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Idea Some much needed changes to pursue class balance

Discussion in 'Capture the Flag' started by TOM_SAYS, Jan 29, 2018.

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  1. TOM_SAYS

    TOM_SAYS Active Member

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    Title explains it all.

    - Make sure soldier can't wallclimb while on fire
    - Give medic a golden shovel (with sharp IV) so it can be assassinated (it's already immune to fire)
    - Remove archer's ridiculous advantage over chemist (the increased damage + slowness II)
    - Give ninja sharp VI back
    - Give heavy an iron sword
    - Remove the knockback on engineer turret arrows
    - Make sure that engineer turrets can't hit invisible ninja's
    - Make sure that projectiles also damage the engineer's turret
    - Buff pyro:
    - give it infinite f/s spam back;
    - give it an armour buff;
    - increase the fire duration;
    - and/or give it permanent speed I
    - Make elf's water element instant
    - Remove punch entirely from archer's bow

    I'm not asking for all these changes to be implemented, but I hope some of them will since they are much needed solutions for issues like turtling and tanky classes dominating the game.
     
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  2. Spades_

    Spades_ Former CTF Mod

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    Most of these ideas I wouldn't mind if they were implemented, and I'm all for a pyro armor buff. I'm not thrilled about the idea of heavy with an iron sword, but that's really more of an "I'd have to see it in action" kinda thing. Punch from archer, I completely agree, and the engineer changes seem reasonable. Two of my biggest concerns would come with the soldier and medic idea. In competitive gameplay, there's not really too many clean steals, meaning someone gets out untouched. Having soldier not be able to wall-climb while on fire would make it virtually impossible to get out of a flag room like Blackout's. Now with medic, I'm already bad at blocking (which really is a personal problem) at least with the sword I have a chance to save myself.

    Overall, not too bad, most changes you've suggested are fair and reasonable. There's a few I'm not a fan of, but I understand that you're not asking for all of them to be implemented, so dropping a few doesn't kill the whole thread. Thanks for the ideas, some of these should definitely be considered.
     
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  3. super_mii2

    super_mii2 Well-Known Member

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    Not a fan of the engineer not being able to kill ninja, but I'm fine with everything else. With projectiles damaging turret, engi would really only counter one class (ninja) and removing that niche would hurt it very badly
     
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  4. CommunistBelgian

    CommunistBelgian Well-Known Member

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    - no
    - no
    - yes
    - no if ninja needs something it's a nerf, egg + sharp V is basically an instakill on the lower armoured classes
    - no
    - yes
    - yes
    - meh
    - no
    - no
    - yes
    - no
    - make water element work in the first place
    - no that wouldn't change anything
     
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    #4 CommunistBelgian, Jan 30, 2018
    Last edited: Jan 30, 2018
  5. Feeliq_

    Feeliq_ Banned

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    - no
    - yes
    - no
    - no
    - no, give it slowness1
    - yes to everything relating engineer
    - no
    - no
    - no
    - maybe
    - yes
    - no
    - no, chemist is broken
     
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  6. Miskey

    Miskey Leader of Annihilation | Former Media Manager

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    - Make sure soldier can't wallclimb while on fire
    Planned pyro armor buff will make the class more viable and in turn give it a higher playrate. This will naturally reduce the effectiveness of soldier.

    - Give medic a golden shovel (with sharp IV) so it can be assassinated (it's already immune to fire)
    Restore will still be a problem. I'd rather fix the glaring issue than remove counterplay from an already unenjoyable support class.

    - Remove archer's ridiculous advantage over chemist (the increased damage + slowness II)
    Agreed, with chemist having been nerfed into the ground this is no longer necessary.

    - Give ninja sharp VI back
    Ninja is perfectly fine where it is imo. If there's any problem it's the mobility, not the damage.

    - Give heavy an iron sword
    I'd rather buff up classes around heavy than change the most basic class.

    - Remove the knockback on engineer turret arrows
    Minecraft is weird with how it applies knockback. If we make it so the turret doesn't know know you back it'll effectively root you in place, which is much worse.

    - Make sure that engineer turrets can't hit invisible ninja's
    This would make it incredibly easy for a ninja to sneak up to a turret then just glitch to break it.

    - Make sure that projectiles also damage the engineer's turret
    Yes and no. Stuff like mage sure, but long range arrows from pyro/archer/elf no. The point of the turret is to put it in a choke point. Making it so the turret essentially evaporates when placed in those kind of areas would make the class even weaker than it already is.

