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A plea to buff the premium classes

Discussion in 'Capture the Flag' started by TOM_SAYS, Aug 27, 2017.

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  1. TOM_SAYS

    TOM_SAYS Active Member

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    Okay, since most people probably aren't in favour of more nerfs, I have some suggestions to make the premium classes stronger:

    - Make sure chemist's damage pots drain 1/8 again instead of 1/3
    - Remove archer's advantage over chemist
    - Give pyro unlimited f/s back so it can create a firewall when it's about to be spamcritted to death
    - Give ninja sharpness VI back and/or give ninja 414 back; ninja is too much glass not so much cannon.
     
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  2. j0nii_

    j0nii_ Asset stealer according to chickenputty

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    I didn't know archer was a premium class o.0
     
  3. TOM_SAYS

    TOM_SAYS Active Member

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    It's a chemist buff.
     
  4. j0nii_

    j0nii_ Asset stealer according to chickenputty

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    It clearly says "remove archers" dot dot dot which is basically saying nerf archer s advantage over chemist.
    Instead say something like "make chemist stronger against archer with____"
     
  5. j0nii_

    j0nii_ Asset stealer according to chickenputty

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    Ok. You are asking to nerf premium classes but you thought it would be good to add a free class into that list. It clearly states "Remove archer's advantage over chemist" that isn't asking to improve chemist in any way. It is saying to nerf archer. When you said it's a chemist buff I got confused because it's wording doesn't say anything to buff chemist. Maybe change your wording and then it might be a little more easier to understand instead of you wording it to nerf archer
     
    #5 j0nii_, Aug 27, 2017
    Last edited by a moderator: Aug 28, 2017
  6. Salty_Ivan

    Salty_Ivan Well-Known Member

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    If you run out of mana frequently, you're not a very good Chemist.
    Exceptions being gangbanged in the flagroom or messing up with hotkeys.


    If you're frequently dying to Archers shooting you from <30 blocks away you're not a very good Chemist. Run around a corner and splash a regen.

    Yes let's also make Pyro light the whole flagroom on fire and be a ***** to kill with classes that have a very limited amount of health. Seeing as you play Pyro, Chemist, and Mage, I see why you would want this.

    And I bet you'll be begging for a nerf if ninjas got Sharpness VI or the ability to 414 back.

    I agree that premium classes need to be buffed but which ones that do are completely different from the ones you are suggesting.
     
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  7. ACE_BLUE2

    ACE_BLUE2 Sup'

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    I'd be fine with removing the extra damage archer does to chemist, not a big fan of everything else though.
     
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    #7 ACE_BLUE2, Aug 27, 2017
    Last edited by a moderator: Aug 28, 2017
  8. Soundkld

    Soundkld b1.mcctf.com

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    Want to go ahead and give ninja full diamond armor with protection V too?
    Ninja is fine the way it is.
     
  9. TOM_SAYS

    TOM_SAYS Active Member

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    I actually never run out of mana as a chemist, I just want to be able to spam damage pots on a heavy again.

    A chemist gets slowness II besides the insane damage per shot. Every decent bowspammer is able to finish you.

    I rarely play pyro because it sucks right now. The fire duration is too short. When you set a heavy or soldier on fire, they'll just run and spamcrit you to death when the fire extinguished.

    Ninja simply sucks. It cannot even kill an archer or a medic.

    How about nerfs for the free classes?
     
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  10. Salty_Ivan

    Salty_Ivan Well-Known Member

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    Yes, let's make a class that I play be able to kill every other class by removing its weaknesses.
     
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  11. GalaThundR

    GalaThundR Mcpvp Veteran

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    I've seen Ninjas completely wipe defenses.
    I've seen Pyros successfully defend their flag completely on their own.
    I've seen Chemists solo cap against 15+ defenses
    Etc.

    Your going off the assumption that because you are not good at a class, the class is bad, which is a very bad outlook on suggesting class buffs/nerfs and comes off as very biased.
     
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  12. TTD3

    TTD3 Well-Known Member

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    Oh right nice, while we're at it, why not bring medic's (old) instaheal and waterfall back?

    correct me if i'm wrong but wouldn't 5 dmg pots be enough to kill a heavy within a matter of like two seconds without pretty much any effort?
     
