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Idea What direction to take with Archer? - Poll

Discussion in 'Capture the Flag' started by scapezar, Aug 14, 2017.

?

What to do with Archer?

  1. Greatly reduce its total arrow count with slow arrow regen (every headshot gives back arrows too)

  2. Slightly nerf its armor (perhaps green leather boots and helmet/chest) or 1 less steak

  3. Get rid of punch 1 on its bow

  4. Replace its stone sword with a wooden sword (with knockback 1)

  5. Increase the minimum headshot distance by 5 or 10 blocks (it's currently 30 blocks)

  6. Rework headshot so it deals major damage w/ gradual bleed effect so its still 10 hearts total damage

  7. After getting (head)shot, any steak/heal pots and regen level received for next 5 sec will be halved

  8. Instead of always instakillng, rework its shot so it deals more damage the farther the arrow travels

  9. A cool-down on the instakill {default shot damage up in the air {power bow? 4 hearts of true damage?

  10. Archer is fine - keep as is

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  1. scapezar

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

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    (You can pick up to 4 options, whether they're your favorite or you'd like them implemented together, and you can change your vote afterwards if you weren't sure at first)
    im sad i cant add any more poll questions :/


    SOME CONTEXT...
    Archer, the same exact class since everything was OP in the old days of MCPVP, (aside from medic) is still easily one of the most essential yet game-breaking classes in CTF.
    After seeing @Armiral_Mugman own poll thread - https://www.brawl.com/threads/68696/#post-873259
    I thought it was great but the question and answers were much to specific. That is one bit of a solution of many viable and popular ones. There are continually new archer related threads each taking a shot at these solutions, so here is a poll with most of them all.

    SO WHAT DO YOU THINK?
    Some vote options are purposely a tad bit vague just because they would be open to minor tweaking especially if some options are combined with others. If you would like any option clarified or if you want to tweak or work on the exact specifics for any desired option or make further suggestions, feel free to post below.

    1. Slightly nerf its armor (perhaps green leather boots and helmet/chest) or 1 less steak
    Archer is way too tanky atm imo, it should be more easily and more quickly killed if targeted and not given support especially as it can get kills being right out of spawn
    2. Get rid of punch 1 on its bow
    3. Replace its stone sword with a wooden sword (with knockback 1)
    Vote points 2 and 3 would help make archer want to spam arrows less at close range, while making the class in general more balanced - dealing the increased knockback could only work when the enemy is on you, guaranteeing them to get in at least a few hits just before you knock them away

    If those 3 points were implemented I think it would be enough of a change at first, but perhaps also add -
    4. Increase the minimum headshot distance by 5 or 10 blocks (it's currently 30 blocks)
    This is to help nerf the class by making it slightly more difficult to use. Although it won't do much, I think point 4 in addition to or just with the combination of the other 3 points would set archer in a more balanced place.

    A MORE BALANCED PLACE IS IDEALLY A PLACE WHERE TEAMS WOULD FEEL LESS OF A NEED TO LIMIT OR DISABLE CLASSES/GAMEPLAY IN MATCHES REGARDLESS OF THE MAP

    However, I would still be fine if vote point 4 was replaced with-
    "Greatly reduce its total arrow count with slow arrow regen (every headshot gives back arrows too)"
    since it would also nerf the class by making it slightly more difficult to use, but I would rather vote point 4 because it would require less coding and is less of a dramatic change.

    (i dont want to get rid of the instakill xd read the posts below)

    Being able to block archer's instakill headshots with your sword??
    I thought about an idea of being able to block with your sword (can only be held for a maximum of 0.5 second to work, so it'd be close to just a normal click, and this time frame can be shown with decreasing experience in the xp bar whenever you block) to take the damage and knockback of a normal arrow shot but not get instakilled. If you have already blocked in the past 3 seconds, then this would not work (another thing to be coded in). And finally, you must be looking in the direction of the archer (45 degree cushion, so a 90 degree span of where you must look).
    - (0.5 second blocking span with 3 second cool-down so that people can't/won't risk spamming it while you're still able to get assassinated)
    - (you must look in the direction of the archer so that it's not OP especially when trying to run away with the flag)
    - (an archer can shoot 1 arrow every second, so there would always be 3 headshot chances that cannot get blocked)

    ...Although this general idea has circled around in the past, I didn't include this as a vote option because it's a bit too complicated (the concept and code) for it to be balanced and it'd be better if we don't create a new CTF game concept that is centered around blocking aka what's not possible without a shield in 1.9+, cuz who knows with the future ¯\_(ツ)_/¯ anddd we might as well just keep this type of deflection/refection of projectiles just for elf... but if you think this or something similar should be done, leave a post below.
    AND/OR BUFF other classes *cough* like elf
    read below, rate, and reply


    With this thread by showing all these ideas, yea, my stance and that of a lot of the community is pretty obvious - i think it would be best to nerf archer, but rather than say nerf id rather say "balance" in the current state of CTF


    *Note: These are my own views and are not necessarily supported by the views of the committee.
    This is for public feedback so to help find a more conclusive answer for the future. In no means is it high priority for immediate change.

