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[Rant?] How OP/UP classes are (Suggestions)

Discussion in 'Capture the Flag' started by IvanDoomy, Feb 29, 2016.

?

Which class do you think is the most used in fanfictions?

  1. Fashionista

    7 vote(s)
    26.9%
  2. Paladin

    4 vote(s)
    15.4%
  3. Flying hacker on iron armor

    7 vote(s)
    26.9%
  4. Yes, the ideas are good. Needs some tweaking.

    2 vote(s)
    7.7%
  5. No, your thread is bad and you should feel bad. Needs more thought put into it.

    6 vote(s)
    23.1%
Thread Status:
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  1. IvanDoomy

    IvanDoomy Active Member

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    ok introduction for another one of this threads. You may be thinking “Not this guy with THAT profile pic again”. You’re not wrong…I’m actually sad now.
    Let’s stop with the depressing reflection about my forum activity and get to the point.

    This is just another thread suggesting changes, talking about how some classes are insanely OP and others a bit weak.
    I’ll be talking about abilities and how they should be modified/reworked in a way or another to make the game more balanced, possibly, and fun to play, possibly.


    Archer:

    Abilities: Headshot after 20 blocks (Insta-kill). Punch II Bow.

    There is not much that can stop an archer from headshotting you. Only cover or strafing, and its “bad” aim. The worst part is: 1 shot and you’re gone.
    You may think that it is really hard to snipe as archer, but it isn’t. There ain’t much skill involved, since it is an insta-kill. Also, its enchanted bow with Punch II can help this class to keep distance from anyone and stay far away from battle, bow-spamming becomes a really effective tactic thanks to this and also headshotting becomes easier because you can easily put an enemy that was 2 blocks away from you to 20 blocks, allowing you to headshot them. Its 2 stacks of arrows help it to be independent of medics, camp with ease and makes bow-spamming, again, a really effective and inconsequential tactic.
    There’s also this ability…I really don’t understand why it is still here…3x damage to chemists with the bow. It makes it nearly impossible for a chemist to get close to an archer due to its knockback, the 3x damage and an added 3 seconds of Slowness I after getting shot, making it an easy prey for archers.
    Like any class, it has its weaknesses: Its middle tier armor doesn’t allow it to stay in a fight for too long, making camping a more viable option. The stone sword only helps to get rid of classes that may get into melee range like ninjas, assassins, elves and maybe soldiers. These four are the most effective to get close to it thanks to their mobility. Other classes have difficulty getting close to it.

    Suggestions:
    • Insta-kill mechanic: Get rid of the insta-kill and replace it with a more skillful, less camping-involved and more fun to fight against mechanic. Maybe something like the chemist one: (At distance) 2x damage on shot and 5 seconds of Slowness I. It could also be some kind of combo mechanic:
    • The combos can only go up if you shoot the same target multiple times. The damage buff (1.5x, 2x and True Damage) can be used at close range while the Status Effect can only be dealt at far range.
    • 1 shot: Enemy gets struck with Slowness I for 5 seconds. Allowed to deal 1.5x damage for 8 seconds.
    • 2 shots: Enemy gets struck with Slowness II for 5 seconds. Allowed to deal 2x damage for 8 seconds.
    • 3 shots (Max): Enemy gets struck with Slowness II and Blindness I for 5 seconds. Allowed to deal True damage for 8 seconds.
    • This could use some tweaks but it’s a good suggestion for a rework.
    • Bow: Get rid of the Punch II on the bow and replace it with Power II.
    • PvP viability: Make it able to PvP better. Maybe reward the player for using it more frequently (Like Pyro with the Fire Frenzy).
    • Arrows: Reduce the amount of arrows and/or make them regenerate over time (Much like Elf’s regenerative arrows) or it could be that the arrows don’t do anything if you don’t pull them half or all the way down (Like where if you don’t pull Pyro’s bow it won’t explode and set people on fire).
    Archer would end up like this:

    Armor: Same as now.

