an excellent substituite but a cooldown would be nice.

    Offensive does not just mean capping, also means supporting the capper, though i admit that poison would be good at slowing down anyone that attacks the capper.

    If you told me the speed of climbing, i probably would have included the speed of climbing in my reply, but you are probably gonna have to decide the climbing speed for this to be implemented.
     
  12. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    I did say that I got the idea from a while ago, but that I had lost the thread in my first post. After taking a look at your post, yes yours was the rework I was talking about.
    Any ideas how to make the forms more distinct?


    At this point I'd be repeating myself as to my opinions on this

    Which this does. In addition to poison this class can see invisible ninjas and remove enemy medic webs. It also provides a versatile pvp threat on offence, being able to switch through tanky, fast and mobile depending on the situation

    See the video I posted already
     
  13. Webmant

    Webmant Active Member

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    I suppose I might be looking at this in comparison to my own rework, but I suppose the main issue I see with your proposed rework is that the forms don't seem like they have sufficiently different playstyles. Your rework seems to have hard-hitting, slow, tanky melee guy, speedy, pokey melee guy, and mobile, DoT melee guy as forms. It also seems to me that all the forms are rather weak and have too specific passive abilities (Brainless and Keen Eye in particular). Here are my critiques:

    Zombie:
    This seems to me to be drastically restricted by its inability to sprint normally. Its inability to sprint wouldn't be such an issue to me if it was just a bit better at being an anchor. In particular, I believe this could be achieved by revamping Brain Feast to include some regeneration (better anchoring ability) as well as changing Brainless to Numb, an ability that prevents Zombie from taking more than a certain amount of damage in a single hit (shifting Zombie from countering headshots to countering true damage and instakills in general), especially since Zombies, in their anchor role, would find it rare to be headshotted while they would find the true damage of Pyro and Chemists as well as the instakills of Assassins to be more common.

    Skeleton:
    This seems to me to be unnecessarily restricted to a sort of chaser role (which would likely be swapped to Zombie or Spider upon reaching its destination) and Ninja counter, restricting it from having a more unique and useable playstyle beyond that similar to Assassin's speed dust. It also seems to overlap a bit with Spider in terms of its mobility and would probably best benefit from not stepping on Spider's toes. Rather, I would see it best to implement Skeleton as a sort of ranged character with a bow with unique properties (you can feel free to take inspiration from my post for how the bow would work or you can come up with something yourself). Its melee abilities should, of course, be restricted and would probably function best if the Diamond Shovel lost a level of Sharpness or two. Keen Eye should also be revamped into two separate abilities, Skeletal Sense (Skeletons don't have eyes) and Skeletal Resilience. Skeletal Sense would allow one to see invisible Ninjas as well as be immune to vision-altering effects (Blindness and Nausea) while Skeletal Resilience would make Skeleton immune to Fire (bones dont burn easily at all) and other status effects which would obviously not affect the standard Skeleton.

    Spider:
    This one is the most flawed of all in my eyes. As a mobility form, it seems to completely fall flat. Wall Climb sounds like it would be too slow and even disruptive to gameplay (accidentally getting stuck on a wall much like how one would accidentally get stuck on a ladder) and Jump Boost 3 seems like it would severely hinder Spider's distance covering (sprint jumping speed would be severely reduced) as well as hinder Spider's combat ability (jumping would often result in heavy knockback if hit at the start of the jump, resulting in you being put far away from the enemy and the severely high jump height would prevent Spiders from being able to land crits, both factors resulting in Spiders losing a significant amount of combat mixup potential). In my opinion, Spider should play more like your original idea for Skeleton would play. Having Spider be Speed 2 while having a weaker Shovel and Resistance -1 would prevent it from taking a sufficiently viable combat role while making it retain a hit-and-run and mobile playstyle instead with poison and web immunity. In particular, I believe its Venom and Speed 2 will add a lot to its potential to play a hit-and-run style as well as to be used to properly chase and mesh with other forms. However, for Venom to be more viable, I would make it more a Debilitating Venom, adding Slowness I and Poison I. If I were to play with this Spider form, I would likely use its speed to catch up to an enemy, hit them once to apply Venom (nice bonus damage as well as slowing potential from Slowness I and Poison I causing downward/neutral knockback, slowing sprints and hindering jumps), and then either keep on a hit-and-run playstyle if the situation calls for it (flag carrier that is constantly running that the Venom would help other recoverers to take care of the flag carrier) or swap to Zombie or Skeleton Form (once again, depends on situation) to be better capable of fighting the enemy in a combat situation, especially while they are still Poisoned and Slowed, deprecating their combat potential as well as making sure they can't go anywhere fast to make Skeleton and Zombie (especially Zombie) play more effective.
     
