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Idea Necro Rework

Discussion in 'Capture the Flag' started by Proterozoic, Jul 13, 2018.

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  1. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    Firstly, apologies for the unoriginal name of this thread, but given the subject matter it was appropriate (and I was too lazy to come up with something more interesting).

    @DeadRhos recently posted a thread on his vision for CTF, involving numerous reworks which you can read here. Whilst I did disagree with the vast majority of his fixes, it did get me thinking that perhaps I should create a thread offering an alternative rather than just constantly complaining about the terrible ideas being put forward. This is ultimately what led to the creation of this thread. I decided to focus on Necro for two reasons:
    1). It's totally useless
    2). It's allowed in team matches and could therefore be made both fun in casual and competitive. It's a big opportunity that's currently being wasted.

    Any rework of a class should attempt to address the issues the community currently has with it. This is simple with most classes (headshot mechanics and bowspam with archer, pyros not doing enough damage, engineers having an automatically aiming turret with infinite ammo, you get the idea) but things are much more severe with necro. It's more than a couple of simple mechanics; the real problems with Necro are:

    - It's not useful > The class currently performs like a weaker version of heavy, dealing less damage and being less bulky. The mobs are a nice body shield but they don't really do anything else. This leads to...
    - It has no real role or direction > The class essentially fills in the role of a less useful heavy, being mediocre anywhere on the map. Other classes perform better in these situations, leaving it underused both in casual and competitive. This is not helped by...
    - It does not encourage player activity > The current playstyle is intended to be that the player allows the mobs to do the work (not that they do much at the moment), which can be really boring, and distances the player from actively participating other than the odd healing or buffing of a mob. However, despite all of this...
    - Necro is a poisoned chalice > it's very difficult to make gameplay with this class in it's current form work whilst addressing all of these issues.

    This creates a dilemma - how do we solve all of these problems at once? The committee has tried to do this whilst keeping Necro close to it's roots and unfortunately that turned out to be a complete disaster, remaining underpowered and underused.The way I've decided to solve this problem is by taking Necro in a completely different direction, as I believe keeping the class in the same style it is now is not going to address the major problems it currently faces. My rework builds on an idea suggested a while ago (sorry, I've lost that thread) which centres on losing necro mobs but giving the player the ability to channel their power. This brings the player into active play whilst also retaining the mob theme. As Necro has now been defunct for such a long time, there are virtually no mains of the class left. I've decided to change the role Necro plays in game because of this, plus the fact the original role the class played is now pretty irrelevant. I've changed the direction of the class to focus on offensive support and capturing. This will hopefully encourage more player to play offensively (we seem to have a shortage of those at the moment). So, without further ado:

    Necro Rework
    Armour
    upload_2018-7-14_1-15-40.png

    - Mob head [Zombie/Skeleton/Spider] See abilities
    - Golden Chestplate
    - Diamond Leggings
    - Diamond Boots


    This allows necro to have no helmet whilst retaining the same number of armour points as before. This retains the classes signature bulk


    Items
    upload_2018-7-19_22-28-27.png

    - Gravedigger [Diamond Shovel with Sharpness 2. 6.5 Attack damage. 1/4 damage above the current diamond pickage]
    - 5 Steak
    - Rotten Flesh, Bone and String [See abilities]
    - Compass
    - Class Selector

    This allows necro to deal roughly the same damage as it was before.

    Abilities
    - Mob Channel > Rotten flesh, Bone and String allow the necro to channel the power of zombies, skeletons and spiders respectively (your head is switched to the respective mob). This ability is also subject to a cooldown of 10 seconds. This toggle is automatically set to zombie. Each form is unique:

    ~ Zombie Form
    Resistance 1 > so -20% damage
    Strength 1 > increased damage output
    Numb > zombies are completely immune to headshots (0 damage) and can only take a maximum of 7 damage from other sources.
    Hunger bar set to 5 points, making the zombie unable to run
    Brain feast > Zombie gains 1 hunger point for every hit it lands on an enemy player. This can be used to sprint, draining 1 hunger point for every second sprinting.


