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Idea Quick Fix-it Thread

Discussion in 'Capture the Flag' started by Quarrelt, Jun 1, 2016.

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  1. Quarrelt

    Quarrelt Genetic co-leader | team!

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    Thanks for more comments everyone. I'll reply to everything when I get back home tonight - do not fret! Be sure to keep checking the OP as I will constantly be updating it every time I do a mass reply.

    Adios.
     
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  2. RaZeragon

    RaZeragon TC Co-Leader | Catgirl Enthusiast

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    Archer - I honestly don't have that much of a problem with archer, but perhaps a headshot cooldown might be a good idea. The headshot capability of archer is very useful and sometimes necessary in recovering, and if we changed or removed headshot, the rest of the game would have to be changed as well. The punch on the bow should be removed entirely, seeing as the punch just makes archer more annoying to kill.

    Assassin - I agree with Snowleak's post about how assassin doesn't need another nerf.

    Chemist - I agree with matt's post and how the skilled chemists are very hard to kill, but it's not difficult to kill a regular chemist, and another nerf isn't necessary.

    Dwarf - Just remove.

    Elf - Is the class even necessary? It was a bandaid class from the start, and then after the nerf, the entire class became a joke.

    Engineer - Remove the knockback from turret and pick. Nothing is more annoying than a turret's knockback.

    Heavy - No change needed imo

    Mage - I would suggest removing the knockback from the damage spell. The problem with mage is not spell spam, but it's mage's ability to keep and attack multiple enemies from a distance, all while healing itself.

    Medic - Why have the webs broken by either team? Wouldn't this just eliminate the usefulness of webs if both teams can break them.

    Necro - Why is changing the fence to wood a necessary change? And necro just needs a complete rework.

    Ninja - Ninja capping is pretty OP, but the damage shouldn't be increased to ridiculous levels. I guess the pearl / flag thing would be a pretty effective concept against premature pearling.

    Pyro - Eh, I would decrease the amount of damage the regular axe does and increase the amount of damage it does to a player on fire. It wouldn't be a ton of encouragement for players to use fns and the bow however.

    Soldier - I think the mana is already reduced to a good level. It forces players to think about how they must use the wallclimb, and you have to get the most out of every right click to stay effective. Also, for the shifting mechanism, if you were shifting and wall climbing, would the rate of mana regained still be lower than the rate of mana used for the wallclimb?
     
  3. BrandinoB

    BrandinoB Well-Known Member

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    Can I suggest another thing? For the whole server? :shame:

    END. THE GOD FORSAKEN. ELITE "WEEK." :yuck::vomit::rage::rage::rage::rage::punch::punch::punch:
     
    • Agree Agree x 1
  4. Quarrelt

    Quarrelt Genetic co-leader | team!

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    Changing the way I do this for organization.

    Chemist. @November @FinniBoy4ever @other people
    First of all, relax guys - but I probably should have clarified. I was strongly against the mana from the beginning, before it was even added and have been trying to reduce or remove it ever since. The reason both ideas were on there was because it was a trade off. Editing the potion system and changing the sword would occur simultaneously. I’d probably lower the amount of damage potions - maybe do something with poison as well.

    About the potions… When weakness was a thing, people agreed it did nothing, which is why it was removed. Slowness doesn’t do much either, although it’s a safe way to check for ninjas. I don’t think we should outright remove poison - perhaps lower how long it lasts (I don’t know how long it lasts right now). I’d appreciate more thoughts on ways to tweak the chemist potions.

    @ElementalBlade_ : That should have been changed, but I haven’t been on enough recently to think about it so I’ll ask nom.

    Archer.
    To everyone that is thinking of a cooldown tweak to headshots. Not really sure what a cooldown would do, considering it takes time to draw the bow, aim etc… just seems unnecessary and probably wouldn’t do anything.

    To everyone that is thinking of damage tweaks to headshots. Probably won’t happen as that is a huge change and shift of power in the game. Removing and/or changing headshots are a big deal and needs it’s own conversation and time.

    Medic.
    @Admiral_Munson : I always felt the webs take so long to disappear so I thought it would be a way for the player to have some sort of counter to them. Either that, or (if possible) we could just reduce the time it takes for webs to disappear.

