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Ninja needs to change drastically

Discussion in 'Capture the Flag' started by Tenshirox, Dec 11, 2015.

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  1. Tenshirox

    Tenshirox C a p t u r e F l a g

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    I'm not done yet.

    Ninja is one of the most popular CTF classes, it was one of the strongest and most versatile of its kind pre-brawl with Chemist rivaling it nearby the end of MCPVP's downfall but has eventually become a rather one-trick pony kind of class that relies on gimmicks to compare to its former self.

    Ninja is a class that is close to many people's hearts (which leads to a lot of distaste for any changes to Ninja), but it's become quite obvious now that Ninja is hardly worthwhile when you can play Armored Ninj- er Chemist. Ninja has one factor above Chemist that keeps the class rather relevant since its dethroning and that's been its capping prowess. Ninja, being granted with Enderpearls, can get clutch captures if used correctly through habit. This can result in a capture happening due to the slightest distraction, which is horrible for CTF's gameplay.

    Ninja has always been known as a danger when on defense because of its capping capability, but during its powerful era its capping wasn't it's only strong asset. With its damage being bogged down to Chemist it's recovery abilities weren't as viable when one can easily use a more powerful class for defending. Because of this, people adapted and began using Ninja more and more as a capturing class meant to utilize the tools that the nerfs left them with, Invisibility and Mobility.

    These tools allow Ninja to break defenses with the slightest of error on their part, and is one of the few redeeming factors Ninja has because it's current design promotes being sneaky and cunning. This idea, however, is horrible for CTF.

    Why can a class bypass entire defenses for captures in the first place? CTF may not be entirely team oriented but at the same time there should be reasonable limit as to what a class can do to impact their team. The next most influential class could be considered Dwarf or Pyro, as they can be considered staples in defense. Even then, they only insure a longer window to cap, whilst Ninja can arguably shift the entire momentum of a game with a few well timed pearls and slight flaws in defense. This harms and diminishes the usefulness of teamwork in the game further than it already is with other classes, and it has even been acknowledged by Official teams as many of them ban many popular ninja capping methods or ninja capturing entirely.

    If we wish to put Ninja in a better place than it is now it would be ideal to return the class to it's recovery oriented roots by replacing Enderpearls with a less versatile movement option and adding some actual defense to the class. Many people are against giving Ninja any form of defense because of invisibility, which is absurd because the only other class as weakly defended as Ninja is Assassin. Assassin doesn't need armour because it doesn't endure long fights, Assassin is truly and all or nothing class. Even then, Assassin still has more armour than Ninja. Hell, Chemist can take at least 1,000,000 hearts of damage before needing to worry and it has the same damage output as Ninja.

    A lot of people complain that Ninjas these days are cheap for capturing in a certain way, but unfortunately that's just because it's the only useful thing ninja can do now. If we actually want to fix the issue we cant just keep banning a class from using the tools they have and rather change the tools to fit its purpose once more.
     
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  2. Bill_D

    Bill_D Active Member

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    Very well written @Tenshirox. I can't say that I agree with everything u said, but there are some good points there. The only issue I have is the part about enderpearls. I agree ninja needs to change, but keep the enderpearls.
     
  3. iMuffles

    iMuffles Well-Known Member

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    inb4 "but sometimes ghostcapping is the only way to get past a good defence!!!1"

    If a defence is strong, you need a good offence with equal numbers to counter it, not a single class that can make it across half the map within a half-second of stealing the flag.

    If I told a new player "hey, there's this cool CTF game that's got nice strategy" and gave them a run-down of each class, including the fact that ninja can blink across the entire map, bypassing every player on the other team, I'd expect they'd be pretty put off.

    Sure, pyro's OP. Chemist's OP. Ninja's plain broken.
     
