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CTF Update Ideas (A More Minor Focus)

Discussion in 'Capture the Flag' started by wintergreen3, Aug 25, 2016.

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  1. wintergreen3

    wintergreen3 Delta Force Leader | Staff Manager | CTF Admin

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    Alright so, tonight I'm only going to respond to the first page or so because it's really late here. I'll do page 2 tomorrow. Keep in mind these are my opinions, not nessesarily the rest of the committees'. Anyway, on with it we go.

    Reply to @TobyZiegler I put my thoughts in italics because I'm too lazy to put quotation marks everywhere, and I wanted to reply to everything.

    -Teammates should not be able to instantly break medic webs (this creates so many problems with people accidentally doing just that in team-fights).

    How would this really fix it, though? Wouldn't it be better if teammates passed through webs entirely (except if you're making a webbed ground for someone to land on) or have another solution? Ithe was really annoying when teammates trolled with that, too.

    -Medic webs should work the same as grass (code-able?) for allies (meaning allies can't get webbed by their own medics).

    What do you mean by this? :confused: Grass?

    -Add a feature so that hitting an ally with a snowball will give them Resistance I for the duration that the web is in place.

    Interesting idea, not too bad if I say so myself.

    -Restore Medic's sword to Sharpness I.

    Medic seems to be less of a capping/killing-defense-for-the-incoming-offense sort of class due to the no sharp on it currently, which is a good thing in general; but now it dis to some things way too quickly due to lacking in damage or the ability get out of tight corners, leaving it to be bounced around and making it an easier target that sometimes can't even get to the enemy flagroom to heal it's allies.

    -Scale Medic's regeneration to the health of its allies. For instance, if an ally has 5 hearts or less they receive Regeneration V, 10 to 15 hearts Regeneration III, and above that Regeneration
    II.

    Not bad, might need some tweaking.
    -Slow Medic's current regeneration rate.
    Maybe it's just me, but isn't it already pretty slow?

    -Eliminate knockback from Mage's damage spell.
    This will peobablt nerf it too much.
    -Reduce Mage heal spell regeneration to Regeneration IV.
    Is it V now?
    -Increase flame spell duration to 3 seconds.
    Flame spell already does 3 hearts and then fire tick damage, does it really need more?

    -Increase Ninja sword sharpness to Sharpness V.

    Probably a good thing to try since so many people want it.
    -Give Ninjas a 20% damage boost when attacking enemies that are either blinded or nauseated.
    20% might be a bit much, and if we raised sharpness AND did this, it would make ninja way too strong. Maybe 5-10%, but we'd have to test it.

    -Replace wooden fence on Necro spawner with nether brick fence.

    But it takes so long to break the nether one </3 although with how necro is right now it probably would be better.

    -Temporarily give much greater buffs (strength, speed, resistance, and regeneration) to Necro's zombies (and other minions) until a rework can be completed and implemented.
    I think this is a better idea.

    -Remove cave spiders as Necro's tier 2 mob and replace them with Skeletons.
    ^^^
    -Allow Necro to see the health bar of its mobs (just as Medic can see the health of its team-mates).
    ^^^
    -Reduce some of the Necro spawner restrictions on certain maps.
    Maybe, might be better to trust the other temp fixes first though.

    -Fix the Engineer spots as mentioned in @AdamLovesBarca's thread (and some that weren't mentioned, such as the Engineer spots in the flagroom on Beaver Creek).

    Gonna do that hopefully this coming week, if I haven't done it within about a week, please go yell at me on discord.

    -Heavies should take 50% reduced knockback from Archer arrows.

    That could work, yeah.
    -Heavies regenerate 1 steak every 5 kills (stacking to no more than the current no. of steaks, 3).
    Not sure how useful that would be.

    -Significantly buff resistance from Elf water element.

    +1
    -Add Regeneration III for 2.5 seconds upon being splashed by the water element.
    MAlbert regeneration III if the took a burst (like 7 hearts in 1.5 seconds or something similar) of damage within 5 seconds?
    -The range of the water element should be greatly increased.
    Yeah I agree with that.
    -Increase knockback from the wind element.
    Making a person go sideways or th he opposite direction ty hat they were running would be nice, but turning it into a mage lighting spell is a big no-no.