    @ElementalBlade_ : probably won’t be adding a mana cooldown for webs, seems unnecessary as well – they’re already kind of hard to control in my opinion.

    @Daniellll : Many people have wanted this for a while, I believe nom said it wasn’t possible or something with the code. I’ll ask again to see if there’s an alternative way to fix that.

    @November : I don’t remember why we added that, I think it was because medic couldn’t really kill anything. But you’re right in that sense so I’ll add it and see if there are any rebuttals. Some others have suggested buffing the regen and then remove a lot of steak, but I wonder if that would still be too tanky.

    Engineer, Necro and Dwarf (Elf).
    Well first of all, as funny as it always is for everyone, we’re not just going to remove a class, unfortunately. No matter how many of us hate them. Even if you don’t like elf and think it’s unnecessary (@kevshadowslayer), it doesn’t mean we should just leave them there. It’s not fair to the people who do actually play the class. I do like @Rhoske : suggestion, not sure how it would play out but it’s an interesting concept. Although it makes killing the engineer more difficult because they don’t need to go back to their cake/turret in order to break it.

    Also @kevshadowslayer (and everyone), none of these are absolute necessary changes. We could continue to keep on keeping on like we have been for a while with the way the game currently is. For me, I get impatient when nothing is getting done, so this was my attempt to fix or change some simple things that people wanted to see play differently. Obviously there’s going to be reworks for most of these classes, but for now, just simple fixes is all we can do – like changing the fence or buffing elf’s health.

    Assassin.
    The reason I liked this suggestion in some way shape or form is because an assassin is op in the sense that it can stand there, do nothing, and do serious damage. The player can’t move because they’ll unblock and then the assassin will kill them. Meanwhile the enemy team’s entire defense is destroying them. If the assassin failed, a message that they have been blocked would give the player a sense of security – it’s not like the assassin can fake them again since they have to wait. Or maybe, since for some reason it’s coded now where if you miss – you can’t do any damage, a player could receive a message saying someone tried to assassinate them.

    These are all after-the-fact messages - so technically, the assassin still has the advantage until they mess up. This is just my opinion because I have no problem with the insta-kill, it’s their ability to win by just existing, which I’ve always thought was terrible counterplay. If anyone can think of another way to change that aspect, I’d be happy to hear it, as that was the reason I agreed with whoever suggested it.

    But I will remove it for now.

    Ninja.
    @Everyone. The reason I didn’t want to touch the mechanic, is because then it removes an entire way of capping. I dislike ghost capping just as much as the next defender, but it is too much of a change to be considered minor. I can’t stand hitting a ninja so many times and they still cap, sometimes I don’t even understand how that works, which is why extra damage interested me. Obviously it wouldn’t be like 5 hearts – I think it’s 2 right now? It would only be like an extra heart, maybe even .5 of a heart.

    Soldier/Pyro.
    Probably won’t change anything, I’ve removed the frenzy suggestion for now – we’ll think of another way to bring the bow and f&s to work together more with the class. I do agree they’re rather separated at the moment which isn’t what the rework was intended for. I agree with @kev that soldier, if it were to be changed at all, would require more minor work – so I think for now it’s fine. But as usual, still feel free to suggest things and I’ll take a look.

    Questions I’m interested in the most (and another suggestions):
    1. Ninja | Eggs : Should there be a reduction/cool down implementation on eggs? I’ve seen that comment a few times.

    2. Pyro | Frenzy : For those who still have problems of accidentally activating frenzy, someone suggested to me making it a double-click activation. Thoughts?

    3. Ninja | Capping : Should anything minor be done to ninja capping at all for now, whether it be the mechanic or damage – or should it be left alone?

    4. Medic | Health : Do you think medic with many less steaks and regen would still be as tanky as a medic with 5 steaks and the current regen?

    5. Dwarf | Leveling/Immunity : Should dwarf get a small cap? Like level 10-15 or something? Maybe remove the fact that level 5 gives the immunity to potions and fire? Let me know what you think.
    ----------------------------------------------------------------------------------------------------------------------------------------------
    Thanks to everyone that’s helping out with this. I’m sorry we can’t make any major changes right now, but I appreciate the feedback to at least try and fix some minor things c:

    The OP list has been edited as well. For anyone that’s new to this thread, feel free to discuss the list on my original post, anything else that has been suggested, or comment your own ideas.

