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Idea Class balancing

Discussion in 'Capture the Flag' started by Mc_Simp, Aug 31, 2015.

?

Which changes do you like?

  1. Engineer

  2. Chemist

  3. Archer

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  1. Mc_Simp

    Mc_Simp Member

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    We all know that MCCTF is very hard to balance. So I've put together some ideas, Keep in mind this is my opinion so don't be a jerk if you disagree. Everyone has their opinions, I respect that, I just don't like mean replys, Still. Don't be afraid to reply wether you agree or disagree and why :smile:

    I've seen many ideas on how to balance all the classes in CTF, I'm using some of them here and also introducing my own ideas

    First of all we'll talk about engineer, I play engineer myself. Supporting your team with health, teleporters and defence is great, but when it comes down to balancing it's not the turret surprisingly that's overpowered it's the health regenerator, now regenerators have been nerfed where they only give health, but honestly giving regeneration (5?) is a little to overpowered. What if regenerators did not need to be eaten to heal? How about standing within 3 blocks of a regenerator will give any player regeneration 1 and slowly refil their items over 30 seconds, now this might sound bad at first if it wasn't for the items regeneration again. When I say this other classes such as chemist (infinite potion spamming from a regenerator) would become way to overpowered, So to prevent this there shall be a cap on how many items a player can receive in 30 seconds, For example: Medic Regenerating steaks at a rate of 1 per 5 seconds but at a cap of 2 per 30 seconds. Next we have teleporters, No one complains about teleporters, in fact they are underpowered. Now this suggestion might seem like it's a snowball effect but it isn't if you think about it well. Teleporters can decrease their cooldowns from 5 down to 2 second cooldowns. Especialy on large maps where teleporters are overused. What I mean by the "upgrades" is for every 3 players you teleport your teleport gets a 2 second decreased cooldown rate. Teleporting 9 players will maximize your teleporter efficiency. This upgrade will be destroyed if either end of a teleporter is destroyed. Now turrets, I honestly cannot think of anything of changing other then the fact that ninjas do not get seen by turrets unless they are within 5 blocks of their range (to prevent easy turret distruction) OR if a ninja attacks a building he/she shall be visable for 2 seconds to everyone

    Next we'll talk about chemist. Or as some people call "the ninja with armor" Yes he has lots of health pots, Yes he can do lots of damage with a strength pot but honestly very weak against a ninja or dwarf
    My changings suggest regeneration abilitys. Regenerating 1 potion of damage and health every 20 seconds
    BUT regeneration buff potions should only give regeneration 1. Strength should be removed but at the change of chemist receiving a diamond sword and a chain helmet. Next pot spam nerfing. Keep the existing limit on potions that can be thrown but have a 0.5 second cooldown on throwing a potion. Now this might seem very harsh but taking fire resistance potions will remove the ability to be insta killed by a pyro. Finaly another teamplay buff of the chemist. That is being able to heal necro's mobs with their damage pots.

    Now lastly we'll talk about archer. A lot of people find archer "Annoying" in reality it is. mostly because of the headshots. So I propose changing headshots from instant kills to increased damage every 5 blocks the arrow travels starting from 10. Every 5 blocks the arrow travels after this the arrow's damage will be increased by %25. Next remove the punch enchantment from bows. Instead give swords knockback 1 to kick off any enemies nearby. And the final nerf, archer shall only get 1 stack of arrows, but every 3 seconds gain an extra arrow. Now for a minor change. That being a archer gains half a heart from dealing 3 hearts of range damage
    Edit: I almost left this out, archer is the #1 counter to soldier at range. Hitting a soldier will disable him from jumping for 3 seconds and if he is in the air from a jump will deal 2x damage no matter what

    Thanks for reading! Cya later friends
     
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    #1 Mc_Simp, Aug 31, 2015
    Last edited: Aug 31, 2015
  2. misterslime

    misterslime Well-Known Member

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  3. BrandinoB

    BrandinoB Well-Known Member

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    Nice ideas, I like the chemist and engineer reworks. Just a couple things to think about with engi.

    And uuuhhh I actually complained a lot about teleporters and regen stands xDD I would always have trouble with some people who would spam their regen stand whenever I got close enough to hit them, and when I took it out they'd just run around their turret. As for the teleporter, that ticked me off the most out of anything tbh. Quick note, the tele's dont have a 5 second cooldown, they have a 3 second WARMUP. Meaning every 3 seconds, a player is teleported. If you do a little bit of math, that would go to 20 players teleported in a minute. That's a whole team teleported to the enemy flag room in no time at all. Not only that, but when I would go to kill the engineer, that whole team would go "HEY THAT GUY IS KILLING OUR ENGI, GET HIM!!" which would tick me off even more. So no buff to the tele imo.

    I don't like the archer rework. This is probably one of the toughest classes to rework, because it's so difficult to keep archer effective while removing it's headshot ability. Yes, I play archer a lot. However, since I started playing all the other classes like a year and a half ago, I have grown to like it a lot less seeing the other's point of view. Except I would still like to keep archer an effective class.

    That being said, I like the removing punch and replacing it with kb on the sword, its one of the ideas ive stated in the past. I also like the regenerating arrows, another idea I've stated. However I would have it start out at 10 arrows if you're going to have it with the 3 second regen. . . I'm not sure how I feel about the gaining half a heart per 3 hearts dealt. Seems kind of unnecessary tbh.

    Okay so I would like to give you a couple of ideas with removing the headshot ability. Sort of. The best archer reworks that I have seen and the community has liked so far have been one by myself and another by Tysonyoshi (doesnt play anymore). Tyson's rework was kind of like yours, increasing damage with range, but it'd top off with an instakill at about 35 blocks or so, if I remember correctly.

    In my rework and in Tyson's rework, we both gave archer more close quarters ability to make up for that loss of power.
    In mine, I took away the archer's ability to headshot completely. Gave him a power II bow, 20 arrows regenerating every 5 seconds maxing at 40 or so, gave a bit of an armor buff (like 2-3 points, not much), iron sword with kb I, and a special mid-range ability. The mid-range ability would shoot an arrow, like mage damage spell, and it would give the player who was shot slowness (idr how much) and a bit of poison.

    So I kept the range in play a good amount, while increasing combat ability to make up for the loss of headshots. That's kind of how balancing should work, imo. If you decrease ability in a strong area, you should increase ability in a weak area. Keep that in mind next time ;P
     
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  4. jarboyp

    jarboyp Bunny Defender

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    I like the chemist healing necro mobs with their damage pots, and I also like the idea that fire resist pots will remove pyro's instakill ability, but I think the other changes are too much.
     
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