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EMP Update - Smaller Class Changes (Proposal)

Discussion in 'Capture the Flag' started by b0squet, Nov 3, 2017.

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  1. b0squet

    b0squet Ozymandias

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    Hey all, b0s here. Today, we're going to be doing something that we haven't done for a while. We're putting forward a couple suggestions for changing CTF's classes in order to introduce some new gameplay features and adjust balance in the metagame. This particular proposal deals with small changes to a few classes which we feel could be improved. These changes would be as follows:

    Medic:
    - Medics cannot heal or be healed by other Medics while in combat (combat tag of 5 seconds applied).
    - Medics will be able to see whether a player has full items (indicated by a green dot) or less than full items (indicated by a red dot) next to that player's health display.

    The changes to medic are meant to fix a couple of longstanding issues with the class. Limiting the ability of medics to "medic team," or restore each other's steak / apply regeneration to each other during active combat, has been necessary for a while to limit the effectiveness of that strategy (with is often considered overpowered and not enjoyable to play against). On the other hand, adding an item indicator will allow medics to more easily respond to needs of their teammates (and has been another longstanding request from the community).

    Mage:
    - Damage spell changed to kill vulnerable Assassins.
    - Lightning spell AOE (as opposed to just the egg) changed to kill vulnerable Assassins.

    Fairly self-explanatory change here. Assassin is already a counter to mage in most situations, so having Mage's spells interact properly with vulnerable Assassins gives the spellcaster a little more of a chance to defend itself.

    Pyro:
    - Leather Chesplate is replaced by an Iron Chestplate (3.5 armor to 5 armor).
    - Total number of steak reduced from 5 to 4.

    Giving Pyro more armor means that it won't have to rely quite as heavily on steaking in combat, giving it more of a chance against buffed / high damage classes. The reduction in its steak count, however, keeps its healthpool about the same as before & prevents Pyro from becoming overly bulky through this tweak.

    Chemist:
    - Duration of Fire Resistance Potions changed from 25 seconds to 1 minute.
    - Replacing the "Slowness Potion(s)" with either (a) Weakness for an extended duration (15 seconds or so) or (b) 3 Leaping II potions with a duration of 4 seconds each.

    The current "Slowness Potions" last only 5 seconds, and give enemies Weakness & Mining Fatigue instead of Slowness (which, quite frankly, is outclassed by Poison for the purposes of CTF). The more straightfoward approach would be to extend the duration of the Weakness potions to the point where they have a significant impact in combat, while replacing them with limited duration Leaping II Potions would give Chemist more interesting (if high risk, as airtime will often prevent a Chemist from healing) gameplay options on certain maps. Either option would be a boon to the class. The same goes for extending the duration of Fire Resistance Potions to a moderate length, reducing the likelihood of them running out while the Chemist is in a combat situation.

    These changes aren't final, as the title would imply, and we're interested to hear your thoughts on them. Ideally, these changes would be implemented alongside the Elf rework from this thread, so worth taking a look there if you haven't already. Otherwise, we hope you find the changes interesting, and wish you all the best!

    Happy Capping!
    - The CTF Committee

    Oh, and it's the "EMP update" because the changes we started with / consider to be the most important are to Elf, Medic & Pyro.
     
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    #1 b0squet, Nov 3, 2017
    Last edited: Nov 4, 2017
  2. Removers

    Removers KitBrawl Ex-Mod!

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    In my opinion chemist should get the leaping potion. Other changes are good too hopefully implementation soon.
     
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  3. Miskey

    Miskey Leader of Annihilation | Former Media Manager

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    The potion of leaping opens up a lot of areas on most maps for chemist. It would be interesting to see how players utilize it.
     
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  4. puhdgy

    puhdgy ♡·⋰˚× ᴍᴇᴅɪᴄ ᴍᴀɪɴ & ᴇx-sᴛᴀꜰꜰ ×˚⋱·♡

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    this is fantastic.
     
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  5. lauten

    lauten Member

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    this is very fantastic.
     
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  6. Feeliq_

    Feeliq_ Banned

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    giving my 2 cents later
     
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    #6 Feeliq_, Nov 4, 2017
    Last edited: Nov 4, 2017
  7. Versions

    Versions CTF Moderator

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    Chemist shouldn't receive slowness from archer arrows (archer nerf).
     
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  8. Ninsanity

    Ninsanity Yoshi Legend and Medic Main

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    I prefer the leaping potion, since I think it does give chemist interesting choices.
    I really hope these things get implemented soon
     
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  9. Feeliq_

    Feeliq_ Banned

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    Agreed, plus sharpness 1 and one steak removal, medic isn't meant to be tanky af nor dps the living crap out of everyone that is weak to medic, cough pyro cough. Also if you want a heal, you have to protect your medic from roaming defense or fail at capping.

