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Idea CTF Ideas Collaboration

Discussion in 'Capture the Flag' started by puhdgy, Mar 27, 2018.

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  1. EmperorTrump45

    EmperorTrump45 Dank Memer

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    yo waddup i never play ctf (except when I'm downloading updates for League :joy:) but I really like a lot of the ideas on this thread.

    Flag Poison - Love this idea. +1

    Archer
    - idea originally suggested by me (as far as I know) so ofc I'm a fan of it +1

    Ninja - I suck with ninja - actually I'm terrible with every class other than Engineer and Dwarf :sweat_smile::sweat_smile::sweat_smile: but I think the problem is egg spam because you get blinded over and over + slowed while some skinny dude is beating the sh*t out of you. Would rather see a change to fix Ninja egg spam instead of nerfing the eggs. -1

    Sponge/Web Interaction - Isn't that a bugfix? +1

    Web Interaction - webs are almost useless in teamfights because people keep breaking them on accident. Big +1

    Also like both web ideas.

    Mage - mage's sustain is obnoxious as hell so any nerf is fantastic. To make this more pratical you could have some kind of indicator (in a text box or whatever) that "you have 2/5 or 1/5 heals left" so that this isn't confusing to the degenerates who main Mage

    or heals could remain uncapped but regen is slowed to regen 3 or 4 while in combat (would make it much easier to kill Mages w/Ninja, Chemist, or Heavy). +0

    +1 for new commands and handbook

    now go make ctf great again #devslime
     
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  2. Hamzas

    Hamzas Well-Known Member

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    But you also has to remember the heavy is a lot more vulnerable to pyro or archer in most maps, especially on something like blackout. And it would take a bit of time for the damage to charge up, so risking a heavy during that time would be a risk. It could be strategy passing to a heavy later on, but there is the risk of a ninja being invis there
     
  3. b0squet

    b0squet Ozymandias

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    [​IMG]

    In all seriousness, removing blindness is probably the way to go with ninja's eggs, so generally a +1 there. I'm less on board with a mana system for eggs, since limiting abilities like flashbombs with a cooldown will always feel more frustrating to play than an instant use system. But yeah, that's my 2 cents.
     
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  4. aefrogdog

    aefrogdog Member

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    Almost every class can kill a mage through regen as it is, nerfing the level down one would again, kill the class.

    And killing for regen? Mage is not really a class to kill, it's good to stall players and have your team catch up and finish the job. Not to mention if someone kill steals the mage, they are out of regen. This one doesn't make too much sense to me.
     
  5. Nohox

    Nohox [MCPVP]

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    oh, you were that guy with the camera
     
  6. ArcticGalaxy

    ArcticGalaxy Leader and Representative of The Crusaders

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    Flag poison- No, I would rather see the poison be faster than stronger every few seconds. Staying alive with the flag is hard enough, personally I believe that flag poison should be removed or left the same. Stalemates should require teamwork and timing rather than the flag carrier losing the flag due to a badly timed poison increase.


    Archer Instakill- Call me crazy but I do think archers insta kill needs to stay in effect. Im already groaning writing this but it does need to stay. Archer is the main cause of most recoveries, either pressuring the flag carrier to move or doing the deed itself. Without the insta I think it might increase more frustration in stalemates.


    Ninja’s eggs- YES. I am so fed up with not being able to see around me when I have the flag or am trying to support my teammates. Not being able to sprint also makes the carrier prone to things like frenzy from pyro or damage from recov that could have been avoided.


    Sponges- I don’t really have a problem with this, yes its annoying but I don’t think it should be at the top of the list.


    Webs- Again I don’t really have a problem with webs, I feel like it would be a hassle to decide to left or right click idk?? However I do disagree with having to break the web with anything besides a web. This is due to the flag carrier/recov being stuck inside their own medics web. If you have seen me play medic you will know I often web myself or those around me, and the extra few seconds to break the web with my steak might cost me or the recov a capture.


    Ninja Visibility- I have no problem with ninjas current visibility. My opinion is non existent.


    Chemist- I do not touch chemist so nO COMMENT.


    Magaroo- I like this idea but I do not play the class well enough to survive, therefore I don’t think my opinion is very valid??


    LOOK AT ME BEING ACTIVE ON THE FORUMS WOOWOOOO
     
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  7. super_mii2

    super_mii2 Well-Known Member

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    Really love the Ninja idea because it’s pretty subtle and if you have skill (which is the main argument for why people think ninja is fair for some reason), then this doesn’t affect ninja much since eggs are pretty low skill (compare webspam, potapam etc.)

