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Idea [ReadMe] Elf is still bad lul (also chemist jump boost?lul) & necro?Lul, +credit use?

Discussion in 'Capture the Flag' started by scapezar, Jun 4, 2018.

?

What do U think? (add, explain, & specify in the comments!) - nothing's personal ;D

  1. I agree with all of it. #Scape'sKewl

    26.7%
  2. I agree with most of it. #Scape'sAiight

    46.7%
  3. I agree with some of it. #Hobo'sBetter

    26.7%
  4. I don't really agree with any of it. #RebelLife

    0 vote(s)
    0.0%
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  1. scapezar

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

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    yea ik : (
     
  2. Icarus_82

    Icarus_82 Well-Known Member

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    Oooh boy this is fun

    This is what I am meaning when I talk about the class should be considered as a whole, rather than evaluating each abilities strength by itself. Let's imagine if wind element was as strong as soldier wallclimb, water was as strong as medic heal, and pure was as strong as archer - why would you play the other classes? Elf would outshine all the other classes by having the best mobility in the game, the best healing in the game, and incredibly high damage potential.

    Soldier's mobility is the main part of its kit - it's the reason why you pick the class, so naturally it should be the best at being mobile. With elf, however, you aren't really the best at anything, but you are above average at most things, which when put together make the class worthwhile playing.

    For example, my vortex isn't as strong as my defensive medic trapping enemies in webs, but I can do more damage than my defensive medic. My damage isn't as strong as my defensive pyro, but I have more mobility to catch up to flag carriers than my defensive pyro. My mobility doesn't allow me to catch up to flag carriers as well as my defensive ninja, but I have more crowd control than my defensive ninja -and so on.

    Elf is a jack-of-all-trades, so it doesn't make sense to compare its abilities to a class which excels at only one.

    I'm not "worried" about buffing elf (who would complain about a buff to one of their mains) and yes it is down the priority list. I'm saying that if people invest time into the class and consider it in its entirety rather than one narrow playstyle, it definitely does not need as big a buff as some are calling for.

    True for some more than others, yeah. Some classes I would consider as having a 'main' ability or purpose (soldier, heavy, assassin, medic for example) whereas others do definitely require multiple to be used together, as you mentioned (mage for sure, chemist, ninja to an extent)

    The issue I see is that people are too willing to treat elf's abilities as separate, rather than complimentary. If I'm wanting ninja eggs to be nerfed, it's not because I think they are too strong when a ninja throws 10 at me and then just walks away, its when a ninja throws some at me constantly while hitting me in the face to a point where I can't hit it back. Likewise, I don't like the argument of "pure's not easy to hit, elf sucks" when the kit is designed in a way where pure should be used alongside the vortex. If people were saying "I vortex people and shoot them with pure and fly away a bit and shoot them with pure again but they still kill me easily", then I'd be much more in favour of a buff, because they are using the full extent of the kit and it is still not working well.

    There aren't really any "complicated ways", vortex into pure is the only major combo. Everything else can be used when the situation arises or as people become more comfortable with the class. A high skill-cap class isn't for everyone and I'm not saying elf should be for everyone (it is a niche class for sure), but some prefer playing more difficult classes than easier ones. Why do you play Thresh when Blitz achieves a similar goal while being easier to play?

    I've played him once and found him pretty average. People have different tastes I guess.

    This seems pretty subjective. I feel satisfied if I save my flag-carrier from a pyro frenzy or a headshot which would have killed them. I feel satisfied if I trap enemies in a vortex and my team follows up on the kill. I feel satisfied if I throw a water element on my pyro and they survive being attacked by a ninja.

    Again pretty subjective. I don't play much Thresh because I don't find him enjoyable, but I've taken the time to become good alright at elf - because I find it enjoyable to play. I feel like I am doing something with elf (even though I would definitely be trolling everyone if I played Thresh)

    I don't think elf has to have a majority playing it for it to be considered balanced.

    35% accuracy is pretty good for an average player who has recently picked up elf. Maybe that is bumped up to 50-60% once the player plays the class more, which is reasonably strong considering other benefits of the class. If an elf is hitting 80% of their pure shots, elf likely has the highest damage output in the game, whilst being a mobile support class (whatever you want to call it).