    These next 2 should be an either/or situation, might be too strong combined.
    -Set all Elf armor to protection II.
    -Increase the number of Elf steaks from 5 to 6.


    -Soldier crits should deal slightly more damage (25-50% more) than regular crits.

    Might turn soldier into more of a bruiser than it is now.

    -Add some minor resistances to Pyro's armor, such as Protection I (so it does not die as quickly).

    Not sure about that one. Might be too annoying for the other classes.

    -Chemists should not be able to accidentally poison allies, please fix this.

    ^^^
    -Lower the number of Chemist damage potions to 10.
    Eh, 12 seems like a good number.
    -Increase the number of poison potions to 10.
    How many is it now? 10 seems like a bit much.

    -Scale back Archer's headshot range to 32 blocks or more.

    I don't think this would be a good solution, the server already has a smaller player render than a lot of servers have.

    -Remove Ship Battle map (not a class rework but please, just do it).
    I wish the random stuff didn't like if so much or we'd take it out.

    I'd rather we try changing punch to power 1 or 2, but I'm an archer main.
    I already said yesterday that we aren't planning on nerfing heavy. We just want the crits to be less of a "I'm going to literally 2 shot everything that doesn't have diamond armor" kinda thing.

    Do you mean always make it 5 or 6, or do you mean keep the system we have and add more fire ticks to that?
    Already addressed in a reply to Munson's post.
    I'll have to look more into that assassin idea tomorrow.
    No, the defenses are fine. The crits are the problem.

    I'll reply to page two tomorrow. It's nearly 3am here, and I fell asleep once already while writing this xD
    Hopefully there's not too many typos, I'm way too tired for my own good. Night, CTF <3
     
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    #61 wintergreen3, Aug 27, 2016
    Last edited: Aug 27, 2016
  2. EmperorTrump45

    EmperorTrump45 Dank Memer

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    I mean that medic webs should not impede the movement of their team-mates just like how grass does not impede the movement of a player. Or as you said, being able to pass through the webs entirely. It's unbelievable how many times you can put a web in the wrong spot and it screws up the defense.

    That's why I suggested adding the Sharpness back. What do you think about it?

    True.




    Maybe so. Could it be tested (if it hasn't already)?

    Yes.

    I thought the flame spell only did 2.5 hearts of damage (and lasted that long)?

    10% sounds good.

    The usefulness of Heavies regenerating a steak every few kills is to buff its sustainability so it doesn't have to rely on Medic as much and can function as more of a one man tank (as its meant to be).



    I'm just talking about increasing the knockback (although my suggestion was vague and open to wide interpretation). Right now it's like 3 blocks, doubling that to 6 is more what I had in mind, nothing like the 15 block horizontal/vertical knockback that Mage has.

    Soldier isn't a bruiser.

    With a sharpness buff on Ninja's sword (and buffs to other classes like Necro and Elf) a protection buff on Pyro armor could be necessary.

    It's at 8 now.

    With regards to my Archer suggestion (for some reason I can't quote this part properly)...

    Good point. Agreed.

    Also this font is nice. Thanks for the feedback.
     
    #62 EmperorTrump45, Aug 27, 2016
    Last edited: Aug 29, 2016
  3. pandanielxd

    pandanielxd its panda daniel

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    I was also on first page ;w;
     
