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Idea CTF All class balancing

Discussion in 'Capture the Flag' started by Mc_Simp, Jun 11, 2016.

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Would you like to see these changes made?

  1. Yes! Great balancing ideas dude!

  2. Yes I would. Maybe needs a bit of work

  3. Yes, But you could improve

  4. Yes, but I think this would make the game to different

  5. No, I think these changes are to extreme

  6. No, I don't want CTF to change

  7. No, I think CTF could be improved, but this is to much.

  8. I would like to see some changes, but this is not the direction to take

  9. I can't decide

  10. I'm just here for the free cookies you promised me

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  1. Mc_Simp

    Mc_Simp Member

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    Aug 1, 2015
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    Hello, I wanted to share my opinions on balancing, Rather then just nerfing every single class until they all have full diamond armor, diamond sword and 3 steaks I wanted to share some buffs to classes that are underused or get beaten easily by the majority of classes, So let's start with heavy.

    Heavy: The most basic class, I think it should be kept that way, With some minor buffs such as: Headshot immunity and engineer turret resistance, I think heavy would be more popular rather then being that class that gets taken out by a skilled archer or pyro,

    Soldier: Not much to suggest here, maybe takes 1 heart of damage from flag poison instead of the normal 1.5 hearts of damage

    Medic: Regenerates half a heart every 4 seconds whilest in combat (taken damage within the last 8 seconds or whilest holding the flag) Regenerates half a heart every second when undamaged for 8 seconds, and 1 full heart a second when undamaged for 10 seconds (Idea from tf2's medic)

    Archer: I used to hate this class, but now with some current changes I'm starting to think it's fair, even with insta kills from a range, if anything I'd like to see headshots deal VERY large amounts of damage, but not insta kill someone with 10 hearts.

    Pyro: I'm fine with this class, not much to suggest, but I don't see a need to nerf it.

    Ninja: Invis regen whilest visible, Rate would be 2 dust per second regenerated

    Assassin: Annoying, but no need to nerf since it's easily counterable with range.

    Engineer: The class I've had the most experience with, To much damage in my opinion, so let's start with a total rework of the turret: Auto fire mode will deal 1.5 hearts of damage but have a 32 block range, The further the shot is the less acurate it'll be So for example: An enemy 5 blocks away from the turret will almost %100 get hit even if they are moving, An enemy 10 blocks away will get hit %90 of the time whilest standing still, An enemy 20 blocks away will not get hit very often, and one at 32 blocks will be unlucky to be hit by an arrow Also let's keep the turret not being able to fire whilest an enemy is standing 1 or 2 blocks away from it, The engineer will have to kick him away from his turret so the turret can become active again. Manual fire mode will deal 2.5 hearts of damage (1 more then auto fire), fire 2x as fast as auto fire, Have unlimited range (as far as the arrow can travel), %100 accurate but must be fired manually (of course). Now about the regenerator: I see this as the main problem and why engineer is so difficult to kill, Let's make the regenerator grant these effects within a 3 block radius (Not through walls) headshot resistance to all teammates but the engineer himself, Damage resistance I to all teammates except the engineer himself, Regeneration II for engineer and teammates. And now something I'd like to see return is inventory restocks, 1 slice of cake will restore someone's entire inventory and have a 20 second cooldown (70 seconds for all engineers) The regenerator's cake will refill once every 8 seconds. Finaly I'd like to see the pickaxe get nerfed, Replace diamond pickaxe with golden pickaxe, Remove all enchants and replace with knockback I

    Dwarf: I've seen some balance changes get made, I think it's to HEAVY (sorry bad pun) on dwarf, Keep the level 10 cap with effects unlocking at level 10, But increase the rate at which levels are gained whilest the dwarf is standing completely still and hasn't moved or been knocked back within 5 seconds

    Mage: Remove knockback from damage spell, Damage spell is less effective to enemies that are within 5 blocks of the mage. Heal spell gives regeneration III for 6 seconds to the mage, and 3 seconds to all teammates, Freeze spell effects turrets for 3 seconds, and makes them fire at half speed 7 additional seconds. New spell: Shield spell, Grants headshot immunity to all teammates and mage him/herself for 6 seconds, And assassination immunity for 2 seconds to all teammates except the mage. Cooldown of 25 seconds (Item would be an enchanted arrow)