    - Jul13n​



    Some credits to these ppl and their threads/ideas (there are many, many more...)
    @GalaThundR regen arrow idea - https://www.brawl.com/threads/68907/
    @LordCh4os @Armiral_Mugman @Miskey bleed, reduced healing, etc ideas -
    https://www.brawl.com/threads/59958/ & https://www.brawl.com/threads/68919/#post-875564
    @BrawlIsATown many general ideas - https://www.brawl.com/threads/68684/ & https://www.brawl.com/threads/68362/
    @Sir_Inge recent reworking instakill discussion (instakills great for noobs but bad for gameplay?) read comments - https://www.brawl.com/threads/68736/#post-873700
    @BrawlIsMyCity old archer instakill poll - https://www.brawl.com/threads/61916/
    @kamil302 meme - https://www.brawl.com/threads/62052/
     
    • Winner Winner x 2
    • Useful Useful x 1
    #1 scapezar, Aug 14, 2017
    Last edited: Aug 17, 2017
  2. Hamzas

    Hamzas Well-Known Member

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    Make archer respawn a thing
     
  3. EmperorTrump45

    EmperorTrump45 Dank Memer

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    where is the 'remove archer' option?
     
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  4. BrandinoB

    BrandinoB Well-Known Member

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    IMO change other classes before changing archer. Defensive classes simply aren't powerful enough for archer to require a nerf. While I think it needs a change eventually, I still think archer is a necessary evil due to soldier's mobility and medic teams (all medic teams, not just medic + medic), and like medic, if you put a decent ninja or mage or whatever on it, it's basically nullified.

    It should be more difficult to capture than defend, and right now, I don't think it is unless you really have a giant defense. I mean we've literally been having 30 minute stalemates on blackout, so Idk why people want to make it even easier to stalemate. Archer may need a change. Or it might not. It really depends on the buffs (hopefully) or nerfs that classes get.

    And yes, I do realize how annoying archer is/can be. While I technically "main" it, I play multiple classes more than I play archer.
     
    • Agree Agree x 2
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  5. November

    November november

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    reasons archer is needed:
    -stalemates/recovery
    -crowd clearance and preventing all the offense from going in at once

    reasons archer should be nerfed:
    -there is no mechanical counter in game for it. you can try to dodge shots, but dodging isn't a built in mechanic that works every time
    -it is really easy to play and so a very strong class considering how simple the mechanic to get kills is
    -it is TOO strong at defending

    so imo instakill shouldnt be removed because otherwise a lot of other classes would have to be nerfed to compensate for a lack of a strong recovery class, which I don't think is ideal. but while instakill is needed in this situation, it is not needed in most other situations and is why the class is so strong elsewhere. I therefore think archer should still be just as strong on flag carriers but it should be weakened when being used generally

    tl;dr instakill is needed for recov but it is too strong elsewhere
     
    • Agree Agree x 6
  6. CommunistBelgian

    CommunistBelgian Well-Known Member

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    Suggestion:
    hence archer instakill is actually needed on a lot of maps to do stuff on defense/midfield/recovery this should not be changed.
    This does not mean we can't change the rest.
    @GalaThundR you had an interesting idea but it needed some extra elaboration, allow me to use your concept and post my reworked version of your idea here.
    As you said yourself we should reduce archer arrows, I do not disagree with that however the amount you suggested is extremely low and would be a severe punishment for missing. You combined this with removing Punch I which makes things even worse for archer. Cannot say I would love to see Punch I removed, should have happened a while ago to be honest.

    What I kinda would prefer is to see the Arrow count be reduced to 20-32 arrows with arrows regenerating every 5-10 seconds (open for suggestions..?) with the start amount of arrows being the maximum amount possible. This should be combined with removing Punch I.
    Result of the above: archers are forced to hit their shots, medics aren't able to give their arrows back so archers are completely dependent on what they shoot on an offensive wave and a possible carrier with protection wave. If archers miss their shots, it's a 5 second punishment, those 5 seconds could be lethal for a capture / carrier squad.

    Problem: A good elf could block arrows and make life on the archer even harder, I haven't seen a lot of elves do it so I would dare to say this is a minor problem.