    Anyway another change I think would be neat would be to double the time taken for ninja to regen. It forces ninjas to be more careful and accentuates their weakness.
     
  8. scapezar

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

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    add me in the empty chair, i agree too x d
     
  9. lnformative

    lnformative Well-Known Member

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    y'all realize that most chemists will adapt to the nerf and find another broken and op af way to play it again after a month right. Nerfing it only really forces the player to get faster and take more care into how they'll I react in certain situations.

    I'm not complaining though lol I mean I can play 16ths on a snare at 160 BPM now so thanks I guess
     
  10. Feeliq_

    Feeliq_ Banned

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    Idea regarding the map rotation:
    We have some maps double or triple in the current rotation rn, I would like to suggest to remove the bad version(s) of a specific map, but keep the higher voted version in the rotation. (yes its rare that e.g. skyworlds 1 is the one of the maps and skyworlds 5 is the another one, im simply not a big fan of it)

    Following maps would be gone (click for link)

    Whiteout by Nom
    Blackout by xxxdead (OG map)
    Dragon Valley V by Supernova
    Skyworlds I by Saixos
    Opposites Collide VII by puhdgy and lauten
    and Skytown by November and Pizze


    Idea regarding 5 cap maps:
    Change the timer to 25 or to 30mins. (you may argue about stalemates in competitive ctf, but imo those are mistakes that teams do)
     
  11. DeadRhos

    DeadRhos Minimum Brain Size

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    Another thing about archer: it's great for new players, since it allows them to get kills when they're new to the gamemode. That's so, so important for player retention. Not everyone is good at PVP with heavy, Medic can get boring, and capping with Soldier requires a certain amount of skill.

    Archer's the only class that lets new players remain competitive, and I think that's way more important than stopping regulars from getting a bit salty.
     
  12. ExtremeEvoboost

    ExtremeEvoboost CTF Media Man

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    How about make it so if the mage has been in combat for the last 5 seconds (eg taken damage [other than fall damage if possible] like the medic thing) the regen is instead regen 3 instead of 4. Would mean that mage still can heal fast outside of battle, but would make it slightly easier to deal with in battle.
     
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  13. iFlaze

    iFlaze Well-Known Member

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    Flag Poison:
    I like this idea. I suggest that the increase of flag damage could start when both teams have carried the flag for 1 minute and a half. The flag damage would increase by 1 half heart everytime the flag carriers are hit by the poison, and would cap at 7 hearts.

    Archer instakill:
    I really like the first idea, without the flag carrier thing tho because it can still be very annoying to get headshot as a solo capper. We could add power II to the bow of archer in normal situations to make it more viable, because archer is really weak in short distance and so, has to bow spam in order to survive. The advantage of archer over chemist should also be removed imo.

    Ninja's eggs:
    I agree with this idea. We could also put a 2 seconds cooldown on the eggs (eggs without blidness can be a bit useless bc slowness I is really not much and nausea isn't that hard to deal with)

    Webs:
    I like the idea but players should just be warned in chat if they hit a teammate's web with a sword that they have to hit it with another item in order to destroy it, otherwise new players won't understand.

    Chemist:
    I really like the idea of protection I. To make chemist a bit better another idea would be to remove the cooldown of all pots except of harm and poison pots, which would cost half the xp bar. Therefore, It would avoid the chemists to die prematurely when a lot of people focus on them and would maybe encourage chemists to play jump potions a bit more. Besides, it would also block potspamming for sure.

    Mage:
    I don't really like this idea, however I agree that mage needs to be nerfed a bit and prefer nucleon's idea to give mage regeneration III if considered in combat.

    For sponges and ninja visibility, ofc I agree

    Also, a major problem of ctf right now is heavy, which is op when buffed. So what I suggest is to give constant speed I and strength I to chemist but giving it 5 "buff" potions (strength I speed I) for 30 seconds. It would obviously nerf heavy, which was op when buffed and encourage more teamwork because the chemist would be able to buff more teammates, but they would have to follow the chemist if they want to stay buffed. Also the chemist would have to choose the best time/situation to buff its teammates.
     
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    #33 iFlaze, Apr 23, 2018
    Last edited: Apr 23, 2018
  14. CoCaptainBlue

    CoCaptainBlue Well-Known Member

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    mage has no main melee and is weak at up front a heavy and ninja could probably get many kills on a mage. the unlimited health his what makes it a god class, maybe just delay the time it takes the heal spell to regain its use?
     
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