    ~ Skeleton Form
    Speed 2 > +40%
    Weakness 3 > skeletons can't hit very hard! -1.5 attack damage
    Skeletal sense > as archers, skeletons have a very strong sense of vision, allowing them to see things invisible to others. As such, skeletons can see invisible ninjas (works the same way as viewing invisible ninjas on your own team) and are immune to blind and nausea effects
    Skeletal resilience >Fire resistance (take no fire damage)


    ~Spider Form
    Web immunity > Spiders are unaffected by medic webs and can destroy them instantaneously
    Wall-Climb > Walking into a wall will allow you to climb it, stop climbing and remain close to the wall to drop. Climbing and dropping are relatively slow processes. Fall damage is still taken, but negated when dropping (should be twice as fast as video seen here
    Venom > Attacking with the shovel applies poison 1 and slowness 1 onto your enemy of 3 seconds
    Resistance -1 > Spiders are more fragile than other mobs so +20% damage
    Weakness 1
    Speed 1


    - Undead inversion > As they are channelling the power of undead mobs, harming and poison potions heal a necro, whilst healing and regeneration potions harm them

    These abilities allow necros to avoiding damage from archers in the midfield, can steal the flag against a pyro and are mobile due to the skeleton form. These abilities are limited by their combat lock and cooldown, meaning team support is necessary for you to be able to switch effectively. Moreover this new Necro provides an indirect buff to assassin as this class does not have a sword, and so is unable to block assassinations.This can make the class an effective stealing class/carrier. The benefit this class provides to the offense is its versatility, in that it can provide both a mobile support and a heavily armoured tank that's immune to headshots. It can also steal in situations where the pyro would otherwise make it impossible. This should address all the problems with the class currently, giving it a solid role, making it more useful and more fun to play.

    This class should hopefully be effectively balanced in the current meta, but this idea is in it's alpha stages and will need tweaks and fixes. I've shown this idea to a couple of people already who said
    - 3 seperate items to switch mob powers, and add cooldown - Thanks @hamzacx Resolved
    - Skeleton form isn't strong enough yet > Would be underused - Thanks @Feeliq_ Resolved
    - Blaze form is too powerful > needs a balance? - Thanks @Foodcourt Resolved
    - Does Spider form need poison on weapon?

    I'm very much open to suggestions, so do let me know what you like and dislike about this rework!
    also credits to @Roll0fSushi for giving me a few ideas to help create this!
     
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    #1 Proterozoic, Jul 13, 2018
    Last edited: Jul 30, 2018
  2. Icarus_82

    Icarus_82 Well-Known Member

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    I actually quite like this - you've fixed many of the key problems with the current necro while keeping a distinct undead theme, not overcomplicating the class, and making it interesting to play.

    Most reworks involving abilities tend to make them excessively complex, but your ones have complimentary passives which all match the mob they represent. My main/only concern is that if one ability is considered stronger than the others then that one may be used almost exclusively and the others neglected, but this just means that careful testing would have to happen.

    I hope something like this ends up implemented; it's one of the better thought out, creative reworks I've seen.

    +1
     
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  3. hayns

    hayns Member

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    I didn’t read any of this, but I saw Necro so I had to comment
     
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  4. puhdgy

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

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    I really do enjoy what you did with this, very unique and I can imagine this making the class fun(which I for one have never thought Necro was). I wish there was a way to summon a minion or two though that could keep a little bit of old Necro, but it’s not a huge deal and you seem to have really thought about this. I support this, nice job!
     
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  5. DeadRhos

    DeadRhos Minimum Brain Size

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    I actually really like the concept, it's simple and versatile and would allow for some really deep gameplay. It does seem a bit UP though, especially with the cooldown.

    Zombie form isn't ideal for stealing, since slowness means people have an easier time taking you down. Probably best for camping with the flag, where headshot immunity is helpful, but you're still very vulnerable to assassins.

    Skeleton form is essentially a weaker chemist when it's in a capping role, and its also vulnerable to ninjas with its weakness debuff. If you wanted to recover with it, ninja or assassin would be more suitable.

    Blaze is probably what you'd end up using most of the time since the debuffs aren't that detrimental to the class and fire aspect is nice to have, but imo medic would fulfil the capping role better since it's also got the resistance to assassins.

    As I said I actually really like the idea, but at the moment it feels like a bunch of mediocre classes bundled into one. I think a quick fix would be to raise defense substantially and completely remove the cooldown, but imo it would be cooler to buff the abilities a bit so that they play off each other.

