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Idea Elf Rework Poll

Discussion in 'Capture the Flag' started by Slingg, Jan 8, 2019.

?

Should Elf have a Rework? If so, which rework? (ninja mains excluded)

  1. Sharpness 2

  2. Old wind element (the one that acted in a similar way to mage lightning)

  3. Max of 3 elves in officials

  4. Feather Falling Boots

  5. No Rework needed :/

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  1. Slingg

    Slingg OABFAABF

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    Not really much to say here. Yeah I am making a poll. Do I care what ninja mains think? No.
     
  2. Dequoy

    Dequoy Active Member

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    I would vote, but my vote would be conditional. I prefer the old wind element "puffing" players away (just have it be ineffective against players who are in spawn) but only if vortex is removed. To have elves knock back at a distance and lock down at a distance would be a bit much for a single class with all the other perks that elves see (against most classes - perhaps not as powerful against ninjas typically I'm guessing?)
     
  3. scapezar

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

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    bru why u limiting it to only 1 choice :sob:
    tbh all of that should be looked at - except the last one xd
     
  4. Versions

    Versions CTF Moderator

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    Capture.PNG
    This isn't an 'elf rework', this is asking for reps to increase the limit of elves. We can't force reps to increase the limit of a class in officials.
     
    • Agree Agree x 2
  5. redslime

    redslime Lead Developer

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    sidenote; most matches have a limit of 1 elf anyways.
     
    • Agree Agree x 1
  6. Cardonation

    Cardonation CTF JMOD | CMS Leader

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    As stated before, an elf limit in official matches is entirely up to the representatives of each team involved to decide. The current standard elf limit is fine, as most teams don’t use more than one elf anyway.

    I feel like Sharpness II would be added back if the old wind was reintroduced, and I like both old wind and sharp II better than the current setup. Elf doesn’t need feather falling boots because wind already reduces all fall damage.
     
    • Like Like x 1
  7. Slingg

    Slingg OABFAABF

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    I was just going off of what was said in rivendell. But yeah thats understandable. I feel like people need to stop being bias against the class anyway. Yes, it has the potential to be one of the best classes in the game. However, for someone to get to that level, it would take an enormous amount of time that most people wouldnt wanna spend time on. Take 915 for example, the guy has almost 30 days on the class, yes... obviously a player like that is going to be overpowered as hell in matches.

    Edited.

    Old wind seems to be the one that people want the most.
     
    • Agree Agree x 1
  8. PastelVox

    PastelVox Active Member

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    I'm going to address each one, in no particular order:
    • Elf limits should be adjusted, you're right. But size of a match changes limits for quite a few classes as it is. 3 is a bit too much for 8v8, as is 2. Elf limit (in my opinion) should be kept where it is at smaller match sizes. At 10v10, I can see 2, and at 12, I can see 3. What happens at 9 and 11 is up for debate, but I like the idea of changing official limits.
    • Sharpness II is an interesting one—the thing with straight sharpness buffs (people complained about medic for a while) is that it increases the damage the class can do per hit, meaning if you get more hits (whether due to higher CPS or higher accuracy with swings), the damage ramps up way more than that of a single hit. If a damage buff is implemented, not only is it a straight buff to everyone playing the class, but it also increases the gap in performance between those with higher CPS/accuracy and lower. Depending on what you want for balance, this could be a good thing or a bad thing.
    • Feather falling is something I wouldn't personally like. As it stands, wind element already removes fall damage entirely, and it's up to the player to either take the damage or make sure they have the resources required to cancel it. Within this context, feather falling isn't necessary. It gives you a cushion to fall back on if you don't have the two arrows to stop fall damage, but the fact is that if you use your resources well you won't ever be making use of feather falling. The small exception to this is if an elf plans a route for a specific map very far ahead of time, and he or she knows that he or she will need an extra two arrows to be as efficient as possible. While this certainly means that feather falling has at least one application, this being the only one doesn't seem to warrant its addition. On top of that, a player might not always take that specific route, or be successful in doing so. The amount of impact this would make is so minimal that I'm not sure it's much of a buff at all.
    • Old wind element was interesting, for sure. It was capable of disrupting flag rooms (assuming we also revert the change regarding wind element near flags), producing moderate crowd control with its ability to separate multiple players, and it was also an interesting tool for recovery (getting camping carriers out of corners etc.). However, the reworked vortex wind element applies well to elf's kit and playstyle. It combos well with pure element, and simplified the old elf mechanics by combining the indirect knockback effect of wind element with the rooting effect of earth element. If it were reverted, would we return elf's earth element? Landing pure element shots might be a lot harder, but you could argue that needing more skill to play a class isn't a bad thing. That aside, I do have to question whether this is actually a "buff." It seems as though elf's current wind element has less use across a variety of situations. However, the times when it is used (slowing recovery, stopping carriers from being boosted or just moving forward in general) are much more impactful. As it stands, vortex is like mage freeze except it doesn't stop ninja (if you don't count ninja glitching out of freeze), soldier, or elf, because their movement abilities let them escape. However, it does allow other teammates to hit the individual while they're being held in place. This makes it very nice for securing kills if you have people with you, or even if you just use pure element. This makes it ideal for trapping enemy carriers. While it can't stop targets near flags like mage, it is arguably better on offense because elf itself is more conducive to an offensive playstyle and because it can trap several people at once (pyro, assassin, heavies). Again, the old wind element definitely has way more uses across a wide variety of scenarios, but the impact in those scenarios is much less than how it is currently used (albeit infrequently)

    I talk a lot.
    Thanks for listening <3
     
    • Useful Useful x 2
    • Informative Informative x 1
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