  4. DJ_V5th

    DJ_V5th Well-Known Member

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    Archer: Imo the archer needs its punch to get away from enemies. for me its the same if its punch 1 or 2. the punch is important. if i remember well the hsrage was 25 blocks on mcpvp and got updated to 30 blocks. thats enough. more would be very bad.
    Ninja: the xp bar should be used so that there isnt anymore eggspam. Ive read u want to give the ninja an attackbuff. its unfair cause the ninja can go invis, has speed and flashbombs ._.
    If you use the xp bar to limit the eggs thrown you could make the eggs limitless like the ender pearls. Just throw two or three eggs and the xp bar is empty. while its charging you get new eggs. I dont know what the limit of eggs should be. i think 9 would be fine :smile:
    Medic: the medic needs his sword again. what ive noticed is that medic teaming is still a little problem. the cooldown just works when you restore the inventory. but if you dont restore the inventory the medic can heal you all the time. I dont have a solution to this problem
    Dwarf: the level up shouldnt be locked on lvl 11. you can let the dwarf level up slower than before. that would reduce the chance to get to level 15 or above
    Necro: the minions need something to get more power. for example let them be buffed by a chemist. than they would be useful again. if the zombies can be buffed again maybe the necro shouldnt be able to change between three classes. usually you have a zombieegg, than a skeletonegg and a blazeegg. take the blaze and the skeleton away and for that let the zombies be able to be buffed again by the chemist with strengh, speed and fire resistance.
    Mage: is it possible to let the damage spell charge up a bit longer. than the spellspam wouldnt be a problem anymore. If you do that the mage can get a little speedboost or armorupdate to survive a bit longer. but before that i would test how long the damage spell should charge and if the mage doesnt have a chance to win against an enemy than he could get the armorupdate or something like the assassin to get away from these kinds of situations :smile:

    to rise the damage output on some classes and nerf them on others destroys the game

    Thank you for taking the time reding my opinion. Have a nice day everyone :smile:
     
  5. Lewka

    Lewka Well-Known Member

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    Heavy is the most basic class, but definitely not balanced/perfect when it comes to being a tank and damage output. With crits being messed up as they are now, buffed heavy is everyone's nightmare to face. If played correctly it can just kill anyone in a measly 2-4 hits. It's even begun to replace ninja in defense with the only difference being that ninja is more mobile for recovery, whilst heavy beats it in everything else. Survivability, damage wise, takniness and so on. Many recent matches I've seen have included at least one heavy on defense and it hurts offense waves really badly.

    What makes it worse is that heavy is a viable class for any role, except for recovery on a soldier. Go buffed offense and kill pyros and ninjas in 2-3 hits. Go recovery with another 2 players and your job is done. Go steal the flag and you have enough tankiness and steak to absorb the damage you take, not to mention you deal hella damage in return to recovery with your damage output. Whilst flexibility in several roles isn't certainly a bad thing, the main issue is that it deals enough damage to face off anything in its path without even getting a scratch in return.

    Agreed,it should stay the same as it is in terms of being basic,with no special abilities,but it shouldn't have the ability to 2-3 shot almost every class in the game, whilst remaining as tanky as it is.
     
    • Agree Agree x 2
    #65 Lewka, Aug 29, 2016
    Last edited: Aug 29, 2016
  6. dunnydude29

    dunnydude29 The Deceiver

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    I do agree that the whole crit situation is ruining the balance heavy has always had, definitely. I think these past months have finally seen heavy become more of a "popular" class, with only a handful of people maining heavy previously. And with more people mastering the class, problems we may have not seen before are finally being seen.

    If something has to be nerfed from heavy, it should be it's damage, not its tankiness, because thats what really makes the class useful. We have to see how the crit issues will be fixed/tweaked in the future to really make a decision on what to on heavy. Whatever happens, heavy has to remain as simple as it can be, and also can't be tweaked too much to make it useless.
     
  7. Creux

    Creux Active Member

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    misread the thread.
     
    #67 Creux, Aug 29, 2016
    Last edited: Aug 29, 2016
  8. Lewka

    Lewka Well-Known Member

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    Indeed all I was referring to that should be fixed from heavy is its damage output. I'd much rather fight a class that is tanky in form but not so strong in damage. Other than that it can stay as tanky as it was always meant to be.



    rip in misread regarding creux
     
    #68 Lewka, Aug 29, 2016
    Last edited: Aug 29, 2016
  9. Creux

    Creux Active Member

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    You know yous wrong for quoting what I was tryna delete. Mad disrespectful fam. Is aight tho cuz now we both sound stupid.
     
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  10. Claod

    Claod Well-Known Member

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    Wait, can you please keep the chemists being able to poison their teamates? I know it sounds strange, but you can tell if there's a ninja camping at your flag with invis because the poison pots alert you by poisoning you and your teamates. If you fix this, then at least make it so you can tell that there's a ninja hiding.
     
