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Idea Angel V2 [Ranged Support with High Jumps]

Discussion in 'Capture the Flag' started by abrakadabrax, Oct 18, 2020.

?

And? Explain ur vote in the comments!

  1. Add it

    0 vote(s)
    0.0%
  2. Add it with minor changes

    66.7%
  3. Add it with major changes

    11.1%
  4. Dont add it because its not a good class concept

    11.1%
  5. dont add it because we should rework current classes first forehead

    11.1%
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  1. abrakadabrax

    abrakadabrax Active Member

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    CLICK THIS LINK FOR THE CLASS CONCEPT https://docs.google.com/document/d/1Yt-PFO-xM6RlTgywFoiATsVafqfqeHt616MvjRq62Jk/edit?usp=sharing

    Hi I made up the Angel class earlier this year. see old idea here: https://www.brawl.com/threads/75927/
    Looking at its poll, everyone seemed on board with its core concepts. 4 voted it could be added and 4 voted it has potential. I decided to rework my idea and I basically threw a lot of concepts out the window that make the class more complicated. I hope it now has more appeal. You can read it here:
    https://docs.google.com/document/d/1Yt-PFO-xM6RlTgywFoiATsVafqfqeHt616MvjRq62Jk/edit?usp=sharing
    index:
    page 1: class concept
    page 2: items and abilities
    page 3: playstyle and minor adjustment options.

    CHANGELOG
    added bunny bow after auros comment
    have not changed anything just yet after the remarks from amir, glaze and julien because im not sure what direction to take yet
     
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    #1 abrakadabrax, Oct 18, 2020
    Last edited: Nov 10, 2020
  2. auromelt

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

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    I actually really like this concept and have liked this concept since it's inception on the previous thread you posted. I really would love to see a ranged healer in the game and definitely would be a class that requires a high skill level/mechanical skill in order to master and play well. This definitely does fulfill the niche that elf was supposed to fill at first, being a ranged support class. I like how it has also melee support potential with the apples as well :smile:

    I only think that it will still get played less than medic would due to its healing output, I like the idea of giving someone jump boost but through the bow instead, or just implementing other abilities that can be gifted to the teammates via the bow other than healing, such as a possible cleanse for pyro frenzy or fleeting resistance. I like the possible cc ability as well/preventing enemies from jumping/wallclimbing would be pretty funny tbh - main concerns would be the class not being that useful on maps that aren't open/have clear lines of sight onto teammates

    I definitely feel like this rework is much cleaner and seems to be much better than ur previous idea so keep it up!! Good ideas all around :>
     
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  3. abrakadabrax

    abrakadabrax Active Member

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    Thank you for your feedback aurorororo it is very insightful. I added the bunny bow based on my original optional major changes, a paragraph I have now removed.
     
  4. bojoi

    bojoi CTFer

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    I really like the concept of the class! A ranged healer with unique mobility would be pretty fun to try out in-game. My only concern is that medic would likely be chosen more often than Angel due to the difficulty in restoring players, because of this I don't see it (with it's current stats) as a main healing class. But, I can see this as a replacement for one of bulks in a 2 bulk defense... or a replacement for a supporting bulk on offense, or even supporting necro on offense in some cases. Two healers is better than one, and since Angel has good melee support potential, I can see it getting played.

    Some suggestions I wanted to share are similar to what auro said, unique utility abilities like cleansing pyro frenzies would be useful on offense. We have to look for abilities that current support classes can't already do, otherwise they'll be picked over Angel. Another suggestion of mine is to maybe change the bow-ranged healing into a "beam" ranged healing like we see in games like Overwatch. Some sort of item in hand that you can look at and right click onto an ally player, it will then "lock" onto that player and give them constant regen (x). Or even copy the "mark" ability from other games where if you mark an ally player, whenever the medic regens them it'll be quicker (i.e. 25% more regen/regen speed). Final suggestion for the class is an "ultimate" ability like pyro's frenzy. Angel can charge it's exp bar through either hits or healing dealt (i.e. healing players for X hearts will fully charge the bar); once the bar is full then Angel could use it's "wings" and maybe glide in the air? It wouldn't be too overpowered since gliding in the air would still leave the Angel vulnerable to an archer's hs, but the Angel would end up gaining more mobility to heal allies from above.

    Overall, I like the concept and the rework looks much nicer :smile: Good luck with the idea!
     
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  5. abrakadabrax

    abrakadabrax Active Member

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    thank you for your comment amir! an ultimate type ability sounds cool and more suitable for ctf than the Restore Streak passives I’d come up with. Gliding ultimate is a fun concept so I will think it over. it would make more sense with a healing beam as you suggested, but idk if the combination is fit for ctf.
    I can also tell you are a mercy main! Regarding the fire extinguisher that both of you suggested, elf already has that, no? so it wouldnt be unique? this is why I’m hesitant to add it.

    regarding the main healer comments, I think that angel can provide good healing despite not providing the best restores. since restore is kind of a broken mechanic id like to stay away from it but still have angel as kind of a main healer so I’m considering buffing her healing. and otherwise yeah more utility!
    thank you!

