1. Welcome to the Brawl website! Feel free to look around our forums. Join our growing community by typing /register in-game!

Idea [Class] Paladin

Discussion in 'Capture the Flag' started by oofmonein, Aug 21, 2020.

Thread Status:
Please be aware that this thread is more than 30 days old. Do not post unless the topic can still be discussed. Read more...
  1. oofmonein

    Joined:
    Sep 15, 2017
    Messages:
    71
    Ratings:
    +11
    Disclaimer: this is entirely based off of the experimental class which is why I've named it paladin. This is basically my take on it. Any feedback would be appreciated.

    Paladin

    upload_2020-8-22_0-28-25.png


    [Introduction]
    Paladin is an offensive support class that brings a new aspect to supporting a carrier. It has a selection of unique aura's that each help the offense in a different way. Paladin is not a killing nor a capping class. It it designed solely to outlive a bunch of damage and help other's survive.

    [Items]
    - Chain Helmet (Protection II)
    - Iron Chestplate
    - Leather Leggings (Gray dye)
    - Iron Boots
    - Stone Sword
    - 4 Steak
    - Resistance Aura [Nether Brick]
    - Knockback Aura [Quartz]
    - Projectile Aura [Ghast Tear]
    - Slowness Aura [Nether Wart] ​

    [Aura's]
    Effects from aura's are only active when the paladin is holding that certain aura and a player is in range of that paladin. Once a player steps out of the aura or the paladin switches items the effect will end. All aura's have their own mana bar. Some will go down faster than others. Each aura will have different particles so you can tell which aura is active. Paladin's effects don't work on themselves.

    Resistance Aura:
    - 3m radius
    - All allies in range receive Resistance I and Fire Resistance.
    - Mana bar goes down on medium speed.
    Knockback Aura:
    - 4m radius
    - All allies in range receive 20% less knockback.
    - Mana bar goes down on medium speed.
    Projectile Aura:
    - 2m radius
    - Rejects all enemy projectiles.
    - Mana bar goes down on high speed
    Slowness Aura:
    - 5m radius
    - All enemies in range receive slowness I
    - Mana bar goes down on slow speed.​
     

    Attached Files:

    • Like Like x 1
    • Creative Creative x 1
  2. ChAoTiC__Knight

    Joined:
    Feb 22, 2018
    Messages:
    7
    Ratings:
    +11
    I love this idea. Sounds like a great support class, which the game desperately needs. However, I do think the aura should effect itself. Maybe add a damage aura of some sort as well? It won't deal a lot of damage, only a little over a period of time, to help against assassins/ninjas.

    Also, I cannot see people using projectile aura since elf is a thing.
     
    • Useful Useful x 1
  3. oofmonein

    Joined:
    Sep 15, 2017
    Messages:
    71
    Ratings:
    +11
    I decided it was better for the aura's not to effect the paladin itself because it might be easy to abuse on the way to the flag. Also I intentionally didnt add speed and/or jump boost to any aura so it is not necessary for the paladin to be affected.
    I realize projectile aura is alot like elf, but i went for it anyway since projectiles are still a huge role in recov'ing even though elf is a thing. Archer and Scout are two of the most impactful recov classes that both rely on projectiles.

    Thank you for your feedback
     
  4. Salty_Ivan

    Salty_Ivan Well-Known Member

    Joined:
    Aug 26, 2015
    Messages:
    535
    Ratings:
    +92
    Discord:
    Whale#7514
    This class is incredibly squishy. The armor offers about 52% damage reduction which is comparable to pre-nerf Chemist yet has only 4 steak. It can tank about 54 hearts of damage, which is less than Medic and only marginally better than Archer & Elf.

    Because its effects do not affect itself, to put it quite harshly, playing this class is like playing offensive Elf except you don't have any elements and your teammates are a tiny bit stronger when next to you - but only before they're knocked away from you after one hit. Playing this can support like, literally nothing. Elf is way better at supporting than this class would be, and Elf support is not viable at all.

    Think about it, Elf and this class both can reflect projectiles, and Elf has water element for resistance and regeneration 3 while this class can... apply slowness to enemies and provide a tiny, tiny bit of knockback reduction that can be obtained by simply having 100ms.

    The current experimental Paladin is a lot bulkier than this class is with its iron door/shield that gives it really good armor and complete knockback reduction, plus ever so slightly better buffs for teammates. And even then, I don't think it would be very viable on support in competitive matches or casual.

    Edit: I did sound really mean here, apologies for that but this class is not nearly powerful enough. It needs better armor or more steak, as well as a better sword and abilities that can sort of help itself, which current Paladin has in the form of its iron door.

    Oh, and to add, current Paladin's effects do not have a mana bar, and I don't see how a mana bar would be helpful at all since most of the time you wouldn't be holding just one thing anyways except the projectile deflection thingy.
     
    • Useful Useful x 1
    #4 Salty_Ivan, Aug 21, 2020
    Last edited: Aug 21, 2020
  5. oofmonein

    Joined:
    Sep 15, 2017
    Messages:
    71
    Ratings:
    +11
    I failed to mention this earlier but this class is still open for suggestions and change. I didnt spend too much time checking out every number and its very possible that this class needs changes. My idea for this class was to be bulky indeed but I might've cut short on that. A higher % KB reduction is also possible, I wasnt exactly sure how much of a difference 20% would make but I just went with it. Though I would have to disagree on elf being more supportive. Key to Paladin's projectile aura is that you can run while it is active, unlike elf. This makes for faster paced gameplay and a better shot at capping their flag.
    Thank you for your feedback
     
  6. Forleb

    Forleb Retired CTF Manager
    Retired Staff

    Joined:
    Aug 3, 2020
    Messages:
    185
    Ratings:
    +89
    Discord:
    Forleb#0943
    I have a suggestion for editing the Slowness aura:

    Rename to Counter Aura
    - Range stays the same
    - Enemies caught in the field receive Slowness II for 3 seconds; If they're still in it when the Slowness wears off, they take 5 hearts true damage.
    - Mana drain equal to Projectile Aura

    5 Blocks is already basically a hit if the chaser has speed or just knows how to travel faster, so Slowness I wouldn't be much of a threat. The idea here is that the Paladin not only has a chance to attack the chaser(s), but the chaser themselves will innately be punished for continuing to pursue the Paladin if they hard aggro.
     
    • Useful Useful x 1
  7. oofmonein

    Joined:
    Sep 15, 2017
    Messages:
    71
    Ratings:
    +11
    I really like this idea. If you don't mind I will add this to my thread, with credit ofcourse. Thanks for your feedback.
     
    • Friendly Friendly x 1
Loading...
Similar Threads Forum Date
Idea [Class] Fisherman Capture the Flag Sep 15, 2020
Idea [Class] Valor Capture the Flag Jul 6, 2020
Idea [Class] Berserker, Highspeed Bulk Capture the Flag Jun 18, 2020
Idea [Class] Supporter Capture the Flag Jun 12, 2015
Idea [Class] - Craftsman Capture the Flag Jun 11, 2015
Thread Status:
Please be aware that this thread is more than 30 days old. Do not post unless the topic can still be discussed. Read more...