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Idea New Class Name TBD

Discussion in 'Capture the Flag' started by Dragoarg, Jun 26, 2019.

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  1. Dragoarg

    Dragoarg Well-Known Member

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    This thread looks ugly, thanks to you if you read it all and understand all Im trying to say :smile:

    So basically, CTF has been on a super good upward trend. I mean we got a new class for the first time in YEARS, we're getting updates, we're getting reworks, buffs and nerfs, new maps. We have two good devs now, and we need to keep the upward trend. Dear CTF staff, we need a new class, this summer. With the server having a low player count, new classes would definitely help shake up the game, and attract new players. Now we have the resources to do so.

    Following chemists inevitable nerf, what needs to be looked at is offense. With dwarf rework, and changes to other classes probably happening, defense will be in a good spot. Now what is needed is another offensive class. But not an offensive capping class, like soldier, chemist, elf, heavy, ninja. ect. Now we need another offensive support, with medic being the only one.

    Now, a little bit of a warning, the numbers are iffy. I'm happy to discuss / debate anyone on why we need a new offensive support, or why the class needs to be build like this, and anyone's input and help building this new class would be super appreciated. So anyways, here's a soft prototype of what I think is needed in CTF.

    First off, the armor:

    Iron Helmet
    Iron Chest Plate
    Gold Leggings
    Iron Boots

    My thoughts on these armor values: squishier than soldier, tankier than medic and archer, making it well off against some defensive classes, while making it not a super good capping threat with it's armor.

    Now, the weapon:
    Diamond Sword

    Well, I know what you're saying "wow drag, this class is kinda tanky and has a super high damage output for a support". Well you'll see, my thoughts will all be explained.

    Steak:
    3 steak

    Yeah, see, it's not *that* tanky, but it can hold it's own.

    Ability:
    Blaze Rod (or something idk)

    Ok now here's where this might get crazy:
    The class starts out with two of these every time it respawns, and gets one for every kill it gets, stacking to a max of two.

    When it uses it on a (I'm calling them offense classes for now, need better classification) offensive class (chemist, soldier, medic, this class, elf, necro(weird right), heavy, sorry if i forgot a class) that class will gain two steak (one health pot for chemist) If the class is missing one steak, it will get two steak, if the class is missing more than two, it will still only gain two. If the class is restored while having extra steak, steak will not be changed. If the class had two steak and lost three, and got restored, only one would be restored and it would be at the normal steak limit. This ability cannot stack on one player, until it loses the steak or dies. (The class can use this on itself, ill work out the details later)

    When it uses it on a (again, bad classification) defensive class (ninja, scout, assassin, pyro, archer, engineer, dwarf, mage(iffy), sorry if im forgetting one), that class will gain a buff that lasts until death, where the first hit against a class, that isn't already poisoned, will take poison ticks for four hearts worth of damage, or one steak. I'm not sure if this ability is possible, and maybe it's a little broken, maybe it needs to be damage ticks without cancelling movement since it lasts so long.

    Anyways, here's why I think this would be a good class. It would provide a support class, that the other classes don't have to rely on, like medic. By giving capping classes extra steak and pots, it allows them to survive ducking into the flagroom better, or 1v1s better, or just surviving better in general.

    For the defensive classes, it would give extra damage ticks, without being overly broken in damage and giving you time to react. It would make it deadlier for someone to run away from you, since you can renew the poison as soon as it wears off, but it's not impossible to survive a 1v1 against that class. Classes like archer can better fend off other classes. (Mage would have to proc the poison from melee hits, its wonky)

    And the class has the armor and sword it does, so it can survive on its own. It will be a good support class, without having the other classes rely on it.

    Again, these numbers can be tweaked, maybe its too weak or maybe it's too strong. Also sorry if someone already had an idea similar to this, i didn't take from it i thought of this on my own.