    Finally you got that right.

    Does the ctf committee even play pyro? Pyro doesn't have 6 steak, it was ALWAYS 5, but thanks for armor buff.

    Fire Res shouldnt be one min, its kinda overkill, I would say at least 45s, also why not just remove the slowness pots since pois does a way better job at slowing things down(preferring b) tbh, just for abit longer tho, 4 secs are just 2 jumps).
     
    #9 Feeliq_, Nov 4, 2017
    Last edited: Nov 4, 2017
  10. GalaThundR

    GalaThundR Mcpvp Veteran

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    I'm fine with all the changes but it would be weird seeing pyro with an iron chestplate. It has such a simple and classic look that it's easy to see and adding the chestplate would make it look weird. Could it have a resistance effect that gives it the same amount of protection as a chestplate instead?

    I know this is incredibly nitpicky but thought I would throw it out here.
    Also yea I'm up for removing 1 steak from Medic aswell.
     
  11. ExtremeEvoboost

    ExtremeEvoboost CTF Media Man

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    Thank you for finally getting around to fix that glitch. I'm tired of being at the mercy of the pinglords when it comes to fighting assassins cuz of spell recharge time and the above glitches. At least mages will have a chance now.

    As for the chemist, go fricken jump boost pots, sounds awesome lets go.

    Medic: Yes thank you. Fighting medics in combat is one of the most infuriating, time and steak consuming tasks ever and 9 times out of 10 you'd be trolled by the other medic accidentally or purposefully hitting the other and having to repeat the whole damn process

    Pyro: Eh I dunno bout this one. Personally I'm cool either way this goes. On one hand I like the way pyro looks & that its not too tanky. On the other armor changes are hard to come by these days and I'd love to see a change in appearance of the pybro.
     
  12. Ugianskis

    Ugianskis Member

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    Chemist:
    - Duration of Fire Resistance Potions changed from 25 seconds to 1 minute.
    - Replacing the "Slowness Potion(s)" with either (a) Weakness for an extended duration (15 seconds or so) or (b) 3 Leaping II potions with a duration of 4 seconds each.

    I think that this will make chemist more fun but harder to play because you can like it says get crit out while in the air. It will take time to know when to use it and not too use it. However I like all the other changes I think they will make it more balanced.
     
  13. b0squet

    b0squet Ozymandias

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    I suppose that would be worth taking a look at, with the difficulty being getting the damage reduction balanced right. Res I (20% reduction) might be a bit weak for these purposes, while Res II (40%) seems a bit strong, but worth a look. The one option we don't have is enchanting the armor, unfortunately, since that would remove our indicator for Frenzy.

    Aaaand that's a typo, fixed now.
     
  14. Miskey

    Miskey Leader of Annihilation | Former Media Manager

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    Interesting point, I'll bring it up.

    Regarding medic, stuff like sharp 1 will be revisited in the future.

    The reason the jump boost pots are such short duration is so that you're not stuck with jump boost for awhile if you're just using it to cross one area. If it's a balanced and enjoyable feature, increasing the amount of jump boost pots could be a decent change.

    We could just give pyro protection levels equivalent to an iron chest plate on the leather chestplate. I'd rather that than resistance, as we'd likely have to get a custom resistance to emulate the iron chestplate.
     
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  15. Feeliq_

    Feeliq_ Banned

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    Aaaand another month with broken medic, clap clap clap
     
  16. MrBubDub

    MrBubDub Member

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    Chemist leap potion would be lit
     
  17. ExtremeEvoboost

    ExtremeEvoboost CTF Media Man

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    The community asked for this, now we must pay for our crimes
     
  18. bunnybird12

    bunnybird12 Guest

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    I'm glad we are getting changes! I like the idea of leaping potion for chemist.
     
  19. Recovs

    Recovs Unknown Member

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    +1 for medic change
    +1 for mage change
    Neutral on the pyro change
    +1 for chemist change (would like to see it have leaping II)

    On another note, I'd like to touch on ninja for a sec. Change the duration of time it takes ninja to go back into invis after hitting a player/mob. Like, it seems sometimes it's longer to go invis than other times. Maybe set it to a specific time for example, 1-2secs everytime after dealing damage to something. Also, fix the ender pearl glitch when it disappears from your inventory. Final thing I'd like to see is having a cooldown on the amount of eggs you can use, just like chemist has a cooldown for its pots. Just my personal ideas I'd like to see changed for ninja.
     
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  20. Spades_

    Spades_ Former CTF Mod

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    Regarding the pyro change, this exact change is something I've mentioned to others, so I'm really happy it's being considered. I find myself being crit out by buffed classes when I play pyro, this armor buff is (imo) what pyro needs. Overall +1 :3
     
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