    E.g. zombie: very high defense but very slow; skeleton: very low defense but very fast; blaze: high damage output and fire immunity, etc.

    I'd personally also change the items to mob heads, but that's just me. :stuck_out_tongue:
     
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  6. StormNox

    StormNox Active Member

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    We already have a class called heavy and dwarf.
     
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  7. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    @Keelb00 Yes, a few people have said that the blaze rework might be a bit too strong for its own good. I didn't want any major debuffs given it only applies fire aspect to the weapon and gets fire resistance - it's not exactly the same as a substantial mobility buff or full immunity to headshots and damage reduction against an already bulky class. The other thing I was finding with blaze form was that there really isn't anything thematic other than water that would really weaken a blaze. I could potentially go the other way and say "arrows now do more damage to blazes" as a counterbalance for the zombie immunity. What do you think of that kind of idea?

    @puhdgy I would have liked to keep necro mobs in the mix somehow as well. The problem with me doing that is it makes things a lot more complicated, one of the aspects multiple people like about the rework. It brings up a number of new questions as soon as you start to play with it:
    How many do you get?
    How much damage do they do?
    Can they be different mobs, if so, how?
    There'd be many more than this as well. If I were to implement them, I expect I'd take them down the body shield route - essentially the mobs are stationary and damage the player if they get too close, so that they have to kill them to advance. That would give the necro a chance to escape or get further ahead to change form, or to gain distance with the flag. I'm not hugely fond of that idea either, and I thought it would be best to just remove it entirely, even though it is completely changing the way necro is played (which is also an issue some people have raised).

    @DeadRhos Each class needs a niche concept - something that makes it totally different to the alternatives. For Necro, it's not the fact each form is perfect in it's own right (as you say, other classes can do what this class does better in certain areas of the map). However, what this class does do is combine it all into 1 class - it's versatile. I further made sure that the drawbacks to each form I gave were countered by using teamwork. Chemist buffs essentially counteract the slowness and weakness, allowing a player to run as normal with zombie form or deal decent damage with skeleton form. Blaze form doesn't have that luxury, again deliberately because I didn't really feel the drawback was as important either.

    The real benefit with blaze form over medic is its bulk. Provided you can eliminate the assassin (and again, there's been some debate about whether I should swap the shovel for a sword. I wanted assassin to be the counter to this class), this thing is more like to survive getting in and out the flagroom due to its bulk.

    The benefit with zombie is that the slowness in this case can be managed with some good old-fashioned teamwork. Slowness 1 can be totally counteracted with speed 1. As soon as you do this, zombie becomes an attractive capping form, essentially having 19 armour bars with resistance, extra steak and immunity to headshots. It's also not like dwarf - you can run in this form.

    Skeleton is where I'm having most of the issues show up specifically because of that weakness. Weakness 1 reduces damage output by 4 points which I recognise is way too much of a damage reduction. That's in part what haste was for - to make the thing attack much faster. You also have the benefit of being able to attack faster with the speed buff. With that said, I still feel it might not be enough. Strength boosts damage output by 3 points per level, and what I might do is change the buffs to Weakness II and Strength II (essentially -8 damage and +6 damage to leave an overall -2 damage from normal) This would mean Necro's skeleton form would be the weakest damaging class around but could still kill a ninja in 4 hits (5.5 damage a hit). Do let me know what else could be done to fix that.

    Versatility-wise, my original idea was to make it immediately switchable out of combat but some argued that this might be a little too much. That's why the cooldown was introduced. I really just threw in the cooldown as an afterthought and it could definitely be reduced. How about a 10 second cooldown?

    I had mob heads already involved so I didn't want additional ones. If people prefer those I could change it.