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  4. Plautius

    Plautius Well-Known Member

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    I can usually catch up to ninja cappers - as ninja (lol)

    how about just killing off ender pearls while holding the flag? speed two should be enough to evade whoever comes along (unless there's a ninja, of course), and it'd just efficiently kill ghosting without influencing recovery really
     
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  5. kriztmas

    kriztmas Well-Known Member

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    totally not a ninja capper :3

    and i only ghost when there is dwarves.... the class thats needs to nerf is dwarf like srsly

    i usually prema doe

    and its pretty easy to stop a ninja capper... just as @Plautius said, catching up with ninjas are easy
     
  6. Adalbern_Akakios

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    Stopping a ninja with another ninja is actually impossible if the ninja carrying the flag retains his health until picking the flag up. Enderpearls move you a set distance in a set amount of time, nothing about being on another team will change that. IF the ninja is anywhere near decent and they manage to get the flag without being hit (which when you can try at least 50 times per game it isn't hard to imagine you succeeding once or twice) they can throw as many pearls as you can. They start out in front of you so you have no chance of catching them once they throw their second pearl.

    Blackout shows this in action consistently.

    Thing for @Tenshirox, keep in mind that although you (and I) love the recovery aspect of ninja but we need to keep in mind that high damage movement based play style leads to another thing from ninja's past. Targeting! Remember how much fun it was when you'd log on and the first person you encountered was a ninja and you killed them? Then they targeted you for the rest of your natural born life! This was one of the worst mechanics of ninja, the ability to be a "picky eater" and choose a target out of a crowd to kill repeatedly.

    Maybe if they get a solid change back to recovery they can gimp invisibility a little to hopefully keep ninja away from backstabbing that one <insert whatever class you play here> 20-50 times per game.

    Great post btw! Ciao,
    ~EBLkinz
     
  7. 1337Noooob

    1337Noooob Active Member

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    I've suggested disabling Ender Pearls when the flag is held (and removing all airborne Ender Pearls thrown by the Ninja) but giving Ninja flag poison Immunity.

    Ninja should be reworked, but so should Chemist. Ninja isn't worse than Chemist because it's a bad class. It's because Chemist a really good class. I think the first step would be nerfing the Sword and then making the exp bar fill more slowly, making Chemist's long term damage lower while letting the class still have great burst damage.
     
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  8. shawndaddy

    shawndaddy Member

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    Ninjas can't pick up flag without a pearl in their inventory.
    Ninjas are given black leather armor.
    Ninja will no longer take damage from using pearl, but instead have a cool down between using it.
    Eggs regenerate, e.g. medic's snowballs.
     
  9. November

    November november

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    ngl if i play ninja defense i dont have that much of a problem with ninja cappers. the only time its problematic is when im like the only one defending and i have to kill chemists/medics/soldiers too, but defense is normally hopeless in those cases anyway.

    i agree completely when you say that ninja needs to be more defensively/recovery orientated cuz atm if i go ninja def it normally takes like 3-4 attempts to kill most classes and then like 54000 attempts for chemist. its just not that fun anymore and i think thats fairly evident through the fact that people just don't play ninja recov anymore. even @Krabzz has moved away from ninja cuz its so useless against most classes
     
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  10. Tenshirox

    Tenshirox C a p t u r e F l a g

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    Hindering pearls whilst capping would just drive Ninja down into more mediocrity, if Ninja gets a nerf in capturing it needs some sort of compensation in its recovery ability.

    Shawn has the right idea buffing other aspects of the class.

    @EBLkinz Anybody will target somebody if they have enough of a desire to, and it isn't so much an aspect of class mechanics but rather player motives.
     
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  11. kriztmas

    kriztmas Well-Known Member

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    U realize This was cause more ghosting and less prematuring because people cant use their pearl when they have it
     
  12. ASAP_Quan

    ASAP_Quan Active Member

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    #ReBuff Ninja's sword to 11.5 damage.... Yes i agree @Tenshirox
     
  13. Cher_

    Cher_ Active Member

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    I see many suggestions to simply disable Enderpearls when holding the flag, or an idea similar. This to me just doesn't sound right. If it's overpowered for capping, why isn't it overpowered for anything else? I think it is.

    Enderpearls also promote death. You take damage at the cost of movement. And since Ninja's damage is relatively weak, they die often, but they can keep coming back with Enderpearls with little consequence, dying as much as it takes the kill, say, someone with the flag. In short, Enderpearls basically nullify the consequence of death. This gives the illusion of being a powerful class, but it's just a broken mechanic that promotes death in a game that, I would think, you don't want to die in.
     