    Thanks for reading this ugly chunk of words
     
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  2. Kayrex

    Kayrex Ex JMOD

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    I really like the whole concept and I couldn't agree more with you - CTF definitely needs a new offensive support class and this would be a prime example on what's needed. +1
     
  3. TheDCSportsGirl

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    I’m on mobile right now, and I’ll respond more in-depth when I’m back home.

    I somewhat like the idea, but just skimming it I have a few concerns.
    Heavy soldier medic and ninja are all relatively flexible classes. They can all conditionally be run on both offense and defense (though soldier is mostly only run on defense on Blackout and sometimes Kill Creek).
    Just as an example of how this might cause conflicts:
    Poison damage with ninja isn’t exactly broken on defense (though it is powerful), but the moment that ninja decides to go kill a pyro, offense has a huge upper hand.
    To that end, if at all possible, I’d like every class to get a specific effect. It might be a lot of trouble, but I think it can be done, especially if each class receives a different degree of the same effect (e.g. heavy might receive a different amount of steak than soldier).

    I have a long range support class in the works, designed to sit around mid and be self-sustainable.
    I’m not gonna plug my product or anything. I just wanted to mention that my philosophy was that the class should be a little less powerful than medic, then be released at the same time with a medic nerf. That way, medic essentially “shares” some of its current power and prevalence with the new class, turning the single most required class in the game into a flexible, interactive choice between the two (or even both!).

    I write a lot in general so be prepared for when I’m finally done with classes this afternoon :wink:
     
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  4. Dragoarg

    Dragoarg Well-Known Member

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    Yeah I was trying to stray from specific class effects for over complication reasons.

    I see what you’re saying about the ninja killing a pyro with this poison, but the reason it’s poison and not extra damage is so it doesn’t add extra on hit damage, and most pyros run a medic anyways. It’s balanced in this regard.

    And if you’re talking about heavy having two extra steak on defense, well most of the time offensive players don’t try to kill the defensive heavies, at least not good offensive players.

    I don’t think long range support class would be a good idea at all, hanging around mid is awful it doesn’t put pressure on defense like this class would. Imagine 8v8 and one of your offensive people (out of 3) is hanging around mid the whole game. You’re 2v5 the whole match (from a comp view) so it’s useless in comp unless the support it provides is super super strong, but by that point the class would be totally broken in casual. The point of the next offensive support class should be to strengthen an offensive push, not to strengthen some of the offensive push, while negating some of it.

    And medic nerf is a bad idea. Medic is one of the only classes that people don’t really complain about and nerfing it is just dumb. No need to make two weak classes to balance the offensive and defensive meta, just make a somewhat strong class on offense and buff up some defensive classes and it’s fine.
     
  5. ducklingg

    ducklingg Active Member

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    I think adding a new support class is a great idea because like you said, medic is the only one right now, though I think this class should also have some sort of health regen ability for other players like medic.

    Would this class have the ability to restore items other than steak and give it an ability like medic? If it did, then I think the class should only have a restore ability for certain items like invis for ninja or assassinate.

    I think this is a good idea because like you said, the abilities that defense receives could be a huge advantage to the offense. Also it might be hard to find an ability for flexible classes that work for both offense and defense without being too broken.
     
  6. auromelt

    auromelt CTF Mod ʕ •ᴥ•ʔ // TF Member

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    Cool idea with the steak restore but I think it's still rather underpowered and wouldn't be played over medic (medic still provides a lot of regen and constant healing), maybe you should add a little bit of regen to your blaze rod ability to make it better? Making it tanky is a good decision, I like the idea of a brawler type support class (maybe blaze rod could be used on enemies so to make this class coudl have more utility and be more vesatile?) I'm not really sure about the poison buff to the defenders, but it seems like an absurdly long time that this poison will be active + this could be easily cleared with a medic restore so maybe make it flat out damage with another type of cc (if you want to add cc to the ability still?) such as blindness or slowness.

    I feel like this class is way better being played as a defensive support than an offensive support class. It doesn't really have any cc like medic to stall roaming defense, so it could be easily targeted by ninja/heavy/soldier in match circumstances so I'm not too sure about that. Maybe you could add passive speed to the class? I feel that if this class has more mobility, it would be already considerably better at Medic, as it would be able to get back to the flag carrier/defenders easily.