    Elf: To much nerfs, It's not a viable class anymore, Let's start with water element, This arrow when teammates are hit grants fire immunity (similar to medic) as long as that teammate stays within 15 blocks of the elf, Second change I think should be made is the wind element, It should consume 1 arrow but lock arrow regeneration for 3 seconds (Arrows that should have regenerated whilest regen was locked will regenerate after this time is up). Also change the wooden sword into a stone sword with sharpness II

    Necro: Necro is necro, can't really think of any ways to change necro, other then increased spawn rates and any kill from necro himself or mobs will unlock new spawn eggs.

    I missed one. Fashionista: Full protection 10 leather armor. No weapons (This is a joke lol)

    If you have any suggestions on how I could improve this post, or if you disagree and just want to fire shots at me and rage, then let me know!
     
  2. Avivox

    Avivox Well-Known Member

    Joined:
    Jun 10, 2016
    Messages:
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    Ratings:
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    I think that Necro will become very overpowered if you unlock a new spawn egg every kill. Also, I think that Archer should be able to headshot heavies or not be able to headshot anyone. Heavy would be OP if they had resistance to turrets as well. Other than that I think that this is pretty good!
     
  3. Xelia_

    Xelia_ (ノ^ヮ^)ノ *:・゚✧

    Joined:
    May 17, 2015
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    +460
    Alright, here we go ^^

    I agree that heavy should be kept simple, but adding headshot/turret immunity sounds like chaos. Honestly, heavies are fairly difficult to kill - full diamond armour and a diamond sword. Sometimes, archers are one of the only ways to take them out quickly. Also, I'm not a big fan of engineers in all honesty, but I'd feel pretty bad for them if their turrets didn't work on heavies. They wouldn't last 2 minutes.

    I think flag poison should stay the same. .5 of a heart is quite a big deal in the long run, and I think it supports teamwork a bit more, as it'll encourage soldiers to take a medic with them. Soldiers are one of the most annoying classes to recover off of, anyway.

    This seems a bit complicated - medic regenerates naturally, anyway. The different amounts for multiple different times seems a bit complex for a rather simple class.

    This is most likely going to be implemented, or at least something along these lines, when archer is altered.

    Ninja can already heal itself. This would promote camping even further, as ninjas wouldn't be required to respawn/find a medic whenever they run out of invis, which I'm not a fan of.

    First thing I noticed is the 32 block range. Some maps are pretty small, and this sounds like utter chaos on one of those maps. This'll have an especially large impact on maps with large areas of flat land (eg. Blackout). I'm not sure if turret accuracy can be coded, but even so, that's a huge range. I'm not a fan of engineers, but having them become inactive whenever someone walks within 2 blocks of the turret is a surprisingly large nerf. Turrets can only shoot one person at a time, after all. Send two people at a turret, it'll only be able to shoot one of them, and the other person should really easily be able to get into the 2 block range. Keep in mind the turret is basically an alternative to a sword - it's the engineer's main weapon. As annoying as it can be, making it this vulnerable to being broken will really put people off playing engineer. Additionally, inventory restocks were removed for a reason. It was pretty overpowered, and left medic rather useless. I'm not sure how to feel about the pickaxe change, but it's considerable.

    Dwarf will most likely be reworked completely, and its abilities altered somewhat.

    That's a huge necro buff. It's really easy for a necro to get kills on certain maps, so getting a spawn egg each time will lead to chaos.

    Those were my thoughts. Thank you for your input!
     
  4. Claod

    Claod Well-Known Member

    Joined:
    May 20, 2016
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    Umm some of these changes are a little complicated for a pretty simple game where you have to steal stuff and return home.
     
  5. ExtremeEvoboost

    ExtremeEvoboost CTF Media Man

    Joined:
    Jun 28, 2015
    Messages:
    906
    Ratings:
    +200
    I tried to steal something and go home once, I think the Blue teams recovery had Xray and speedhacks, and I don't think tazers were ever part of a class.
     
    • Optimistic Optimistic x 1
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