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  14. StormNox

    StormNox Active Member

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    I cannot decide if the speed mentioned in the video is good. You can decide the speed [tbh i dont really care since i would probably never use spider form if this was to be implemented].

    So basically:

    -Zombie form: Flagroom form??
    -Skeleton form: Used for running to the enemy flag and back to your own flag??
    -Spider form: Used for support and climbing up those difficult walls??

    Please correct me if i am wrong.
     
  15. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    No. They are forms designed to work in different ways. These forms can be used in any setting, but are more useful in certain areas (like as you say, skeleton form is better for running around). This ability is pretty specific and I don't know exactly how to balance it. Possibly make it double the speed of that wallclimb?

    Ok yeah I can understand those general points. This class has access to 3 different forms, each with unique abilities and there really has to be limitations to having all those benefits (it can't be as good at wallclimbing as a soldier whilst at the same time able to switch and be as tanky as a heavy, that's just not fair and makes those classes redundant). With that said, I'm also trying hard not to make that penalty too serious because I don't want to make it useless.

    I really like a couple of those ideas. Bearing in mind since this is an offensive anchor it really should keep that method of regenerating hunger. Not sure how I feel about regeneration and sating hunger (zombies don't really tend to regenerate, like, at all). With that said, I really love the numb ability, to cap it at a certain level of damage. I'd have to be careful with where I set it (baring in mind how much armour it has) but I'll definitely look into that

    At the minute, skeleton is sort of a scout/carrier - able to note where threats are whilst moving and avoiding them if necessary. A number of people have suggested a bow (which is understandable because it's a skeleton) but in this instance I really want to avoid giving it one. The reason behind that is this rework is already complicated enough with the number of passives and form changes. Flipping between 3 forms, each with different items, would be way too complex for a new player. This forms are difficult and complex, but the saving grace is that they pvp in a similar way - they're all melee based. That being said, I like the updates to skeletal sense and the addition of resilience (both passive and would make skeleton more viable in the flagroom).

    I could definitely work with this. I want to try and keep it in a mobile role (if nothing else because this is supposed to be offensive support/carrying. A high damage dealer would be a useful addition to that support. Im thinking:
    - Remove Jump boost III but give speed I
    - Double speed of wall climb
    - weakness I but add slowness I to venom
    Which should improve the mobility and damage whilst also keeping it balanced.
     
  16. Webmant

    Webmant Active Member

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    The regeneration would be derived from Brain Feast, think of the Zombie being rejuvenated by the brain they are feeding on. And I mentioned that the inability to sprint wouldn't be an issue if it was a better anchor, so I proposed how to keep its inability to sprint with it not being something that would make Zombie near useless in my eyes. Particularly, the ability to regain health when it hits a foe would make it more competent in combat.

    But yeah, this rework looks pretty good regardless, I appreciate the thought you put behind it.
     
  17. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    Updates:
    Skeleton now has skeletal sense and resilience
    Spider form now has weakness I, and jump boost III has been removed. However, it also gained speed I and slowness I on venom. It can also climb walls faster
    Zombie form now has "numb" rather than "brainless". This is essentially the same ability with added maximum damage intake of 7 in 1 hit (does not apply to certain effects).

    Credit to @Webmant for a lot of these ideas
     
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  18. StormNox

    StormNox Active Member

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    Do you mean the spider gets speed 1 and gives slowness 1 on venom??
     
  19. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    yes
     
  20. StormNox

    StormNox Active Member

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