    Inventory:
    * Stone Sword
    * 4 steaks
    * Bow with Power II
    * 50 arrows

    Abilities:
    White Sword:
    Only when at full health swinging the sword has a 30% to shoot an arrow that deals 6 hearts of damage (Similar to Mage’s damage spell). The sword looks enchanted when the Archer is at full health. (Optional)
    Target Practice: If you deal 5 consecutive hits with the sword, with 2 seconds of difference between each hit, the 6th shot will make the enemy that got hit vulnerable to the bow for 5 seconds. This means you’ll be able to deal true damage to that enemy for 5 seconds. This ability has a 10 seconds cooldown after being used.
    Combo Arrows: When at a 25 blocks distance from the enemy, the bow is able to deal different kinds of effects and buff the archer’s bow damage for a short amount of time.
    The combos can only go up if you shoot the same target multiple times. The damage buff (1.5x, 2x and True Damage) can be used at close range while the Status Effect can only be dealt at far range.
    1 shot: Enemy gets struck with Slowness I for 5 seconds. Allowed to deal 1.5x damage for 8 seconds.
    2 shots: Enemy gets struck with Slowness II for 5 seconds. Allowed to deal 2x damage for 8 seconds.
    3 shots (Max): Enemy gets struck with Slowness II and Blindness I for 5 seconds. Allowed to deal True damage for 8 seconds.
    The arrows can only deal enchantment damage or increased damage when pulled more than the half way through.

    This is the only rework sample I’m giving because it’s the one I consider most complicated.


    Medic:

    Abilities: 5 throwable cobwebs, passive regeneration, fast healing ability.

    What can’t the medic do? We have to be honest here. It can stay on a fight for a really long period of time due to its 6 steaks, passive regeneration and Sharpness I Golden sword. A medic can completely immobilize you if it catches you with a well-placed cobweb and even block a sponge, rendering it useless and letting the medic escape with ease. If a medic is part of the enemy defense you’re pretty much screwed if it traps you with a cobweb. Let’s not even talk about medic teaming…ugh.
    The medic can do too much stuff for being a support class centered on healing. It can play any role near perfect. I don’t think a class called MEDIC should have so much power.
    Also, the Staff thought that the medic should be more centered around combat so it doesn’t heal as much…Yeah, sure! Buff its offensive gameplay so it doesn’t center too much around heali- C’MON, ARE YOU HIGH ON SOMETHING? Nerf the healing if you don’t want it to be too centered on that! And changing it from insta-heal to fast healing…You must be getting tired of trying so hard to change the game. Thank God we got the Holiday Update.
    The time between heals is way too short. It should be extended.

    Suggestions:
    • Passive regeneration: Should be changed to Regeneration I or II
    • Steaks: Reduce them to 4. If you want it to keep it as a combat class, fine, but at least reduce its amount of steaks. It’s a TEAM game, not One Man Army simulator. Even Archer, who has a bit more armor and deals nearly the same damage as the medic does, only has 4 steaks. Now that’s something to think about.
    • Cobweb: Remove them or change it back to the originals: Non regenerative and hand-placed. Too much power for a support class, even more for a healing one.
    • Healing ability: Rework it. The regeneration should be slower but stay for far more time. You could even replace the regeneration with steaks. 1 hit gives your patient 1 steak and a 2/4 seconds cooldown between each. And keep the item restoration the same.

    If you don’t like these changes, you’re probably a medic main or someone that relies too much on medics...Or maybe I'm being to nit-picky.


    Dwarf:


    Abilities: Getting removed.

    Unless you can come up with some millenarian magic trick, I don’t have suggestions for this class. It can replace nearly any role of any other defensive class: High damage (Pyro, Ninja, and Heavy), fire damage (Pyro), knockback/CC (Mage, Chemist, and Engineer). A Pyro and a Dwarf in a flagroom are a complete nightmare, or even more than 1 dwarf. If it gets over lvl 15 you’re screwed, even with Heavy. The only way to kill a Dwarf is with a buffed heavy and a medic or a pinglord assassin. In both cases there’s a Premium class involved. The only weakness of this class is its own snowball mechanic, really slow movement and null sprint speed, limiting it to a defensive role. And limiting a class to one role is a bit too much.

    Suggestions: remove it. that’s it.
    If you’re too busy to remove it at least make its max level 10.