    EDIT: I've run on a couple 1.9 values and so I'm changing things up to work for 1.8 instead
     
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    #7 Proterozoic, Jul 14, 2018
    Last edited: Jul 14, 2018
  8. Paddishly

    Paddishly The Australian

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    Personally, I think this brings a new level of skill to Necro, as opposed to those who place the spawner and hide so it doesn't get destroyed and it'd be interesting to see how it functions in offense and defence. I'm against mob spawning being part of this class, mainly as the mobs can often be a bit worthless, they wander aimlessly and often target one person on the enemy team, allowing everyone else to walk past them anyway, so I'm all for this rework, it has a cool theme and has a lot of potential.
    + 1 (though this doesn't mean much coming from me)
     
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  9. Foodcourt

    Foodcourt CTF MOD

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    Definitely a fan of this rework. Necro currently isn’t used in competitive gameplay, and I’m sure everyone would agree it is time for a change. This seems like a great way to do it. My only concern, which you quoted me on, is that the Blaze form doesn’t have a major counter. Both the Zombie and Skeleton form have permenant weaknesses (slowness and weakness), while Blaze’s only real weakness is the water element.

    Overall, +1, creative and simple fix.
     
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  10. Claod

    Claod Well-Known Member

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    Ok good, but when you steal the flag, it will remove whatever is on you head and replace it with the banner. That means you will have no mob skill on your head and no one would be able to tell what mode you are in.

    Zombie mode is ok. Only use for it I see is camping with the flag and making stalemates longer, which will just slow gameplay and make CTF less fun.

    Also skeleton mode should be at least speed II because chemist buffs give speed I anyway. I normally think of skeletons as decently strong and fast, but quite vulnerable. How about removal of armour, speed III, and strength II? Idk, but current skeleton idea sounds useless.

    For blaze form, does it give you invulnerability to fire like medic? Fire resistance doesn’t actually protect you from pyro’s extra damage. If I remember correctly, chemist’s fire resistance potions do nothing to counter against pyro besides stopping the fire tick damage.
     
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    #10 Claod, Jul 14, 2018
    Last edited: Jul 14, 2018
  11. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    Do you have any suggestions as to how it could be conveyed to an enemy player the form of necro whilst the flag is being carried?
     
  12. Claod

    Claod Well-Known Member

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    bring back Woollllll

    [edit] jk. Perhaps necro would have particles or different colored armour
     
  13. Paddishly

    Paddishly The Australian

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    I think particle effects would be better than changing the armour around, is simpler as each of the Necro forms have their own potion effects, so to show which form the Necro is playing you’d just use the potion particles.
     
  14. StormNox

    StormNox Active Member

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    We could keep some of the old necro by spawning mobs that are based on the mob forms
    Zombie: Maximum- 5 zombie mobs which are the same as the current necro zombies
    Skeleton: Maximum- 4 skeleton mobs which are the same as the current necro skeleton but also has weakness 3
    Blazes: Maximum- 3 blaze mobs which are the same as the current blaze
    Switching mob forms would kill the current mobs alive but enable you to spawn new ones.

    This might also be a bad idea tho, i only thought of this to make the class name more relevant to the abilities. They also can't be buffed but they can be healed by hitting it with anything. You can spawn mobs to either
    1: Distract the enemy's offense if the mobs are in the flagroom
    2: Annoy them
    That is why they are useful in some sense.
     
    #14 StormNox, Jul 15, 2018
    Last edited: Jul 16, 2018
  15. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    @StormNox Whilst keeping mobs would be in line with the old necro, to me it seems more of an afterthought than anything else. It would make this rework a lot more complex than it really needs to be. Spawning rules limiting their placement near the flagroom limits their use for your first benefit, and their bad AI limits how annoying they can really be.

    A different option would be to remove the combat lock but increasing the overall cooldown, preventing spam of the ability but allowing it to change mid-fight (credit to @Feeliq_ for the idea)
     
  16. Feeliq_

    Feeliq_ Banned

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    @Miskey get tagged buddy, you should read this.
     
  17. StormNox

    StormNox Active Member

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    @Proterozoic Your idea of necro reminds me of a weaker heavy[zombie and skeleton forms] and with fire resistance[in blaze form]. I would rather use heavy for defense tbh because heavy is overall better in your team's flagroom then your necro idea despite the complex forms of it.

    But spawning mobs would help distract the enemy not only in defense but when you are trying to steal the flag and an annoying assassin comes up and tries to assassinate you and your mob kills it.

    There are various disadvantages of spawning mobs but at least we won't have a heavy 2.0.
     
