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Idea Paladin [Class Concept]

Discussion in 'Capture the Flag' started by ExtremeEvoboost, Aug 7, 2016.

?

Would this idea be a good addition to the gamemode?

  1. Yes

    62.5%
  2. No (reasons/suggestions?)

    37.5%
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  1. ExtremeEvoboost

    ExtremeEvoboost CTF Media Man

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    Class; Paladin (with weaker armor)
    Role; Support, Recovery
    Premium or Free; either way

    Inventory;

    Golden Helmet (protection 1)

    White Leather Tunic

    White Leather Leggings

    White Leather Boots


    Blaze Rod "Paladin's staff" (Sharpness IV, see abilities)

    3x *Paladin Steak

    Golden music disc "Healing Aura" (see abilities)

    White music disc "Energy Aura"
    (see abilities)

    Black music disc "Cursed Aura"
    (see abilities)



    Abilities;

    Paladin's Staff: The main weapon of the Paladin, relatively weak but after 6 hits it will apply 3 seconds of haste and resistance to any allies in a 4 block radius)

    (When any target has mining fatigue, their class abilities will not be available for use until the mining fatigue runs out, such as Chemists mana recharge, Mages spells, Dwarf's dwarf sword charge making it drain, Archers headshot, medics heal, Ninja's invisibility and regeneration etc. Mundane abilities such as throwing potions and firing bows, steaking, any previously applied potions; will still be usable)


    Healing Aura: Applies a 3 block radius area where regeneration 2 (0:02) will be applied for 10 seconds, recharge time of 20 seconds (outlines the area with heart particles)


    Energy Aura: Applies a 3 block radius area where Haste (0:05) will be applied for 10 seconds, recharge time of 15 seconds (outlines the area with The enchanting symbol particles) (Haste will boost the times required for abilities, making mana, spells, elf arrows/shield, soldier wallclimb, other class specific items regenerate faster, as well as doubles the dwarf's charge rate for its sword until the time runs out on it)


    Cursed Aura: Applies a 3 block radius area where Slowness (0:06), Mining fatigue (0:06), and Weakness (0:08) will be applied for 5 seconds, recharge time 20 seconds (see paladin's staff for how mining fatigue would work) (Area would be outlined by smoke particles)



    All class effects of the Mining Fatigue;
    Heavy: None
    Soldier: Disables wallclimb
    Archer: Disables Headshot mechanic (if archer is affected, headshots can still occur in the area)
    Medic: Disables Medic healing/regeneration of items
    Pyro: Disables Frenzy (true damage can still be dealt by axe)
    Ninja: Disables Invisibility dust and Crouch regeneration
    Chemist: Disables Mana from regenerating (potions can still be used until mana runs out)
    Engineer: Disables the placement of structures (structures will remain if previously placed)
    Necro: Disables placement of structures and mob healing
    Dwarf: Disables sword charging, sword will drain XP until mining fatigue ends
    Assassin: Disables Speed Boost/Assassinate from usage (can still be used if active before the mining fatigue was be applied)
    Mage: Disables usage and recharge of spells entirely
    Elf: Disables elf shield, wind element flying, Water elements ability to douse fire, Earth elements disabling of wallclimb. (Pure element still works fine)


    All Class effects of Haste;
    Heavy: None
    Soldier: double recharge rate of wallclimb
    Archer: None
    Medic: halve recharge time of medic heal
    Pyro: None
    Ninja: all invisibility usage uses 1 per second
    Chemist: Mana double recharge rate
    Engineer: None
    Necro: None
    Dwarf: Double charge rate of Dwarf sword
    Mage: Double charge rate of spells
    Elf: Double charge rate of shield, arrows



    You'll be happy to know none of the class abilities deal damage, nor does the now overused "True Damage" concept show up here, simply the boosting and weakening of class abilities. This class can be used to slow or weaken flag carriers for assistance to deal the finishing blow, while also strengthening its allies. Its weapon isn't the greatest, but is better in its ability to disable other players for short periods of time.


    (Screenshots coming soon)
    Make sure you comment any suggestions, questions, or problems with the idea. Please refrain from flaming and constructive criticism is much appreciated.

    @Nohox @NomNuggetNom @Quarrelt @TheZombieKat @misterslime
     
    • Like Like x 1
    #1 ExtremeEvoboost, Aug 7, 2016
    Last edited: Aug 11, 2016
  2. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Cleric? No, no, no. CTF is bad enough without religion. Adding classes like this will only encourage right wing religious 'Make America Great Again' Trumpies to hop online and lord knows we don't need more of those around here. One @TOM_SAYS is enough!
     
    • Agree Agree x 1
    #2 EmperorTrump45, Aug 7, 2016
    Last edited: Aug 8, 2016
  3. ExtremeEvoboost

    ExtremeEvoboost CTF Media Man

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    I couldn't think of a name that didn't sound stupid. Any better suggestions?
     
  4. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Paladin. Why? Because this idea liberally borrows some concepts from @misterslime's seven different Paladin class suggestions such as the various aura's (and especially the healing aura) and because its just such a damn cool class name.
     
  5. ExtremeEvoboost

    ExtremeEvoboost CTF Media Man

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    Oh it does. Sorry. But kk better name it is
     
    • Like Like x 1
  6. Sayan

    Sayan Well-Known Member

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    Feels like a better elf.
     
    • Informative Informative x 1
  7. AdamLovesBarca

    AdamLovesBarca CTF player | Original MCPVPer

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    This is a really interesting idea. Am I getting this right if you meant this class to be a support class?
    I think it would be better if the Paladin staff didn't give out Mining fatigue. You could make the Staff much more significant in Paladin's gameplay by making it work like the Pyro axe - you have to hit other players to fill up the xp bar, and then right click it to give some kind of effect to Paladin - maybe speed?
    Except for that, the aura ideas seem nice. Paladin could be a very significant class in the gameplay.
    (reposted due to forum rollback)
     
  8. scapezar

    scapezar Ex-Ban/Appeal Manager | Ex-Hack Test Manager

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    Discord:
    Jul13n#9311
    I love the mining fatigue/haste ability :O
    If this class can be centralized on using that ability while still being balanced in support/pvp, I think it would be a cool addition. It's kind of like elf which can create really unique strategies for successful team gameplay.
     
    • Like Like x 1
  9. ExtremeEvoboost

    ExtremeEvoboost CTF Media Man

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    *edited, RIP from rollback
    @scapecrafter I wanted it to be a class worth using while also its an incentive to play more supportively and help their team, versus running at anyone and slapping them, which this class could do but its not a good idea.
    @AdamLovesBarca fixed. And yes its a support or recovery class
     
    • Agree Agree x 1
  10. misterslime

    misterslime Well-Known Member

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    +1 (aka keep the name or else!) (and the abilities)
     
    • Funny Funny x 1
  11. Lujiu

    Lujiu Active Member

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    The problem I have with this class its its role in ctf. Currently its a totem placer / team buffer and enemy debuffer. Isn't that chemist's job?
     
  12. ExtremeEvoboost

    ExtremeEvoboost CTF Media Man

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    Somewhat, However this class is more similar to elf, its a class designed around support that would be more helpful with dealing with soldiers other classes, it can completetly disable a classes abilities rendering it vulnerable, or boost the power of them, compared to chemist which relies more on the physical side, with potions of weakness and Strength/speed helping classes with more tank and less abilities Eg; Heavy
     
    • Agree Agree x 1
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