    Chemist:

    Abilities: LOP (Lots Of Pots).

    The slowness potion is pretty useless. It lasts 5 seconds and since you only have 3 you’re pretty much gonna use them against flag carriers. Even then, only if you manage to get ahead of the flag carrier you’re gonna inflict them to yourself because of throwing them next to the flag carrier. This leaves you both vulnerable. Ninja’s smoke bombs are way more viable and effective than the slowness potions.
    Another recurrent problem with chemist is that you’re able to inflict your teammates with debuff potions. Your teammates are not gonna be happy when this happens, the situation will get even worse if you don’t have a medic with you. Everyone know that moment when an Assassin uses its redstone to kill the flag carrier and you just so happen to throw a poison potion to the flag carrier…

    Suggestions:
    • Slowness Potions: Remove/replace the slowness with another kind of potion, like Jump Boost II for 5 seconds or so, or give more potions so it becomes more viable (About 10 potions)/ add more time to them.
    • Friendly Fire: Remove the friendly fire (let the potions affect you if you use them too close to you though) because it’s really annoying.


    Engineer:

    Abilities: Turret w/ Manual control, Restore Station, Teleporters and a Diamond Pickaxe enchanted with Knockback I and Sharpness I.

    The turret is fine tbh. You can easily destroy it with a bit of teamwork (ooh that sounds spooky): Heavy/Medic combo can easily take out an Engineer: The Heavy goes after the Turret and the Medic keeps the Engineer from running away and it can heal the Heavy if needed. After all, you can damage the turret faster than the engineer can heal it. The manual control ain’t much of an issue.
    The engineer shouldn’t rely on its cake as much since you can completely ignore your steaks and just use the cake to heal yourself (Since it’s way more efficient thanks to the high regen it gives you).
    The Teleporter can still teleport flag carriers wtf. Other than that they’re fine.
    The Pickaxe doesn’t pose much of a threat, unless you’re fighting the class next to a turret and a teleporter with enemies constantly coming out of it. It’s the only means of defense of the Engineer when all of its buildings have been destroyed. A defenseless engineer is easy prey to Heavies, Chemists, Soldiers, and Ninjas in general.

    Suggestions:
    • Restore Station: Make it so if you eat 1 slice it gives you 2 steaks (Regeneration III for 10 seconds for steak-less classes). This should make it a bit less reliable on the cakeand will make it waste faster. Could make it regenerate faster if you want.
    • Teleporter: Remove the ability for the flag carriers able to use the teleporter. If you think this would make Engineer less of a support class then you’re completely mistaken. Also a good change would be that you should be able to put an Entry Teleporter anywhere you want because in some maps you have to go a mile away from your spawn or flag room to set up one.
    Some people forget that you have to use teamwork to take down an Engineer. You can take it down alone without using an insta-kill class too if you’re patient enough, with a class like Engineer itself, Necro or Heavy.


    Ninja:

    Abilities: Enderpearl, 10 smoke bombs, invisibility.

    Ninja has really high movement speed, like, the highest in-game. You can throw your pearl anywhere you want and be there instantly while taking a bit of damage. The pearl is WAY too versatile, allowing you to ghost-cap, escape and recover the flag. Ninja can do anything with it. Some may say that it takes skill to prema-pearl, ghost-cap…it sure does, but not because it takes skill does it mean it is completely fair. Ninja wasn’t supposed to be a capture class with which you can completely bypass defense or any kind of danger, unlike others. Trying to recov from a ninja that has already gone through half of the map can only be done by another ninja. No free class, not even archer, has a chance against it (Unless you play “Late Recovery”). In short, the ender pearl is good in ANY situation, no matter what. If you die while trying to recov, no problem. You can go back in just a few seconds…
    The smoke bombs/eggs…ugh, why isn’t there a cooldown or a mana bar like chemist has. Egg spamming is really annoying. It’s honestly the only bad thing about it because the rest helps Ninja to be what it is with blindness, slowness and nausea.
    The invisibility powder should be called invincibility powder, honestly. You can bypass any kind of damage (Except projectiles, of course). That’s, again, way too much versatility. The invisibility powder was nerfed to stop the 414 tactic, which can still be used but it is less effective. This plus the pearls make ninja a top capturing class. Bypass defense, stand next to the flag (prema-pearl if you want to) and bam. You’re out without a scratch. No one must stare at the flagpost just because of some randee decided to make everyone’s day a living hell.
    Ninja’s lack of armor doesn’t really matter as you can bypass it with the entire arsenal you have: Speed 2 for strafing, smoke bomb spam for stunning, enderpearls to escape and invisibility powder to bypass damage and escape.