  13. Versions

    Versions CTF Moderator

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    Ninja doesn't suck and it can kill an archer or a medic. Have you thought about that you suck at ninja to say that?
     
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  14. Claod

    Claod Well-Known Member

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    There's a reason they made chemist's damage pot take 1/3. People were frustrated with how you could spam them. Since damage pots are true damage, they were too effective against heavies/soldier, especially when the chemist unloads its entire supply in two seconds. Your suggestion is almost the same. Making it take 1/8 means you could spam AT LEAST 8 damage spots in row (probably 9-14 because of regeneration of mana bar). If you think that 8 damage pot spamming is a good thing, you are probably worse than the engineers, dwarves, mages, and dwarves on freeday. If you ever find that you need to kill a heavy by spamming your damage pots, it should show something about your skill level.

    Now for removing archer's extra damage on chemist, that's pretty reasonable. I have no idea why this was implemented other than that chemist may have been too good of a counter against archer. But now, there are elves, mages, and ninjas who probably do a better job at killing archer. If they do not have that extra damage, I do no see why chemist should have to suffer this weird/random debuff.

    Spammable things in CTF are generally annoying. Flint and steel is already pretty spammable with 65 uses. Players who spam flint and steel are not using the class correctly. You'll see the good pyros use their bows more often and maybe use their flint and steel 1-2 times with precision. Infinite durability on flint and steel will only encourage people to spam and it will lead them away from becoming a good pyro. Anyway, you can also jump crit your enemies back as pyro. It deals 5 hearts of damage I think? Either way, if it's just 3.5 hearts, you can still 3-shot anybody even without the frenzy. Heavies can only deal 3.5 hearts when critting pyro, about the same when pyro is NOT critting.

    Now for ninja having sharp VI, that seems unecessary. Ninja can already end medics/mages/chemist/elves in 2-3 shots if they jump crit. That only gives them 1-1.5 seconds to react and pot or steak. This is surpsingly easy because you can go invisible to position yourself/surprise, you have passive speed II to catch up if they run away, a pearl if they are somehow too fast, and flash bombs too top it all of, which slow, blind, and naseuate your victim. Now if you somehow cannot get a single kill on a distracted archer or busy medic, you are doing something terribly wrong. Now for 414ing, I'm not sure what that is. I'm guessing it's instant invis, which was so OP. There was a video somewhere on YouTube with November or matt576 at the time with like a 18 kill streak as ninja because he instantly went invis when he was about to die.

    Overall, if you find that you need to spam damage spots to kill somebody, spam flint and steel infinitely to light someone on fire, and upgrade the 2-3 shot sword of ninja so you can actually guarantee 2-shot on almost every class, it should say something about your skill level.
     
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  15. noahpaqman

    noahpaqman Member

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    I think gala is talking about me in the chemist quote . :wink:
     
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  16. TOM_SAYS

    TOM_SAYS Active Member

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    Don't get me wrong, I'm not saying that those classes are completely weak (except ninja). Chemist is okay in my opinion, but I just want a faster way to kill heavies. Pyro is easy to kill, due the DPS being bad. I can easily dodge a frenzy by throwing a damage potion and running away.

    As for ninja, the only way to class works is if you're able to make perfect combo's each hit. This is very rare and only achievable when you either tryhard with amazing ping or when you hack.

    As for biased, I just want a better balance of classes in the game. Whenever I play buffed heavy I'm able to mow down everything. You know which people are biased? Those who want to make a skilled kids club out of CTF: competitive-only players that don't want to be able to get killed by mediocre players.
     
  17. EmperorTrump45

    EmperorTrump45 Dank Memer

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    you want to buff mage
     
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  18. TOM_SAYS

    TOM_SAYS Active Member

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    And why is nobody frustrated about heavy and soldier lacking a serious counter right now

    It was most likely implemented, because chemist used to be very strong. Now that chemist has been nerfed, it's no longer necessary for archer to have a ridiculous advantage over chemist like that. Same goes for medic's fire immunity: since instakill is gone, it's no longer necessary. Also, ninja doesn't counter archer who knows how to pvp: archer can take some hits, steak and combo the ninja back and it's dead.