    - Buff pyro:
    - give it infinite f/s spam back;
    - give it an armour buff;
    - increase the fire duration;
    - and/or give it permanent speed I

    There's a plan for a significant armor buff and slight steak reduction. I'd like to see how that plays out before any supplemental changes are made.

    - Make elf's water element instant
    See elf rework for water spell plans.

    - Remove punch entirely from archer's bow
    Current archer needs punch to defend itself. I'd like to see punch removed in the long run aside a rework, but right now nerfing archer has more potential to kill the gamemode than anything else.

    I'm not asking for all these changes to be implemented, but I hope some of them will since they are much needed solutions for issues like turtling and tanky classes dominating the game.
    Thanks for the suggestions^^. I do believe the right step for the gamemode is making non-pvp oriented classes stronger by buffing them up to a similar level of effectiveness as heavy/soldier/ninja.
     
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  7. CommunistBelgian

    CommunistBelgian Well-Known Member

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    I really do not agree with the pyro armour buff, if anything it should get a damage buff more towards instakill again, with a certain condition.
     
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  8. EmperorTrump45

    EmperorTrump45 Dank Memer

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    But where is the Necro buff? :open_mouth:
     
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  9. TOM_SAYS

    TOM_SAYS Active Member

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    Hi @Miskey thank you for your feedback!

    - On soldier
    Seems reasonable.

    - On medic
    I just read Bosquet's thread. Medics not being able to heal other medics is also a good solution.

    - On archer's ridiculous advantage over chemist
    Glad we agree on this one

    - On ninja
    I'd say sharp VI is fine, because with sharp V it's very hard to beat medics and archers who know how to steak. What would you suggest on mobility?

    - On heavy
    Agreed.

    - On engineer
    My point is to make engineer easier to kill. If removing the KB isn't possible, I'd suggest a damage nerf for the turret instead. I agree with you on the last point.

    - On pyro
    Eventhough I prefered another buff, I'm happy with the armour buff. It will make it easier for a pyro to collect a frenzy. I'd have liked to see a combination with infinite f/s spam, speed and fire duration to stop burning targets running away from the pyro and spamcrit it to death when the fire ended.

    - On elf
    Just read it. Some decent plans, but I'd still suggest to make the water element instant.

    - On archer
    With archer's advantage over chemist removed, I could live with that one.
     
  10. Recovs

    Recovs Unknown Member

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    For engineer, I'd like to see the tp have a longer duration to tp players. 3 seconds per player is a bit too fast in my opinion.
     
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  11. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Yeah because waiting to tp on pressure plates - instead of actually playing ctf - is so much fun
     
    #11 EmperorTrump45, Jan 30, 2018
    Last edited: Jan 30, 2018
  12. TOM_SAYS

    TOM_SAYS Active Member

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  13. minecraftnoob999

    minecraftnoob999 Well-Known Member

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    - remove mage
     
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  14. Illuminxti

    Illuminxti New Member

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    - Make sure soldier can't wallclimb while on fire
    There's going to be a pyro buff, so it's not really needed.

    - Give medic a golden shovel (with sharp IV) so it can be assassinated (it's already immune to fire)

    It could work, but I don't really see a problem with medic atm. Perhaps it's something to consider in the future.

    - Remove archer's ridiculous advantage over chemist (the increased damage + slowness II)

    +1.

    - Give ninja sharp VI back
    Eh, besides the eggs ninja is fine where it is.

    - Give heavy an iron sword
    Honestly I don't really see a point in nerfing heavy. I think it'd be more fun to buff other classes around it.

    - Remove the knockback on engineer turret arrows
    Not really sure how well that would go.

    - Make sure that engineer turrets can't hit invisible ninja's

    Instead of making the turrets not able to target invis ninjas at all, maybe invis ninjas could take reduced damage from them while invis?

    - Make sure that projectiles also damage the engineer's turret

    +1.

    - Buff pyro:
    - give it infinite f/s spam back;
    - give it an armour buff;
    - increase the fire duration;
    - and/or give it permanent speed I

    Don't really play pyro. The armour buff seems like a must, not sure about the rest.

    - Make elf's water element instant

    Don't really see a harm in it. +1.
    - Remove punch entirely from archer's bow
    +1.
     
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