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Idea "Dwarf Rework" - New Class

Discussion in 'Capture the Flag' started by scapezar, Jul 1, 2020.

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What do you think of this rework/class?

  1. I want to marry it.

    0 vote(s)
    0.0%
  2. It looks pretty good.

    50.0%
  3. Some things are aiht. Other things are aiht. The rest is not aiht.

    25.0%
  4. I gotta go. I'll get back to you on that...

    0 vote(s)
    0.0%
  5. Doesn't make the cut. I like other proposed reworks better.

    12.5%
  6. If I read this reversed & upside down, I can see a single-celled organism--potentially a brain cell.

    12.5%
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  1. scapezar

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

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    Jul13n#9311
    :warning: Disclaimer: These ideas represent my own, not of the CTF staff team; I've just been dying for some savage, berserk feedback:exclamation:
    snip.PNG
    Fashion Model: scapezar

    Class Name: Berserker (@Arkenssine, @Naughty__Nova, @bananas96, @anto1001, @abrakadabrax: https://www.brawl.com/threads/76569/ with other unique, fitting proposals on the class name....I love it!)
    But I find "Brute" just as fitting for this rework!


    Purpose
    : New class added as a “reworked Dwarf." This could co-exist as a sister to (a patched-up version of) Dwarf. I am not fond of removing classes, even if deprecated. Although similar to an extent, Dwarf and Berserker are very different. Regardless of what happens with proposed tweaks and the future of OG Dwarf itself, let's get into it....

    Role: Offensive-biased
    ---------------------------------------------------------------------------------
    Before you say it...ITS NOT COMPLICATED REEE. It looks it, but the code would run 9/10 of this stuff automatically and intuitively work with playing/pvping with the class. The confusing numbers are there so that it is easily balanced/balance-able. I ran rough tests, so currently the numbers are not unreasonable but could definitely use further testing and tweaking. (e.g. damage from sharp V stone axe versus strength II stone axe ... seems to be very similar, both are a 2-hit kill on a zombie, so likely a 2-hit kill on a ninja)
    ========================================================================
    TL;DR
    - Its default main hand weapon charges XP/sharpness as it gets attacked ...
    - Then a frenzy ability to regain health after it gains enough experience (ideally used at a low health).
    ========================================================================

    Berserker (default loadout)
    ========================================

    Blood-rage (melee ability) (applied by default)
    • Its stone axe charges power (XP) for every heart lost (1 full heart of damage received == +10 XP). (@lasertagfighter 2018: https://www.brawl.com/threads/73855/)
    • Every hit the dwarf deals, it loses power (1 hit dealt == -10 XP).
    • Loses 1 XP every 5 seconds.
    • Every 20 XP, the dwarf gains an experience level.
    • Every experience level, the stone axe gains a sharpness level.
    • Max 6 levels of experience (level 5 reaches max sharpness V, level 6 includes fire aspect I).
    ...That is the root of its offensive-biased nature- -by excelling to its max potential when it gets hit by more people.
    ========================================

    Berserk Slam (charged, frenzy ability) (right-click activated) (@obikenobi21 frenzy-type idea 2018: https://www.brawl.com/threads/73754/, 2019: https://www.brawl.com/threads/74687/#post-947888)
    • Right click axe to activate.
    • Lasts 5 seconds.
    • Costs 5 levels of experience (100 XP). After the 5 seconds, 5 levels of experience are instantly removed (fire aspect & 4-5 sharpness levels would be removed from axe).
    • Cannot gain XP (sharpness) during this time. (So, dealing damage to Berserker now is a way to deal the KO.)
    • Its stone axe and only its diamond armor become cosmetically enchanted.
    • Automatic “earthquake” slams nearby enemies away by 1 block (simularily visually represented by the code from elf’s old earth element animation).
    • Regains 75% 50% of its missing hearts.
    • Gains regen III IV (for 5 seconds).
    • Deals anti-kb and receives anti-kb.
    • Immune to instakill (takes 5 hearts of damage instantly instead). (@Cardonation anti-instakill idea 2019: https://www.brawl.com/threads/74953/, @Proterozoic frenzy, anti-kb, anti-instakill ideas 2018: http://www.brawl.com/threads/73340/)
    • Gains strength II (for 5 seconds).
    • Immune to fire and poison damage.
    ========================================

    Axe-throw (ranged ability) (right-click + shift activated) (@lasertagfighter 2015: https://www.brawl.com/threads/41023/#post-527380, @Cardonation 2019: https://www.brawl.com/threads/74953/, @Daveeeeeeeee 2019: https://www.brawl.com/threads/74660/#post-947512, 2020: https://www.brawl.com/threads/76427/#post-965456)
    • Perhaps do not include this ability in the class.
    • Right click axe while shifting to throw it (speed and trajectory like a snowball).
    • Deals 1 heart of true damage for (1 * X) damage ticks, just like a bleed effect, where X represents the axe sharpness level (total true heart damage ranges between 1 to 5).
    • After impact it respawns in the hotbar.
    • 8-second cooldown
    • Likely use a different item (maybe flint? like a knife) to throw. That way to keep it a simple right click ability.
    ========================================

    So for example; it takes 10 hearts lost to get to level V sharpness, assuming the Berserker does not hit anybody in that time. The Berserker can then proceed to use its charged Slam ‘frenzy’ ability to instantly gain back 7.5 hearts from the 10 lost, while giving itself the perks mentioned above for just 5 seconds. Therefore, it is most beneficial to stay at sharpness V stone axe (level 5 experience) for as long as possible before needing to regain health. --Heavily reduced max damage compared to Dwarf, although --when charged-- it can be comparable to chemist, ninja, or buffed heavy.
    ---------------------------------------------------------------------------------