    Suggestions:
    • Remove the enderpearl and, probably, give the class a bit of armor.
    • Give the eggs some kind of cooldown (Mana bar like chemist)
    • The invisibility should receive melee damage in exchange of Resistance I/II while using it (This probably means changing the invisibility to the status effect that goes by the same name so it can receive melee damage)


    Necro and Assassin:

    These two classes have received so many rework ideas I honestly think I don’t need to talk about this two that much.

    Necro is easily replaced by any other PvP class like Heavy or Soldier. Its role is support…I think, and is pretty much useless and boring to play as: Place spawner and run away. Maybe PvP a little and that’s it. Not to mention if the Zombies/Skeletons/Blazes get too strong it becomes really annoying to fight against.

    Assassin goes by a simple rule: Highest ping wins. You may think this connection “OPness” happens in any situation in-game…You’re wrong. No situation presents a 1 second reaction frame in which you can easily die or kill the attacker because of your internet connection. This class can be monstrously OP with a pinglord or ridiculously UP with a slow internet connection.
    Some people even say this class takes skill…It sure doesn’t, you have no excuse other than being so damn naïve.

    Classes like Soldier, Pyro and Elf have been nerfed so not much to talk about them now honestly. Some people say that Elf is ruined because of the nerf…Support exists as a role guys. It ain’t exclusive for Medic or Chemist.
    Heavy, as always, is an ok class. A bit of teamwork is always welcomed when playing this class.
    Mage is kinda weird to talk about. It’s bad with a bad player and great with a great player.
    That may sound obvious but just take a moment to think how many classes don’t match these simple factors (Medic, Assassin, Dwarf, etc.)
    It’s a class that is balanced in its own way. Pretty weird, huh?
    Though, to be honest, a well-placed Lighting Spell will send a player flying like if you were playing Super Smash Bros.

    If you agree or disagree, it's ok. I really care about the Staff to take these things I pointed out here into consideration...At least some of them. Some of them may be a little too much.
    Some people may like this, some may not.
    No CTF match should be carried by one person defending as one class or capturing as another. This is supposed to be a TEAM game, in which you have to use TEAMWORK to win, not your own selfish self. If you have a hard time taking someone down or capturing/defending ALONE, use TEAMWORK. It won’t hurt anyone (Except the enemy team and it may hurt you if you don’t have communication skills).

    You may think “But Ivan, you forgot Fashionista what is wrong with you”. Heh, I didn’t. I’m gonna make a different thread for it and another class that’s drawing…Hmph…Near.
     
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    #1 IvanDoomy, Feb 29, 2016
    Last edited: Mar 11, 2016
  2. BrandinoB

    BrandinoB Well-Known Member

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    Some stuff I do and don't agree with, but too lazy to get into rn cuz I already expended my long post making for the day :I
     
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  3. ACE_BLUE2

    ACE_BLUE2 Sup'

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  4. ReubenS

    ReubenS Well-Known Member

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    I'll write more later but medic already has been changed quite a bit.

    Like I swear webs have a mind of their own now. Sometimes they decide they like you and web the sponge BUT other times they decide "nah screw you" and place themselves beside the sponge. Sometimes they decide that they want to disappear after half a second. AND when they do cooperate some spam clicking ninjas comes along and breaks your webs

    Another reality is with medic's steaks. (maybe this is just me) Ninja's DPS is just so strong I often double steak by accident because I have to steak every 2 ninja hits while webbing while keeping an eye out for assassins. Every capping class has its own way to escape ninjas, but ever since webs changed, it feels so much more difficult to catch them properly in a web.