    How about this:
    remove restore streak. remove angel apple.

    for every restore you gain one charge. at 4 charges, you can activate your ultimate ability by rightclicking your axe.

    the ultimate ability could be a glide like mercy or like elytra for 5-15 seconds.

    the ultimate ability could also give an effect to allies in a 3x3x3 area. the effect could be restoring them, extinguishing fire, regen VI for 5s or res II for 5s. Probably only one of those!

    please tell what you think of that
     
  6. Glaze111

    Glaze111 Active Member

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    Sounds like a fun class to play. But I worry that this class could extend the amount of time stalemates last. Say the player uses the Biotic Bow on the flag carrier, the regen might be too fast to where it’s a lot harder to take out the flag carrier. I’d probably change the power of the regen but I haven’t checked how fast the regen is exactly so I’m not too sure if that could make a difference. Overall though, it sounds like a fun class to play in competitive, great job all around!
     
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  7. abrakadabrax

    abrakadabrax Active Member

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    ****. regen is same as 1 medic hit. previously the healing output was lower and I bumped it up to match medic since restores are tough and that indeed changes stalemates OOPS. the regen could be shortened to 3s again. alternatively, scout dt could reduce external healing. you know what? scout rework. instead of increasing damage, scout reduces all healing by half or so! how about that :smile:

    no but this is a good point. reducing the ranged heals and buffs to prevent lengthening stalemates. maybe.

    TO BE FAIR healing flag carrier can be quite difficult if allies are between you and them. or if they’re jumping around on soldier or elf. and that also counts for stalemates. standing stationary for angel heals means standing stationary for swaps and hss. but idk I will think it over.

    THANKS
     
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  8. bojoi

    bojoi CTFer

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    Yup! I just think I worded it wrong, for the Angel they could actually "cleanse" a pyro's frenzy. For example, if the pyro has all 4 hit charges and a frenzy ready, the ability that cleanses the frenzy would reset their charge.
     
  9. abrakadabrax

    abrakadabrax Active Member

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    ohhh ok gotcha
     
  10. Female__123

    Female__123 Member

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    maybe have adding a jumping boost with a speed effect?
     
  11. scapezar

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

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    So I think it's great! Along with medic, to account for any sort of OP healing stalemates... the restore timer can be shared between the medic and the angel. If that was already suggested, sorryyy I read it all but mightve missed it.

    However... this poses a new problem where an assumption is going to exist that classes are going to always be restored at least once during combat. This assumption is similar to that of classes always being buffed. (These assumptions are most especially relevant in competitive.) So what this does is make PvP combat even less powerful than insta-kill abilities than it currently stands. To account for this change, death-tag does exist along with chemist buffs... but future classes #dwarf? could perhaps further improve the gap of PvP (non-instakill) abilities, which is arguably a better direction anyways.

    TL;DR, +1 ... I'd like to see this class/concept added in the future.
     
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  12. abrakadabrax

    abrakadabrax Active Member

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    Thank you for your response scapezar! yes I meant to say the restore timer is shared but I didnt write it out in this version it seems, good catch! you bring up a relevant point. It mostly nerfs noninstakills.
    Flag carrier also might get restored/healed more reliably in stalemates, when u have both a medic and an angel. I'm not quite sure what could or should be done against that.
    I would say that on Bazaar I for example running over the enemy flag carrier with bulk can work quite well so it can be map dependent in that regard how strong a ranged healer in addition to a medic can be. not sure not sure

    Im MILDLY considering this:
    no restoring. healing is only regen 4 for 4s. BUT you gain charges for every consecutive heal on an ally and once you have 3 or 4 you can activate an ultimate ability with your axe rightclick that prevents the ally from dying but not from taking damage for say 5s? maybe? and it counts as a restore? so it puts cooldown? ok, this might be quite outrageous when I reread it tomorrow haha but its something!

    Belated response to @Female__123! I just tested it. Without any speed effects and just jump boost VIII, Angel can cover an 8 block gap. With Speed I from chemist buff it increases to 9 blocks.
     
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  13. Kayrex

    Kayrex Ex JMOD

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    Having a mobile & ranged healing class in the game is something i've personally wanted for a long time. I really like this concept, however theres a few things i think could do with slight tweaks.

    - Armor wise the class is almost identical to medic, which I think you could and should do something about. A potential change could be replacing the chainmail parts with leather, and add protection I or II to it.