    @November @FinniBoy4ever @kevshadowslayer @ElementalBlade_ @Admiral_Munson @Rhoske @Daniellll
     
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  5. Recovs

    Recovs Unknown Member

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    -I agree with your chemist idea tv.

    -For the damage per tick while holding that flag, I'd say for the max damage it can give you, it should stop at 5. Having it completely drain your health is a bit overkill in my opinion. If implemented, is there a way to remember the amount of damage it gave you last time before you dropped the flag? Cause then a player can easily drop it and refresh the amount of damage and make it start back at the minimum output of damage. (In my opinion, I'd keep all the less armored classes with its original damage by the flag and have this idea only effective with the more armored ones.) It's also a good way to end a game with a stalemate.
    -Add-On- Is it possible for it to recognize that you have no steak left? If so, then you can make it so it won't deal damage to the flag holder, when having no steak, thus eliminating the concept that the flag would kill you, rather than the opponent's defense daring to do it themselves.

    -My personal idea-
    Medic: Reduce its steak to 4 since it has the ability to regenerate health. 5 steaks is a bit too much for a support class, especially with all its perks.
     
    #45 Recovs, Jun 2, 2016
    Last edited: Jun 3, 2016
  6. Katmorder_

    Katmorder_ Well-Known Member

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    - Ninja should take like 3 damage when it has the flag in its inventory instead of the normal 2, this will allow only 2 pearls with 1 tick of poison (if they don't receive any other damage), instead, of 3 which is usually enough to get to spawn and switch classes which is cheap and annoying.

    - Dwarf should have a cap and not be immune to fire and potions because right now chemist can practically get 1 hit killed because of its low armor and its main weapon being potions which dwarves are immune to.

    - The pyro thing is a good idea because I sometimes miss click and it's annoying. It shouldn't change much gameplay wise, so I don't see why not.

    - And my other opinions were already stated.

    Thanks @Quarrelt!!
     
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  7. Galzac

    Galzac Well-Known Member

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    With medic I feel like it can be too OP and as you said "it can completely stall a round", because it has no vulnerability if it is blocking the entire time and another medic is healing it. A lot of the time the game ends up in a stalemate and extremely boring. Possibly not taking AS MUCH damage from pyro as other classes, but not completely immune.
     
  8. Lewka

    Lewka Well-Known Member

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    Here's my thoughts on the questions you're still interested

    1.Ninja| Eggs: I think that reducing it to 7 or 5 wouldn't hurt, but give it then more sword damage to compensate for that then (increase to sharp V)

    2.Pyro| Frenzy: unecessary, just let go of an arrow instead of switching to 1 lol

    3.Ninja | Capping: Leave ninja alone already. I get it you and a lot of staff members main classes that would suck playing against a ninja. You've nerfed 414 and invis delay, you nerfed its sword dmg, is it really necessary to get rid of ninja's most amazing use?

    4. Medic |Health: Absolutely. Double regen but 3 steak, maybe possibly turn off regen for combat and add speed I to compensate for the loss of tankiness. Medic should be a supportive class, not a capping class.

    5. Dwarf |Leveling/Immunity: For now the best you could do is put the level cap to 10 and remove immunity to fire resistance and potions
     
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  9. GalaThundR

    GalaThundR Mcpvp Veteran

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    The only problem with making dwarves vulnerable to potions is that it makes chemist capping easier. Just throw down a bunch of heals with an occasional damage and you can get in-and-out with the flag much easier.
     
  10. pandanielxd

    pandanielxd its panda daniel

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    And this changes gameplay in which way? Matches dont have dwarves either :[
     
  11. TheMaelstromsEye

    TheMaelstromsEye Well-Known Member

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    Make ninja unable to grab flag if enderpearl is out of inventory, completely destroys prem and ghost capping, also make it have to reveal itself to recover flag so it doesnt ghost recover. Thats all
     
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  12. RaZeragon

    RaZeragon TC Co-Leader | Catgirl Enthusiast

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    1. I don't think a reduction / cooldown implementation on eggs is necessary unless eggs themselves could regen naturally. Yes, egg spam can be annoying to play against, but in reality, the ninja only has 10 eggs, and it's up to the ninja how to use them effectively. Spamming a bunch of eggs against a person may be effective once, but when you escape, you're left with close to no eggs left.

