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Magnet kit

Discussion in 'Ideas' started by Oerlikon, Jun 26, 2015.

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  1. Oerlikon

    Oerlikon Member

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    Starting items: Iron horse armor (renamed Magnet)

    Abilities: Right clicking your magnet will pull all players within a 15 block radius 5 blocks towards you.
    For every piece of iron or gold in their inventory (a stack of ingots counts as 1 unit), you pull the player 2 block closer. If they are pulled to the center of your magnet radius they receive 3 hearts of true damage (ignores armor).

    Bonus synergy: Being struck by lightning will temporarily turn your magnet into gold horse armor (super charged magnet). The next time you use your ability you will always pull the maximum distance. The super charged magnet will return to a normal magnet after you use it once (can be reactivated infinitely).

    Diamonds aren't metal nor do they conduct electricity, so diamond equipment will not increase your pull strength.

    12 second cooldown on magnet pull

    Yes, you can pull people vertically.

    @BookWyrm17
    @neropatti
    Here's your pokemon kit nerds!
     
  2. Viva

    Viva Well-Known Member

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    Reminds me of Vacuum, which as long as this isn't as op as that was, I'd be fine with it.

    I just have a few questions, such as how fast it pulls the player, and to whether iron/gold armor affects the pull of the magnet.

    Other than that it's a cool idea.
     
    • Like Like x 1
  3. Rytheria

    Rytheria Well-Known Member

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    This pretty sums up my thoughts seeing this kit idea ^.
    I really like the concept of this kit.
     
  4. MrWaffleman

    MrWaffleman The negligence of time's end is man's downfall

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    This kit seems very balanced and nice! I would see this being somewhat of a challenge to code but I like the concept!
     
  5. Rytheria

    Rytheria Well-Known Member

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    Compared to the stuff we've seen produced by Brawl, I think the developers are capable of making it. I could perhaps be wrong, it just seems like the ability of our developers is quite limitless.
     
    • Optimistic Optimistic x 1
  6. Oerlikon

    Oerlikon Member

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    I was originally going to say "iron/gold equipment" so people knew it was armor/swords but I also wanted to people to know that buckets/ingots counted as well.

    The pull would be instant but I assume it wouldn't be too fast/annoying
     
  7. Rytheria

    Rytheria Well-Known Member

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    I don't really understood what you meant with the first sentence?
    Mind re-phrasing it? xc
     
    • Agree Agree x 1
  8. Oerlikon

    Oerlikon Member

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    Iron/gold ingots, buckets, swords, armor, and everything made from iron/gold excluding compasses all add to the magnet's power.
     
  9. Rytheria

    Rytheria Well-Known Member

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    Would this be practical to code? It would add to the lore of the kit but I'm not sure if it would be the best for a practical, HG kit.

    Let's try not overcomplicate it :wink:
     
  10. Oerlikon

    Oerlikon Member

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    Well, there aren't THAT many iron/gold items
     
  11. Rytheria

    Rytheria Well-Known Member

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    I suppose, but there's still quite a variety to rely on.
    There are iron things like rails, minecarts, hoppers, anvils, etc which still have to be accounted for.
    I suppose this is my two cents on the idea.
     
  12. Oerlikon

    Oerlikon Member

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    I forgot about all that extra crap

    They should just stick with:
    -Helmet
    -Chestplate
    -Pants
    -Boots
    -Sword
    -Pickaxe
    -Shovel
    -Axe
    -Hoe
    -Bucket
    -Clock
    -Ingots
    -Ore

    x2 for everything that can be gold and iron

    Those are the things at the top of my head
     
  13. Rytheria

    Rytheria Well-Known Member

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    Seems like an interesting concept, would like to see it in a testing phase personally - it has potential.
     
  14. Viva

    Viva Well-Known Member

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    The original problem with Vacuum was how abusable it was with traps. I think that basing it on one's armor and tools would be fine, buckets and stuff like that would be complicated. This would make it so it would really only be effective to Magnet someone near the middle of the game when people have full iron (but still be possible late game for traps w/ Iron swords and armor).
     
  15. Oerlikon

    Oerlikon Member

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    The original vacuum had no cooldown and always pulled players a set distance no matter how far away they are (that's what made the tower traps possible)
    The traps made with this kit won't have anything to do with towering up a few blocks and pulling people straight up and forcing them to fall to their death.

    You also say "buckets and stuff like that would be complicated", well "Stuff like that" is basically only buckets and 2 other things (nobody carries a clock besides werewolf) so saying it makes things "complicated" isn't true.

    The way the kit is now basically lets you throw people around in a fight for more damage, and prevent pre-feast players from escaping as well as have an easier time trapping them. You can't expect to make a trap with this kit and wait all game because the feast winner (late game is post-feast) likely won't be carrying much iron aside from a bucket, an axe, and a pickaxe if they didn't get full diamond.

    Personally I don't think my idea for this kit is quite powerful enough because it seems like "use magnet to stop running ppl" and "if they have iron it pulls more" which doesn't sound very fun. I'm trying to think of a way to make using a magnet have a significantly stronger effect on people with iron/gold and weaker effect on people with minimal iron/gold.

    Just imagine achilles if it was "wood = 1.5 hearts more damage, everything else = .5 hearts less". That would be super lame compared to having a kit that gets significantly more powerful against things that would normally deal a ton of damage and extremely weak to something that normally does little damage.

    Basically I think magnet needs more powerful pros and more severe cons.
     
  16. ReklessPlays

    ReklessPlays Member

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    If this were to actually be a thing, the player with the magnet kit shouldn't be able to deal any damage for 5 seconds after using ths kits ability. It would be really op if you could just use the kits ability, then hit the enemy away and repeat.

    Also, I think there should be a way an enemy could counter the kits ability or the kit backfires somehow, such as maybe at a random time the kit would push people away instead of pulling them close, but those types of things would happen on rare occasions.
     
  17. Oerlikon

    Oerlikon Member

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    Not trying to be harsh, but those don't sound like helpful ideas.

    - Not being able to attack for 5 seconds would make this borderline one of the worst kits in the game.
    - There's a cooldown on the pull so you can't just pull, hit, pull, hit constantly and it's not like it's impossible to attack while being pulled anyways
    - Adding a randomness to kit wouldn't be "balancing" even if the kit was OP, it's just annoying.
     
  18. ReklessPlays

    ReklessPlays Member

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    Yeah, after thinking about it, you're right. but even with the cool down, it would still be an op kit.
     
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