    I have some other questions about a possible archer rework/tweak:
    - Would the damage on chemists mana rework please remain the same?
    - Mana for headshots? Chemists got mana because of potspam, perhaps elaborate a mana-based archer?
    -Should medic still be able to give back the archer's arrows? (suggestion above ^)

    To those who think instakill should be removed:
    Imagine maps like Blackout, Valley of Ruin Original - ish maps, on which archer has a core role in basically anything, the archer that rules midfield can decide the game or not. This is based on the instakill, which is needed because a well-organised offense can steal pretty easily with pyro being weak to buffed heavy, medic with it's re-given Sharpness I and ninja with it's Sharpness V. Assassin can put in work but should normally not be a total gamechanger and will rarely prevent a well-organised, communicating offense, which basically all teams have, from capping.
    Remove archer's instakill, bring back some sort of pyro instakill or else defense and recovery would be broken, soldiers would rule all soldier maps and remain basically untouched, with the exception of ninjas and other soldiers (sometimes elf). Defense needs to be a powerhouse in order not to have broken offense. Offenses are already getting out of the flagroom way too easily, it would only get worse if archer would lose it's core role on certain maps by having lost it's instakill.
     
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  7. Raging_

    Raging_ Well-Known Member

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    Just make it so you have to hit the head......
     
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  8. scapezar

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

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    I also dont want to get rid of the instakill xd
    on top of being fun for the noobies who love archer's ez instakill mechanic and thus love ctf and thus love brawl, it's most importantly essential for recov esp against soldiers as @November mentioned

    that's why I'm still put with the 3 points I made above esp bc theyre the simplest and least destructive solutions for nerfing/balancing archer in an indirect way - not touching its OP instakill headshots, but rather its ability to fend for itself when/if being targeted

    targeting is a must atm to try to decrease as many on-target instkill headshots the archer can fire to try to keep its sudden almost inevasible power on a balanced level esp just compared to that of the other classes, just like having to target medics and pyros and assassins when you can - those classes can't completely restore or kill their target if theyre being distracted or killed themselves. So, that I think is the leverage point we should take the opportunity of for nerfing/balancing archer rather than to directly remove or hinder its actual instakilling ability


    EDIT-
    and/or like @ACE_BLUE2 said below, buff other classes respectively (YAS BUFFS i love buffs)
    especially elf. soontm?
     
    #8 scapezar, Aug 15, 2017
    Last edited: Aug 15, 2017
  9. ACE_BLUE2

    ACE_BLUE2 Sup'

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    If we want to keep archers instantkill around, then other classes need to be buffed respectively. There simply cannot be a power gap this big between classes if the game is expected to be balanced.
     
    • Agree Agree x 3
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  10. ExtremeEvoboost

    ExtremeEvoboost CTF Media Man

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    Really, the role of archer is either to assist in recovery or defense, taking out higher priority targets (Regular players, heavies, medics, chemists, flag carriers) and anyone else they can possibly pick out before the offense arrives in the flagroom. While I would love to see instakill go from archer, or at least make it a bit more broadcasted that arrows are in fact coming to your local theater, I do think its very important for the role I listed above.
     
  11. scapezar

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

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    LOL yes! exactly :joy: :grinning:
    (but yea good point)
     
  12. TOM_SAYS

    TOM_SAYS Active Member

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    I suggest an armour nerf, because a ninja has a very hard time to take out an armour that knows how to pvp. I think that archer was given full chainmail for aesthetic purposes: (in the beginning each kit had a full set of the same armour.) But now since every class discussion is about ''balance'', that idea has become obsolete. I don't get why a sniper class needs tanky armour like that anyway.

    Furthermore, remove archer's ridiculous advantage over chemist.
     
  13. Slayway

    Slayway Banned

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    Can't we just wait for brawl to update to 1.11, get the old pvp system and just use shields (mojang made shields because ranged has an advantage on melee right now).
    +
    who voted to remove punch 1 because of the bowspam? Honestly the knockback gets reduced but not the knock up and bowspam is about the knock up (I have a lot of servers where I simply bowspam with no punch on bow) just to make clear, no punch doesn't have enough impact on bowspamming to stop it huehuehue.
    I like the travel arrow idea tho.

    If you up the headshot distance to 35 and make everything under that do more damage because of travel time. Would be cool!!1!

    Another feature that I've seen on several little pvp servers is archers jump-running and using their arrows in front of them to knock themselves forward. An amazing escape mechanic.(aka make archers able to hit themselves, won't do much harm to the game (prevent kill farming tho lmao).

    Another thing, upping the headshot distance is not always a good solution since not everyone has 30+ renderdistance and optifine.

    Conclusion
    -wait for the shield system before changing archer
    -removing punch doesn't affect bowspam too much
    -Travel idea is lit as long as it keeps the instakill at the very end
    -self-arrow-boosting is an amazing escape strategy, honestly should be added
    -render distance < headshot distance players.

    Who else likes the self-arrow-boosting?
    BOWSPAM FOR LAIF :wink:
    -Slayway
     
    • Funny Funny x 1
    #13 Slayway, Sep 9, 2017
    Last edited: Sep 9, 2017
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