    Lets get moving with Dwarf people!!! Keep up the great ideas.
    Thanks for reading if you did. Feedback<3
     
    • Like Like x 5
    • Optimistic Optimistic x 1
    #1 scapezar, Jul 1, 2020
    Last edited: Aug 11, 2020
  2. abrakadabrax

    abrakadabrax Active Member

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    • Deals anti-kb and receives anti-kb.
    ??
    • Immune to fire and poison damage.
    so no damage ticks

    I like the no steak because steaking is dumb. no need restore now. healing mechanic seems fun. also like BIG health pool wowee mama

    maybe heal 50% missing health and Regen IV to make it slightly less reliant on dropping low low cuz thats no fun with bad ping if you click 100ms too late.

    really hard to imagine how it would play out...

    I am wondering why you put offense biased but also give axe and no sword! I guess it cannot be instakilled during frenzy and you should be able to frenzy basically nonstop

    take 10hp damage, frenzy 5s and heal 11.5hp, take 10hp damage, frenzy 5s... ofc you also take damage during frenzy.
    why would you replace sharpness with strength? would rather stick to 1 of the two.

    still having difficulty imagining it. you heal like 3 steak with a good frenzy.
    and its good against instakill.
    but then you cant heal for a short while. not sure if this is op or weak lol
    I think it might be weak because the armor and res I make it have 62% damage reduction which is on par with soldier.
    but the abilities... hard to compare.

    I would remove this:
    • Every hit the dwarf deals, it loses power (1 hit dealt == -10 XP).
    and maybe I would remove the axe throw ability too. it has a 10s cooldown so maybe not super impactful but I dont like having to activate both abilities with a rightclick (and a crouch for throw).
    it helps cuz you have slowness I so break free from combo I guess

    my comments so far.
     
    • Like Like x 1
    #2 abrakadabrax, Jul 1, 2020
    Last edited: Jul 1, 2020
  3. scapezar

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

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    Jul13n#9311
    Wow thanks a lot, great feedback and suggestions.... spot on really with some of my concerns and others I missed!

    Right... ig no damage ticks during frenzy. The poison/fire immunity is a side job and something unique to Dwarf. Maybe that's not needed here with all of these other things included...

    Though I'm confused when you said: "take 10hp damage, frenzy 5s and heal 11.5hp, take 10hp damage, frenzy 5s..." Where is the healing 11.5hp coming from? (nvm answered: from regen as well)

    But you're right...a lott is in the air. This is basically laid out needing to be tested. But with the right numbers...I think it could be an interesting unique game style to play with.

    Good point with the sharp vs. strength lol. I was too excited...I just threw both in there. Deciding on which to use I think would come down to the actual damage output values and what would work best in the game.

    And no sword is a bit of an offensive issue :sweat_smile: I doubt it can rely on its frenzy for this, but perhaps this class can be a powerhouse if paired with a medic and support ninja/chemist to deal with assassins...

    Perhaps if there was another item, like knives, to throw instead of its main hand... That way it'd keep it a simple right click ability, if wanted at all.
     
    #3 scapezar, Jul 1, 2020
    Last edited: Jul 1, 2020
  4. minecraftnoob999

    minecraftnoob999 Well-Known Member

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    ohhhh i read dwarf removal. ****
     
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  5. Glaze111

    Glaze111 Active Member

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    Glaze111#7482
    Just to let you know, I kind of skimmed through the whole thing. Also this my first time giving feedback for a class. Not a big fan of reading a lot.

    I like the idea of giving it an axe though. Makes it possible for assassins to assassinate them (Possibly though, can be immune to inta-kill when in frenzy). Don't know if this also applies to archer too. I'm not sure about adding resistance though. Kind of seems tankier than old chemist when you get the regen and health recovery (offensive wise).
    The axe throw could just be an iron axe in the Hotbar maybe but I'm not sure if that'll mess up coding a bit or hurt the effectiveness of the class.
    And for the berserker ability, I would say add swiftness or remove the slowness since it kind of makes sense when being in berserk mode. But I figure that it might make it a bit op so I say that it should receive kb when in the form too.

    Without my opinion overall, it seems more of a supportive role rather than one grabbing the flag and dip. I can't really imagine it being a great offensive with its slowness. But it also seems like a fun class to play in competitive too. I hope this helps!
     
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  6. scapezar

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

    Joined:
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    Thanks for the feedback! I removed its anti-kb during frenzy, and I also agree with giving it another item in hotbar for the ranged attack.

    Without resistance (and steak), I feel like it might drain hearts too fast (similar to Chemist gamestyle), which I don't think is generally optimal. Maybe giving it 3 rows of hearts could work instead of with the resistance... Things to test for sure.
     
  7. Spades_

    Spades_ Former CTF Mod

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    Hey Scape!

    Nice idea, only a few things I wasn't sure about being dealing anti kb damage to another player and having two abilities. For dealing anti kb, I remember in a staff meeting when we were discussing dealing anti kb, there was always a concern about it being hard to code or impossible to do the way it was intended (The player would end up getting rooted for a second? not sure if I remember it correctly) Finally, the two abilities are both pretty cool, in my opinion there should be a choice between the class having one or the other. Like, if you were just going to use the axe throw ability, I actually think it would be interesting to add a root effect in addition to the bleeding effect, so it could act as a stand alone ability. Like the idea!
     
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