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  11. _Enderfire1602

    _Enderfire1602 Well-Known Member

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    Or maybe a message when an invisible ninja is within a 4 block radius around you saying "A ninja just brushed pass you"
     
  12. pandanielxd

    pandanielxd its panda daniel

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    Quite obvious.
     
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  13. _Enderfire1602

    _Enderfire1602 Well-Known Member

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    In what way is it too obvious? The ninja can still run away from you invisibly in a matter of seconds.
     
  14. Pentatronix

    Pentatronix Member

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    Okay, but what about clan chats/tags?
     
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  15. KirbysDreamLand

    KirbysDreamLand Well-Known Member

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    Wool tho.
     
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  16. Lewka

    Lewka Well-Known Member

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    imagine making a poll for the community to vote between banners and wool, wool wins, but you decide to keep banners anyway.
     
  17. Trebr

    Trebr Well-Known Member

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    +111111111 DADDY
     
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  18. KirbysDreamLand

    KirbysDreamLand Well-Known Member

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    Yes brawl care very much for community!
     
  19. Claod

    Claod Well-Known Member

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    Lol your signature though (but seriously banner is better why can't brawl change that)
     
  20. wintergreen3

    wintergreen3 Delta Force Leader | Staff Manager | CTF Admin

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    @Daniellll About your tweak thread, sorry for the delay:

    Archer:
    Headshot equals 9.5/10 hearts of true damage and a bleeding effect of half a heart per second will be held for 4 seconds.
    Punch effect changes upon drawback.
    I'm afraid that the headshot change would make the class more ping reliant on the people you're killing. Steaking would be somewhat equivalent to blocking an Assassin, which will already be getting a hopefully less ping reliant rework.
    The punch change could work. We'd have to see if that's the better option to changing sword/armor, I personally think it might be.

    Medic:
    Replace its sword with a sharpness 1 gold sword.
    Remove 1 steak.
    Change helmet to a yellow leather helmet.
    I think that doing all three of these things would make Medic an even easier target than it is now. Perhaps adding sharpness back and removing 1 steak could be combined, but the leather helmet with those two things would probably be too much.

    Chemist:
    Change fire resistance to be for 70 seconds.
    ^^^ Already included in original post, although I didn't talk about an exact time.

    Dwarf:
    Remove potion/fire resistance all together.
    Maybe, yeah, but since your post Dwarf has been capped at level 10/11. Do you guys still think that we need this?

    Mage:
    Add getting knockback and damage for own lightning.
    What do you mean by this?

    Necro:
    Place spawner in ground aka replacing the block in the ground.
    Remove fence.
    Remove carpet.
    Put team respective wool block under spawner.
    Replace diamond pickaxe with woodenpickaxe with efficiency 5 and knockback 1.
    I'm not sure what the point of having a spawner in the ground would be, can you explain further?

    Pyro:
    Change fire duration upon drawback.
    Make the fire duration longer in general.
    Change the 2 click frenzy back to 1 click.
    Probably going to change most of the fire duration around, and 1 click frenzy is going to be a thing soon, I hope.

    Ninja:
    Replace the sword with a sharpness 5 gold sword.
    We're likely to try this sometime in the near future because of the amount of requests we're getting for it.

    On to the next few posts...

    This is what I really meant, I wasn't aware that the crits were the only issue at the time. Heavy is fine except for the crits.

    - Elf shield should get fixed, I agree. It's pretty buggy.
    - Mage's knockback is really annoying, I'm afraid if we make the knockback on the damage be less it'll be too hard to play properly, but we could potentially try it. Flame spell does knockback and quite a bit of damage AND damage over time, I feel like it shouldn't knock you back at all or it should do less damage. It does like, 2.5 - 3 hearts right now, plus the DOT... ;-; It's too much.

    We're working on a new format for map waves, check it out here.
    Also our intention is not to nerf Chemist, it's just the crits that are breaking everything right now. I didn't realize this until after I posted.

    It seems like a lot of people want Ninja's sword to be buffed. Could very well be worth trying at this point, before the crit nerf perhaps.

    I'm hoping this is what we'll try to do in the future.

    I'll reply to the next few of you soon (next few hours, perhaps,) sorry for the huge delay in my responses. Been really busy IRL, and had some other things going on too.
     
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