    Also this class seems to be able to abuse respawn times to regenerate its own items which might be a bit op in certain circumstances.

    That's relatively all I have to say about your class idea atm, also I have a few questions: do the blaze rods regenerate on their own? Are you planning on adding any more abilities/items/passives or is this all for the class? I feel you need to flesh out your class idea more, as of right now it doesn't seem to have a particular niche which it fills. Thanks for reading my feedback c:
     
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  7. Dragoarg

    Dragoarg Well-Known Member

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    I don't think it needs a full heal, maybe a minor regen built in but it's not really what's needed with other classes giving regens.

    No, it won't have the ability to restore other items. This is not supposed to be a Regen / Restore class, but a buff class to make your teammates stronger

    I don't think you're correct. Maybe it needs a minor buff to the support it makes, but the goal of this class is not to be a whole different medic but to make players stronger than the players they play against, if that makes sense. So i instead of a class who just heals like medic, its a whole different breed, it makes the other players stronger. Maybe small regen but again its not supposed to be a healer.

    Yeah the brawler type is very strong and if you think about it, this class does have an infinite health pool like mage or engineer, as it's supposed to be able to give the buff to itself. I don't think this class should be overly complicated like elf, it should be simple and straight forward so blaze rod on enemies is not something I want to try. I think the four heart poison is a good idea, maybe accelerate it by doing 1 heart a tick instead of a half. And yeah of course medic can just restore it, its not meant to be a broken noncounter combat ability, just a slight buff to help out situationally, like a pyro who has poison ticks on a carrier who's trying to run, or a ninja who hits the enemy a couple of times and then baits them away. It will help put pressure on offensive players to act better when they play. I'm willing to explore CC but i think CC debuffs have not much middle ground between useless and broken.

    I agree there isn't much giving it that offensive factor: Other than the fact that your soldier can now have almost an entire extra health bar when it tries to cap, which is a world of a difference. And with the armor it has, and the sword it has, it's tankiness and damage output are nothing to laugh at, so it can be a very solid clear class, especially with the possibility of an infinite health pool, and 5 steak max (i think there should be a cool down on individuals who receive this blaze rod effect tho, for sure). I do actually like the idea of speed, so that;'s something i'll consider editing into the class if it na little oomph.

    I think I put there earlier, but the class gets an extra blaze rod every time it kills a class (incentive to go on offense and kill ninjas and assassins in two hits with its incredible damage output). Maybe it can have an effect like assassin on it's respawns so it can't just respawn for items, or a timer that after a respawn it has to wait to get items.

    Again, I think you're wrong, sorry. I just have to disagree it fits in very well. You're giving great feedback which I love, but in reality, what this is, is a class thats like what, third or fourth tankiest in the game, with the third highest damage output melee. It doesn't need many cc or combat abilities to thrive in 1v1s. Along with 2 extra steak to potentially an entire offensive push, this class very well could replace offense. Medic right now is the only offensive support, and its so easy to section off and kill, which is why it's healing ability is allowed to be strong. This is a class with good armor and damage output, it's abilities dont need to be game breaking. This would be just a simple class that anyone could catch onto easily, no need for some complicated abilities. I'm gonna put out multiple versions of this class, but I think it has potential to be very good. Thanks :smile:
     
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  8. auromelt

    auromelt CTF Mod ʕ •ᴥ•ʔ // TF Member

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    Lol I might've overlooked the fact that it can give steak to itself yeeha but other than that I DON'T LIKE 10 NINJAS on me when I try to medic in matches and it is sad. Anyway thanks for answering my feedback c: but what abt making it a glass cannon sort of playstyle? Maybe not consistently squishy like medic with its yellow armor, but maybe armor which decreases with how much damage it deals /people it kills if that makes sense (cuz it's a brawler class) :smile: ik this kinda goes against ur idea of making it simple but I feel it fits the theme.
     
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