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  14. Plautius

    Plautius Well-Known Member

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    Considering the respawn cooldown you have with all this lag going on I guess you care about your lives anyhow @Cher_
     
  15. SoCool21

    SoCool21 Bans Reports & Appeals Admin | McPvPer for Life <3

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    I think enderpearls should do more damage while you have the flag, so you have to stop and heal, letting others catch up with you. Sure, you can get past a whole defence, but it'd be harder to escape the recoverers.
     
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  16. obikenobi21

    obikenobi21 Delta Force Jedi

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    My only problem is that limiting ninjas mobility on offense also limits its mobility on defense, and especially recovery. However, in regards to the overall concept, I completely agree. It's pretty stupid that an entire defense can be bypassed and then capped on in under 3o seconds.
     
  17. 1337Noooob

    1337Noooob Active Member

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    What if a respawn timer of around 15 seconds (number can be debated) was implemented? In its current state, trying to break through a Defense is extremely difficult as any enemies you kill on the way to the flag will instantly respawn and come back, or even flank you. The only way to reliably get through is with a Ninja, which is why this thread exists.

    The Offense side has to travel across the entire map to reach the enemy flag, but on the opposite side the Defense is likely less than 20 meters away from their own. Killing enemies only serves to slightly delay the defense, but they will be back very soon.

    A simple solution would be a respawn timer. While the defense still had the advantage in a long-term fight, if an offensive force can get the first few kills, they'll have a chance to push ahead without worrying about reinforcements.

    A respawn timer would also help counter suicidal gameplay. You can try to rush the enemy to surprise them, but now there's a huge risk. As it is, dying is almost a good thing, unless you're a Dwarf, Engineer, or Necro. If you die, all your items are restored and you'll respawn close to your flag.

    It's a common meta to kill yourself when your flag is taken so you can intercept the enemy more easily and recover. Pushing up and leaving your base should make the flag more vulnerable, and being able to kill yourself and instantly return to your base removes that vulnerability.

    A respawn timer helps remove stalematey gameplay, where both teams push up against each other, like a wall smashing into another wall. Getting kills and staying alive actually matters now, and Tankier classes like the Heavy suddenly start to become more useful.

    While people may be bored waiting for their turn to respawn, the overall flow of the game should improve drastically.
     
  18. Chactation

    Chactation Active Member

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    I agree with the thread as well as many of the posts regarding Ninja's power. In random matches, Ninja is a decent recovery class, as the opposing capturing force normally consists of 1-2 players, which Ninja can take advantage of with some skill. In team matches and random matches with more coordination & teamwork however, Ninja is nearly useless as a recovery class, as its damage output is not enough to out-power groups of armoured classes, even in numbers. In these matches Ninja only shines as a capturing class that punishes defenders far too much for a even a slight lack of attentiveness. Even in its recovery role versus singular targets its main niche is the ability to return to its previous position after death in a matter of seconds, which is far more efficient than preserving itself despite its potentially infinite health pool. It's clear to me that for Ninja to be brought to a power level it deserves, it must be punished for death and perhaps rewarded more for self-preservation, given more damage output, and have its capturing ability nerfed. As a player with a lot of experience both playing as & fighting against Ninja, here is my proposal for adjustments to the class:

    1. Increase its sword damage by half a heart.
    2. Increase its starting amount of health by 1-2 hearts.
    3. Delete airborne pearls upon stealing the flag, possibly remove its ability to use enderpearls while carrying the flag. (I don't particularly advocate that, as it would kill Ninja's capping ability entirely, but simply removing ghosts may not be enough to some people.)
    4. Add a ~5 second timer upon spawning during which enderpearls are not able to be thrown. (Exact time subject to change.)

    Having played Ninja during its golden age, I want to see it back to its former glory, but in a way that makes it fair for both the Ninja and its opponent. I think these few changes are sufficient enough to bring Ninja to its rightful place in the class hierarchy as a fun & balanced class.
     
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    #18 Chactation, Dec 11, 2015
    Last edited: Dec 11, 2015
  19. Tenshirox

    Tenshirox C a p t u r e F l a g

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    I'd also rather want to see the idea that Ninja gained a half heart of health per hit that didn't make the Rework introduced, as Ninja would still be rather risky business without good strafing skills. Ninja is supposed to be a rushdown recovery, so incorporating a method of healing by crouching around seems rather counterproductive.
     
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  20. November

    November november

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    man i completely forgot this was ever considered. would love to see this implemented to compensate for the sword nerf too
     
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