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Idea Mage + Spawn = Broke

Discussion in 'Capture the Flag' started by notfleb, Dec 11, 2019.

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  1. notfleb

    notfleb Well-Known Member

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    So i'm sure this has been brought up in some way in the past, but I'd like to fully address it just in case this server is still exactly the same as it has been since 2015.

    Spawn blocks are coded to attribute certain character and item physics to players to prevent enemies from harming them. On the flip side, players inside spawn can not throw projectiles or use bows. However, I noticed one very odd difference between two classes that struck me as odd. Mage has been around since before I even got here, and uses a mechanic that spawns projectiles from hoes, which are non-projectiles naturally. At the same time, the recently released Necro uses a skull with similar function. The difference is that Necro skulls can not be thrown from spawn, yet all 5 spells from Mage can be.

    If the devs were able to release a class with restrictions on this mechanic, why has the 5 year old class not been edited to finally eliminate the only remaining class that can damage players from spawn (without hitting)? It sounds like an easy fix to me, but I could be missing something. Skulls are technically blocks while hoes are tools, but at the same time you can't fire Engineer tnts in spawn, which comes from a tool. The same goes for Scout's slimeball: not a physical block, but it has the restriction. If an actual dev has some answers on this I'd be elated to listen.
     
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  2. Dequoy

    Dequoy Active Member

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    I admit I'm not a member of the Brawl dev team, but the reason may be because the Mage was coded and incorporated before Brawl took over CTF from the previous CTF host (yes, mcpvp :innocent: )...and it might be too much of a headache to figure out how someone else coded Mage effects whereas the tweaks and additions that the current dev team coded themselves are from much more familiar code that is easier for them to navigate and alter if necessary.

    If that's the case it might ultimately be easier to recode the Mage class from scratch, even though it would still be no easy feat. It may also explain why Mage was never altered much at all despite how many of us seem to obviously see skilled Mages as unbalanced and overpowered while some others see skilled Mages as balanced and they dismiss the "unbalanced Mage" argument because sometimes Mages can seem easily defeated by a sneaky skilled Assassin or they may sometimes fall victim to a distant Archer snipe. To some it seems that the fact that they can die easily in those situations means they're a balanced class as is. :rofl:
     
  3. notfleb

    notfleb Well-Known Member

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    I'm personally just concerned with ending projectile spawn camping, but a tweek or two might not be a bad idea.

    Also, Brawl according to Forleb, calling a class balanced because you can oneshot it with a oneshot class is the equivalent of saying America could have taken over the world with nukes because it defeated Japan with nukes.
     
  4. Crashable

    Crashable Crashable

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    Yes, i noticed this back in November 2019. But i am glad you addressed this now.
    Quality Thread
     
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