    2. Eh, I don't think it should change to a double click just because people accidentally trigger it. The player should learn to adapt to the new play style, and the double click might just hamper a pyro more than help it.

    3. I don't really have a good answer for this.

    4. What do you mean by 'regen' compared to medic's normal regen? And by many less steaks, do you mean like 2-1?

    5. In my opinion, dwarf should no longer be able to block headshots, and the potion / fire immunity should be removed. A level cap would always work as a temporary fix, but maybe switch the dwarf's sword for an axe. That way dwarfs are easier to kill with an assassin.
     
  13. November

    November november

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    pls no. eggs are like the only way i'm able to get combos as an EU ninja lol
     
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  14. Raging_

    Raging_ Well-Known Member

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    is the glitch where medic can't heal a person if they have regen from a chemist still a thing or
     
  15. Quarrelt

    Quarrelt Genetic co-leader | team!

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    @ByzIzMyDad : I believe so, just because it matches regen with regen. Maybe, if possible, we could make it so a medic cancels chemist regen so their own regen can take over?

    @November @kevshadowslayer : For eggs, what if they were reduced to say, 5, but they had the regen that kev mentioned? Or would you rather they were not touched at all. I'm hesitant to add too many regenning items to the game, but, it's still on the list because it was a repetitive comment - so feel free to discuss this more.

    @kevshadowslayer : Yes, I mean medic's normal regen. If medic had quite a few less steak (like 2-3) but a stronger natural regen, would it make it more, equally, or less tanky. The alternative is simply removing one steak and seeing what that does. I think an axe for Dwarf would be too much, but I definitely favor the current ideas with the level cap and immunity removal, personally. Finally, I wouldn't mind testing the pyro frenzy thing myself to see how annoying it would be to use. If it isn't that bad - we could probably add it. However, if it turns out to be annoying for the majority it's easy to remove.

    FOR @EVERYONE : The important thing to remember about all these minor changes, is that because they are minor they're very easy to add and remove. If it's one or two lines of code it isn't that much work for nom which is why I'm trying to keep them to number changes, block changes, etc...

    New Question : @DimensionZL brought up something. I know for me I have fun waiting as ninja to recover the flag, but I do agree it's kind of annoying when you pass and it just randomly disappears. Though it won't make too much of a difference, do you think ninjas should have to come uninvis to recover the flag?

    As usual, the OP lists have been updated again.
     
    • Agree Agree x 1
    #55 Quarrelt, Jun 3, 2016
    Last edited: Jun 3, 2016
  16. TheMaelstromsEye

    TheMaelstromsEye Well-Known Member

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    the medic thing, i feel like if it had 3 steaks less but faster regen, that wouldnt be really good against a ninja or two; but then again, medic shouldnt be as tanky, so im all for it.
     
  17. pandanielxd

    pandanielxd its panda daniel

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    I agree with boom on that^^
     
  18. TheMaelstromsEye

    TheMaelstromsEye Well-Known Member

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    make it they have to be out of vis for 1.5-3 seconds as well
     
  19. IvanDoomy

    IvanDoomy Active Member

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    good thread go౦ԁ thRead thats ✔ some goodthread rightth ere right✔there ✔✔

    rip my assassin tweak. Well, I'm gonna suggest something else, then.

    Engineer | Teleporter: Flag carriers cannot go through teleporters. This doesn't need an explanation.

    Make it so the ninja has to be visible for 2 seconds before it's able to recover.

    Heavy: Heavy should get a really, really small nerf: Heavy gains 2,5 seconds of Slowness I when it hits an enemy twice. This will make it so a buffed heavy can't completely annihiliate an entire enemy flagroom without repercussions, while not completely defeating the purpose of playing Heavy without buffs.
    This change should be implemented since a lot of classes that used to be able to fight back a Heavy now can't and can get destroyed by a good enough Heavy.

    Fashionista: Rework it...Guys stop laughing. I'm serious!









     
    • Agree Agree x 1
  20. pandanielxd

    pandanielxd its panda daniel

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    Most ninjas arent even out of invis within 2 seconds :[[
     
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