    It just feels like the skill cap for web placement was lowered just to fix teammate webbing (which was never a real problem aside from the occasional spawn web troll). I might just be losing my edge or maybe just been unlucky these past weeks idk :/
     
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  5. Snowleak14

    Snowleak14 Well-Known Member

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    ur mom takes no skill
     
  6. IvanDoomy

    IvanDoomy Active Member

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    [​IMG]
    I understand.

    Maybe. Webs work fine for me though. I don't play medic that much. It just seems pointless playing with such an overpowered class.

    That's the problem. Medic is a SUPPORT class, not an offensive one. It has both power for offensive and support, making it ideal for capping and healing at the same time.
    I honestly think it's ok if the webs are harder to use. It adds "challenge" to the class.

    Heh. You say that because I'm talking about one of your mains. Accept the truth, pal.
    Also, your comment is really wrong. Don't even try.
     
  7. _Enderfire1602

    _Enderfire1602 Well-Known Member

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    Regarding archer, may we use something else instead of slowness and add something like nausea?
     
  8. EmperorTrump45

    EmperorTrump45 Dank Memer

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    That is unbelievably false. Teammate webbing happens all the time in flagrooms and it's an incredibly annoying problem that shouldn't even exist and wouldn't exist if we got rid of those ridiculous webs that don't even need to be there in the first place.
     
    • Agree Agree x 1
  9. Snowleak14

    Snowleak14 Well-Known Member

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    the opinion
     
  10. IvanDoomy

    IvanDoomy Active Member

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    Eh. The slowness is to help it be a supportive class. Slowing down an important target (Flag carrier) down to let other teammates get closer to it and also lets the archer have an easier shot at the target. Nausea doesn't do much agaisnt a running target, it's only annoying (Ninja's eggs).

    I think the webs are a thing because they help the medic be a supportive class. That was like 4 years ago, now they are just, well, everything for a medic.
    As I said in this thread, the cobwebs should be reverted back to what they used to be: Placeable and limited, with the capability to remove it at will.
     
  11. ReubenS

    ReubenS Well-Known Member

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    What do you suggest as a change then? Removing webs just makes it a crappy heavy with healing abilities. My idea of fun doesn't include running around healing teammates all game. It should have to be a rework.. which I doubt will happen anytime soon.
     
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  12. _Enderfire1602

    _Enderfire1602 Well-Known Member

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    Regarding that, i have a derp idea when an archer shoots a teammate 30+ blocks away they receive buffs....
    ;-;
     
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  13. IvanDoomy

    IvanDoomy Active Member

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    You just threw the problem right into my face. How rude of you.
    Medic is a HEALING class. Have you ever played TF2? Medic is a really fun class to play, I tell ya. The CTF Medic is only fun because you can obliterate the entire enemy team...And that's not what a Medic, support class, should be able to pull off.
    I agree with you in the last sentence. 10/10 best setence- IGN rating.

    It's not that derp, honestly. It could be added. Though it could be a little bit annoying when you're almost winning a fight and your opponent gets buffed out of nowhere and bashes your brains out.
     
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  14. DJ_V5th

    DJ_V5th Well-Known Member

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    • Archer:
    1. Why the hell does everyone want to remove the instakill. It is one of the most important things on CTF. On MCPVP I haven´t read any rework about taking the instakills away. Since brawl everyone wants to kill the instakill classes.
    2. The rage was 25 blocks. Now its 30 block.
    3. An archer is a long rage class so in my opinion it is fair that he can instakill every class
    4. ur ideas sound really complicate. Maybe it is possible to code it but you know how long does that take and you dont know if you will get even more laggs.
    5. Wait until brawl has updated to 1.9
    6. ur text sounded like you try to cap many times but you get headshotted many times. So you want that the archer has no instakill so that you can cap easier and he doesnt get so fast many kills
    • Medic:
    1. ur right. he can stay for a long time alive, stop everyone with his webs and heal his teammates.
    2. U know why this class is called medic? he is atm the only one who can regenerate your inventory on the battlefield and heal you at the same time. So I think the name medic is the best name for this class
    3. When i play medic most of the times the enemys concentrate more on me than on my partner because they know i can heal and support my partner from behind so that he gets his kill. So to survive this attack i need steaks and regeneration. if the regeneration is to slow than i can stop the enemys by using the webs and wait or eat one steak. So that cooldown idea with the steaks is not really good.
    4. With the healing you mean healing your teammates? It is really good since they also have the cooldown on it. that makes medic teaming bit more difficult :smile:
    5. Ok you mean that with every hit i make on the enemy i get a steak right? well that will be many steaks for everyone. Think about a limit of steaks (like 5) and for the refil time you can look how long an elf needs to get one new arrow. that would be a good time
    6. That with regeneration 1 to regeneration 2 is difficult because you dont know what will happen on the battlefield. Maybe the medic can live even longer and many will say that the medic is to op and nerf it
    • Dwarf:
    1. Why do u think MCPVP created the Dwarfclass? (just want to read your own oppinion. there is no right or wrong)
     