    - With the armor tweak, you could reduce the rabbit foot generation cooldown from 15 to 10 or 8 seconds. This allows for more mobility and higher survavability against certain classes like assassin (which already is a massive counter to angel), heavy, chemist, pyro, etc. It will also open the battlefield a lot more for the class and, combined with the biotic and bunny bow, allow for more utility and creativity, which I think would be really cool. (like finding high ground that other classes cant reach, and have a good overview of where your teams offense currently is, get a better shooting angle, etc)

    - I think jump boost VIII is a bit of an overkill, even though the effect only lasts for 3 seconds. Lower it to jumpboost V.

    - Make the axe diamond instead of gold. The class wont have any chance of succesfully defending itself from 2 or 3 ninjas at a time, in competitive play. Casual would be even worse.

    Other than that, I think the class is fine. It's a very cool concept that I am all for implementing, as long as its slightly tweaked.
     
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    #13 Kayrex, Nov 24, 2020
    Last edited: Nov 25, 2020
  14. abrakadabrax

    abrakadabrax Active Member

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    Thank you for the suggestions kayrex I appreciate the concreteness and functionality of them a lot!

    It is a good point that less damage reduction might be the way to go, compensated with lower bunny hop cooldown. When you suggest 8 seconds I get quite worried though, because that would mean Angel can be airborne for over 40% of the time. Maybe it would work with reduced armour, but I am a bit skeptical.

    Lowering the jump boost is a fair point. I had actually reduced it to jump boost VI for the bunny bow but not the rabbit foot in the new version that I have been working on. What do you think of that?
    I think you are right in saying that V or VI is fine for most maps, but I think Angel would struggle on a very notable map: blackout. All walls are way higher than 5 blocks and I think even when jumping from the minor buildings it is not really sufficient. I have to admit I havent tested it with V, only with VII, VIII and X.

    Regarding the axe, if testing proves necessary I would prefer to add sharpness levels to stick to the gold theme of medic.

    the combination of lower jump boost and lower jump cooldown is enticing, it is definitely more bunny-like. they are a nice nerf/buff combo I think. I am down to try that out.

    the combination of lower damage reduction and stronger melee damage I am not so sure. I am aware that the armor is very similar to medic, but angel has less steak and no passive regen. I am more keen to give angels bow better damage output over strengthening the sword. you can shoot while jumping high and from for away.

    thanks again for your feedback!
     
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  15. Kayrex

    Kayrex Ex JMOD

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    Fair. 8 seconds is a bit too little, 12 or so maybe?

    Could definitely work.

    You could counter this by adding more steak, and/or some sort of passive that isnt regeneration. The reason why I think this class' melee damage should be buffed is because it's more or less a sitting duck against any high-damage & mobile class (ninjas & buffed soldiers). Even with its current mobility, it'd be hard to outrun either of those, as they have just as much vertical movement as an Angel would have. In order to protect itself, I think the only way to go is to improve damage output on the melee weapon. (You also can't block, so it's impossible to reduce any oncoming damage).

    I also noticed this. One potential ultimate ability could be an AoE buff burst, that gives every teammate within a 5x5 block radius regen II, strength II & fire-res that lasts for 5 - 10 or so seconds.
     
  16. abrakadabrax

    abrakadabrax Active Member

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    I have been thinking about an ultimate ability a lot, and perhaps this https://www.brawl.com/threads/76909/ would do the trick. rightclick with the golden axe to cause an explosion in a 5x5x3 area around you that knocks back all enemies a couple blocks.

    that is potential compensation, but what if instead of compensating it, it is not changed at all? I'm wondering why having similar damage reduction to medic (and other classes) is problematic.

    I had not considered this much, good point. I understand you see increasing melee damage output as the only way but I am not sure why increasing the bows damage wouldnt fill the same gap. Could you explain your reasoning behind that?
    Another thing I have been toying with is knockback / punch. Angel could have Kb I or Punch I as a way to keep soldier or ninja at bay for long enough to shoot a healing arrow or two.
    Angel's damage output should always be too low to beat a buffed soldier, ideally. versus ninja, forcing a pearl or two with high jumps and using the bow for damage should give an okay fight.
    This is why I think some kb potential is preferable to strengthening the axe, it fits with the high jumps as an evasive playstyle as opposed to fighting.
    let me know what you think!
     
    #16 abrakadabrax, Nov 26, 2020
    Last edited: Nov 26, 2020
  17. Kayrex

    Kayrex Ex JMOD

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    Just thought it'd be more interesting, but it's fine I guess.

    For the axe, or the bow? Assuming it's for the bow, I doubt you'll be able to just bow back a ninja or two thats already up in your face.

    Yes. I am not saying the melee weapon should be buffed to the point where it can beat a strengthened soldier, I am saying the melee weapon should be buffed to the point where an Angel can use it in order to properly defend itself. Add a few sharpness levels to the axe and I will be happy. I didnt mean it should be able to kill bulk, but rather keep up with one.
     
  18. abrakadabrax

    abrakadabrax Active Member

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    yeah I didnt mean to imply killing a bulk but I did imply it oops

    ok thanks for the clarifications!
     
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