    A water element buff would be cool. I'm talking about nerf/buff tradeoffs because there was a thread posted by the committee asking for whether the vortex should be nerfed and if it should, how so. (https://www.brawl.com/threads/72334/ ) The majority voted to nerf elf.

    I think my point about elf countering archer has been misunderstood. I'm not talking about killing the archer. I'm talking about blocking headshots from hitting the flag-carrier for the time it takes for a ninja to kill the archer.

    Scape made a point about how killing the archer would be more effective than blocking the shots. I agree with this, but there are situations where the archer is out of reach/ has crept up unnoticed / is being protected by teammates where elf could serve as a better counter.


    I agree with all of these. (I would like to point out that the vortex and the water were reworked, whereas all of these suggestions I would consider tweaks)

    Sure, but the effectiveness of elf increases far more quickly with time played than, say, heavy.

    ^^

    My pantheons are useless at all stages of the game :frowning:

    I haven't taken your whole post word-for-word, as a lot of it seems satirical, but I've tried to respond to your main points.
     
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    #22 Icarus_82, Jun 7, 2018
    Last edited: Jun 8, 2018
  3. ExtremeEvoboost

    ExtremeEvoboost CTF Media Man

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    Elf only really has a few decent options because its so damn weak.
    •Spam the flag carrier with wind element (useless against the most annoying class in the game ninja)
    •Spam players with pure element
    (Difficult to pull off unless your lucky af or a god with a bow, only useful at short range)
    •Spam yourself with the wind element
    (Fly awaaaaaay, break awaaaaaaaaaaay)
    •Spam block with your sword
    (Watch as archers patiently wait for you to finish crouching like a moron and mages to immediately switch to their lightning spell! At least you can mildly annoy a chemist by reflecting their ID potions)
    •shoot some water once every 3 years (seriously that recharge time is horrible)
    All while constantly melting like butter to any class with a high DPS (Pyro, Ninja, Chemist, Heavy, Dwarf when on offense, Engineer)

    Seriously, unless you are a god at pvp or capping, then the only useful tactics are spamming.
     
  4. scapezar

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

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    pretty much, but at least in casual games this class can still leave a sort of impact casually shooting medium-long range shots (esp with vortex, or even water element for ur offense even tho theres not any direct credit gain from either which is too bad) at passing by players like an archer defending at mid or helping recov, being away from close engagement (ofc unless u trigger players too much @me lol, in which u might get targeted :stuck_out_tongue_winking_eye:)


    Im agreeing with ur suggestions the more i play with elf lol, but i still need some more playtime with the vortex (+pure) like on more maps & scenarios for a better understanding, not convinced either way yet. If we do change the vortex to ur suggestion, tbh itd be much more versatile and centered more around support which id really like, but itd scrap the unique vortex concept and already perfected code when all that may possibly needs to be changed/nerfed is the vortex cool-down. On top of everything above, i still think the water element quick shot should not be affected by a cool-down. Even still i think it's a rip it's such a high skill cap class - but then again, if chemist wasnt so challenging i wouldnt still be around xd

    and if it comes down to such changes still making it a very difficult class, a protection level increase on some armor pieces (or extra hearts cuz elf's unique like that ;D) can always be an extremely easy and small way to buff
     
  5. Northernlreland

    Northernlreland Well-Known Member

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    Ok, I agree with your previous points on how shooting the carrier with wind and spamming wind is an effective thing to do and also that mage is highly annoying with lightning. As a class that has three bows, and previously four, you are going to see alot of shooting of elements *Because that's what the class was made for*. However I do disagree that you think the class is weak, as keeping players still for a free 6 hearts of damage shot is really powerful, which can be chained. Again the larger the experience, the better the class is going to be for you. You also talked about how classes melt you like butter on offence, which I totally agree what should happen as the class was based around mobility and keeping a distance with opponents and not being a tank. If they made it so as elf had great armour, then you would have a high mobility/tank on a team.
    I would like to hear your thoughts on how to improve elf, maybe a sharpness increase? thanks.
     
  6. Pizze

    Pizze Well-Known Member

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    U think???
    [​IMG]

    (this is a joke, chemist jump boost is not that great)
     
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