    What a bunch of nonsense. This is a game of blocks where you just want to build killstreaks or get people away from your flag asap. Not MMA fighting. Everything within the tools of a class is using the class correctly. Keep in mind that you can just run away when the pyro sets you on fire (especially when you're buffed) and then run back at it to spamcrit it to death while its drawing its bow.

    Now what you're saying here about ninja is only true about noobs. People that know how to pvp can easily finish you. With 414 back you could atleast fight back when you're about to die; a ninja is always about to die as soon as the enemy is about to hit you.

    What does me being able to kill decent ninja's as a medic or archer say about my skill level and what does me being able to kill decent pyro's as a chemist or heavy say about my skill level?

    reread my rework. I want true damage for mage so heavy and soldier get another decent counter. My rework also nerfs mage, because the kb on damage spell is removed and it does less damage on ninja and assassin due the true damage.
     
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  19. EmperorTrump45

    EmperorTrump45 Dank Memer

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    yes, that is a buff

    ... and is replaced with melee knockback and an armor buff.

    this is misleading. The damage is virtually the same if ninja or assassin are on fire (tick from fire damage + 3.5 hearts true damage) plus lightning spell does so much true damage a skilled mage can destroy ninjas very quickly. Also the, massively increased, damage to armored targets makes your rework average out to a net buff for Mage

    on topic:

    Heavy and soldier do need more effective counters (other than 'teamwork' and 'other heavies/soldiers') I agree. But nerfing the competing free classes or buffing already OP premium classes is not the way to go.

    you make a good point about Pyro. It should have an easier time getting kills. Not so easy to where it can 1v5 like when it had an instakill - there is a video of this - but easy enough to where playing it doesn't make people want to quit. Perhaps extending the fire duration from 3 seconds to 8 (or something around that) would help. The fire duration used to be that long before it got nerfed post rework along with the infamous 'double click frenzy'

    Agreed. Chemist potspam should not be encouraged, though

    lol yes it is. Pyro frenzy/true damage only sucks against sprint critting heavies or other classes which can burst down Pyro before it can. Medic, even with sharp 1, has a much lower dps. The only reason why it can counter pyro is because of its fire resistance (and to a lesser extent, its tankiness). Taking that away guarantees that Medic dies a lot more which makes its tank stats & cc somewhat worthless (cannot tank or cc nearly as much if it gets burst down/one shot) thereby restricting its ability to support.

    What needs to be nerfed with medic is how effectively it can support, i.e. item restoration and rapidheals making it impossible/near impossible to recover, not whether or not it can even live long enough to get a heal off or whatever.

    Yeah and no one counters an Elf who has mastered the class. Not a reason why Elf shouldn't get buffed.

    Flashbombs? Blindness? Strafing?

    ???
     
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    #19 EmperorTrump45, Aug 28, 2017
    Last edited: Aug 28, 2017
  20. TOM_SAYS

    TOM_SAYS Active Member

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    Hi Admiral, thank you for your well written replies.

    Regarding the rework, I agree that it's a nett-buff, but I don't get what's wrong with that. The melee kb was added so I didn't have to shorten lightning spell's cooldown. The armour buff was optional.

    Okay, so we agree that heavy and soldier need more effective counters, but what would you suggest if it isn't nerfing heavy's sword, buffing pyro or to give classes like mage and chemist (my rework and potspam) a better advantage over them?

    Regarding pyro, IF I had to choose one buff, I would be in favour of flintspam so it can create firewalls when someone is about to spamcrit you to death and you don't have time to draw the bow all the way back. Now an extended fire duration sounds good, but maybe in combination with an armour buff? Also, what do you think about my idea for soldier not being able to wallclimb while on fire?

    I do agree with your take on chemist, but the return of potspam is just an idea for if the mods don't want to buff pyro or nerf those kits themselves since they lack good counters.

    Removing medic's fire immunity was just one of my ideas to stop turtling. A nerf in item restoration and health pool is fine with me to (a nerf in those annoying webs is also welcomed). Also, since you named frenzy, maybe giving it instakill is also a good idea.
     
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