  15. IvanDoomy

    IvanDoomy Active Member

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    @DJ_V5th
    Archer:
    -FFW-


    Medic:
    1. Yes, I am right. You threw it right into my face.
    2. Thank you, come again!
    3. So, your teammate doesn't defend you? Instead you have to solo it all? The problem is right there: Solo-ing. You're able to solo with medic just fine.
    4. ..."Difficult"
    5. Oh. I didn't mean to type that. Fixed now. It was supposed to read "1 hit gives your patient 1 steak back".
    6. Regeneration I and II are slower than Passive health regeneration so it's more of a nerf than a buff.
    Dwarf:
    1. Because they wanted a defense-only class. It seems like a good idea at first but then it becomes a complete nightmare. Slow, snowball, and makes it frustrating to anyone trying to get rid of it. And having to waste 3/2 people on ONE class that can't even move seems to be a bit of a stretch.
     
    #15 IvanDoomy, Mar 4, 2016
    Last edited: Mar 5, 2016
  16. JoseMigueCarrera

    JoseMigueCarrera Active Member

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    Why don't you guys make a decisive thread? I mean it's okay you can rant, bu every day a new thread about the same?
     
  17. IvanDoomy

    IvanDoomy Active Member

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    Because stuff rarely changes around here.
    Get used to the threads. They won't stop. Ever.
     
  18. JoseMigueCarrera

    JoseMigueCarrera Active Member

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    If you really want to change something talk to the encharged of McWar, ask him if you could do a poll about it; and if there's enough quorum, changes will be applied.
     
  19. TheMaelstromsEye

    TheMaelstromsEye Well-Known Member

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    Basically you want all the fun and challenging stuff taken out. They are suppose to be hard to kill. I disagree with archer fully. Archer needs to be able to headshot at 20 blocks. Its actually a good distance to shoot at. It is very easy to miss if the person has any knowledge not to run in a straight line. Now, the reason for the 3x damage to chemist is because chemist is basically a heavy on steroids. Now, if you remove its headshot capability that means it basically gives EVERY class a better chance of capping. Its one of the easiest counters to engineer campers, or outside campers.
     
  20. IvanDoomy

    IvanDoomy Active Member

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    Is that even possible? It could have happened by now if it was a possibility, just sayin'.

    I know that everyone wants to be a comedian but this kind of bad jokes need to stop. Even mine aren't as bad.
    By fun you mean camping and racking up kills left and right to gain more KDR? Challenging means getting rid of the occasional ninja that may bother you?
    By all that you've written there I'd guess you're talking about salt main/archer.
    Who? The target or the archer? I honestly think it SHOULD be the first one
    I threw a random number of blocks to be honest. I always forget what distance is it.
    That's why I'm removing Punch and adding Power, along with the Slowness debuff and damage multiplier.
    Yeah, that used to happen before the nerf. Now you can kill a chemist as heavy with ease.
    I'm giving them a chance*, not a better one. And if you think archer is the almighty class that stops everyone from capping, you're insanely wrong. Ninja and Assassin salute you.
    Well yeah it is. Not gonna disagree.

    P.S:Remember that Nom said that all the insta-kills were going to be removed. It's his word, not mine. I'm just working with it.
     
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