    #17 StormNox, Jul 17, 2018
    Last edited: Jul 17, 2018
  18. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    Ok, let's break this down a little:
    Firstly, not all class abilities are designed with the pvp of the individual player using the class itself. We see this with medic in that it can heal other players or soldiers mobility - they don't necessarily help you to have a better chance in straight up pvp. Others, like archer and mage, sacrifice their short-range for benefits elsewhere. Heavy is based on straight up, simple pvp, without any additional abilities. The abilities in this rework are designed to help it offensively so I'm not surprised that you would rather play heavy defensively - the class abilities are not designed for that purpose. It's like saying you don't want to play dwarf offence because the class mobility essentially makes it a weaker soldier - whilst exaggerated it's the same premise. However, in relation to whether or not it's a weaker heavy, it was always going to be designed so it has less straight-up power. This class has abilities whereas heavy does not. There needs to be a balancing factor somewhere, in this case at the cost of bulk and a little bit of power.

    A couple have said they'd like spawning mobs, mainly to tie in to the old necro class. Let me explain why I specifically left them out of this rework:
    1). Makes the class unnecessarily complicated -> there's already 3 forms to deal with, adding mobs with AI, mechanics, damage and other such benefits would make things a lot more complicated than they really needed to be.
    2). I didn't make allowances for mobs in this rework -> This rework already has checks and balances for the abilities I gave it. Most likely if I were to give it mobs (which would be both a source of damage and defence) I would have to drop either the armour or damage to even consider adding it. This would probably end up in a Diamond shovel being replaced with iron and armour reverting to original necro values (only - the helmet), which would significantly weaken it's ability to cap in the current meta (lots of ninjas about).
    3). The current mob AI makes it a worthless exercise to begin with - they focus on 1 player, meaning they only do damage to that 1 player and allow others past without any fight. They are slow and unwieldy and die in 3-4 hits. The reason they were any use currently was because of the buff system, which increased their speed and damage. You could say "well let's just have that system too" but A). that would require additional balancing of the class (ie even lower armour/weapon) and B) would take it closer to a version of the class which people currently don't want to play. We've seen how the current necro works right now, and nobody enjoys playing the thing - I don't see why taking it back closer to the old form would be anything but a put-off for players
    4) Makes necro more stationary - mobs can't run as fast as you, so limits them to an area. CTF is a mobile game. Additional abilities that make it stationary, as we've seen with the stationary elements of dwarf and engineer make the classes stupidly powerful in one area, but completely useless everywhere else. The idea is you're able to play a class everywhere despite it not being the most ideal. In this case, that is possible. With mobs, you distance necro from active play a little, making it weaker when it does want to fight.
    5). Spawning necro mobs is limited in the flagroom - you're suggesting using mobs to save you in a fight in the flagroom but you can't even spawn them in there. Even if you could spawn them there, it's an assassin, it's faster than you. The mobs so it would little to no difference unless you spawned the zombie right on top of yourself, which would at best be a risk and worst downright ineffective.

    There is no redeemable quality to having mobs with this class - they don't body block well, they can't be used in the areas in which they're needed, they'd weaken the individual worsening it for the main purpose it was reworked for and don't really contribute in a meaningful way. They were removed to give necro both a new direction and put the individual in combat. I understand that you're one of the very few that has actually played necro for any length of time in casual and so could be upset with such a drastic change. However, I believe a drastic change is exactly what we need for this class, as it has been useless for years now (since before coming to brawl, it's that bad).
     
  19. StormNox

    StormNox Active Member

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    I agree that your version of necro is better then the current necro but i have an idea to fix the fact that it is a bit like heavy.

    Ability- Energy Steal: for every hit you land on the enemy you heal half a heart if your health is not at full. Lasts for 5 seconds, cooldown 1 minute.
    Just to give it a bit of variety and a way to heal yourself since the class has only some armor.

    Also, for the undead inversion ability, it would take 2 instant health pots to kill the necro. And could you please clarify more on how much damage the regeneration pots would do.

    You are right about the fact that mobs are dumb though.
     
  20. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    Energy steal makes little thematic sense to necro. It's not a vampire.

    Clarifications:
    Instant heal pot deals the effects of instant damage
    Instant damage pot deals the effects of instant heal
    Regeneration deals the effect of poison
    Poison deals the effect of regeneration
    Does not apply to medic healing nor engineer cake, does apply to mage healing
     
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