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CTF Ideas Council Summary - December 2020

Discussion in 'Capture the Flag' started by Gyseline, Dec 1, 2020.

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  1. Gyseline

    Gyseline Ex-Staff Manager
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    Hiya offenders and defenders!

    We’ve got something new going on here. During the first week of each month, starting right now, a thread like this one will be posted. In each thread we will be going over what the CTF Ideas Council has been discussing during the past month. We won’t be going over every single thing we discussed, this thread will be dedicated to the bigger topics that the CIC feels can use community input. I encourage everyone to discuss the topics covered in this thread, you are free to do so by replying here. The same applies for any questions you may have, I’ll try my best to answer all of them. I will be the one in charge of writing one of these up every month, so if you have any feedback on the formatting/writing, please message me about that on Discord (Yami#9752).

    Well, that should cover everything. So let’s get into it!



    Support Credits
    ───────────────────────
    We feel as if supporting is not very rewarding right now. To give players more of an incentive to play offense, we’ve been thinking about introducing support credits. I won’t be going over the exact values we discussed here, but these are the ideas we had for actions that could earn someone support credits, as well as increasing the amount of credits for offensive objectives:
    • Successfully reviving a teammate as necro
    • Killing opponents in a certain radius of blocks around your flag carrier
    • Stealing the flag will grant more credits, but there will be a longer cooldown between getting these steal credits (To prevent farming)
    We're looking for more ideas like these. You can leave them below!



    Pyro
    ───────────────────────
    I’m not spoiling anything here yet. We will be testing a small new ability for pyro after the current season ends, potentially replacing flint and steel, however that’s not decided upon. More on this one will be public in the future…



    Engineer
    ───────────────────────
    Engineer is getting some love as well! The changes vary from the long-time demanded sword instead of a pickaxe and ability for TNT to blow up medic's webs to some other changes to its abilities that will hopefully make it a viable AoE support. Testing will begin soon:tm:!



    Chemist
    ───────────────────────
    Chemist currently has a full hotbar. We wanted to change this by merging the fire resistance & speed potions together, and it would last 90 seconds per potion.

    However, this sparked discussion about something: what are we going to do with the strength? A few ideas have been thrown around, but we haven’t been able to agree on anything so far… so we’ll be asking you about your opinions of chemist strength.

    For inspiration, these are some of the ideas we thought of:
    • Making chemist strength a small aura around the chemist player.
    • Removing the strength all together and giving chemist a stronger sword in exchange for it.
    • Making the strength a passive buff for chemist only.


    Roadmap
    ───────────────────────
    No, not right now, deal with it. We'll be trying to release a roadmap for CTF in next month's summary. This roadmap will be going over all the major milestones we want to make happen in CTF in the upcoming time. Stay tuned for that next month.



    Festive month!

    December is for sure a great month. Christmas, new year's eve and of course a CTF event! Expect an announcement for a festive event which will be held later this month...



    Dwarf
    ───────────────────────
    A while ago, we asked the community to fill out a survey about what you guys want to see happen to dwarf. Now, we've taken a look at the responses, and we have an idea ready. The intended role for this reworked dwarf is core defense. Here's a breakdown of the abilities:

    Weight
    • Passive: when holding your weapon, you will lose the ability to sprint. However, as a trade off, you gain strength and immunity to all crowd control that is not vanilla knockback. Think of scout swap and elf wind element.
    Gathering Experience
    • Passive: dwarf can earn XP through taking damage. Maximum XP level will be capped at 10.
      • Retained Knowledge: when you die, only half of your XP is lost.
    Sword Throw
    • This ability has a charge-up. Charging for longer increases the range. When released, the dwarf will throw their sword in the direction they're looking.
      • If it misses, no cooldown is applied and the dwarf will lose a portion of their current XP.
      • If it hits, the ability will go on a short cooldown. During this cooldown, the dwarf will not be able to use its weapon. The target struck will take damage and debuffs. The damage done and debuffs applied are based on the current XP level of the dwarf. All XP is consumed upon hitting a target.
    Statue Mode
    • When activated, consume all XP levels to enter Statue Mode. Duration is dependent on the amount of XP levels consumed. While active, the dwarf is invincible (Note: only to damage! Knockback is still applied as normal) and receives a heavy slowness debuff.
      • While in Statue Mode, an aura will originate from the dwarf. All teammates inside this aura will get Strength and Resistance.
      • When leaving Statue Mode, an explosion will occur at the dwarf's location, damaging all opponents nearby. The amount of damage done depends on the amount of times the dwarf was hit while Statue Mode was active.
    Not a lot of numbers right now as they are still subject to change.



    Objective Credits
    ───────────────────────
    Recently there was a suggestion that we should encourage objective play through extra credits. We fully agree with the idea, but there's something else I want to ask the community: what could we give extra credits for to encourage objective play? Again, here's a few previously suggested ideas for inspiration:

    • Your team lacks a medic! Play medic now for double the credits.
    • Your team has not captured yet! Capture the flag for extra credits.



    Scout
    ───────────────────────
    We'll get around to looking at more potential changes to scout soon. In the meantime, we'd like to ask the community for their ideas on possible changes to help give us some inspiration. When suggesting ideas for this, please keep in mind what we are aiming for - we want scout to mainly be a recovery class.


    And that’s all we’ve got for this month. Again, be sure to leave your thoughts about all subjects down below. See ya in January!

    Happy capping and recovering!
    -The CTF Staff Team :flag:
     
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  2. wulfi98

    wulfi98 Member

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    Much needed format for transparency, good job.

    Changing the way chemists strength works proves difficult if you don't change stalemates as strength oftentimes is needed to recover and I don't think the goal is to unnecessarily prolong stalemates even more. The aura change could work but it'd still make recovering in stalemates much more difficult than it already is sometimes.
     
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    #2 wulfi98, Dec 1, 2020
    Last edited: Dec 1, 2020
  3. Recovs

    Recovs Unknown Member

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    • If strength was removed, another way to fix the stalemate issue is to grant everyone strength except for people supporting the flag carrier until someone recovers the flag. To make this happen, I would believe the best idea is to have flag carriers give off a debuff effect that gets rid of their teammate's strength around them. I do believe that getting rid of strength would benefit ctf a lot and this method would also benefit recovery during stalemates not having to deal with support having this strength buff during it.

    • Also, maybe give enemies only res I around the flag carrier when a stalemate happens, to avoid getting dropped so quickly from the pyro/damage.
    (res I radius would have to be fairly high since you end up getting called out from afar, maybe within 10-25 blocks away from the carrier)

    • For engineer, it would be nice if you're able to place the speed pad directly underneath you
     
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    #3 Recovs, Dec 1, 2020
    Last edited: Dec 1, 2020
  4. anto1001

    anto1001 Member

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    Will xp for dwarf work the same excluding the bonus features?
     
  5. NinetyThree

    NinetyThree Active Member

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    Imo make it a passive buff for chemist only either or make it an aura
    A statue mode where your invincible, creates an aura giving strength and resistance and when you leave the mode it creates a explosion sounds a bit op. If this were to be added I would like to see at least the aura removed to balance
     
    #5 NinetyThree, Dec 1, 2020
    Last edited: Dec 1, 2020
  6. TheFatalBest

    TheFatalBest Member

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    Heavy is only currently viable with the strength and the speed buff without that it will be used even less (its hardly used as is anyway) with the chemist getting the strength removed or just onto itself I don't see heavy being used much anymore
     
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  7. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    This is very true, could give heavy permanent strength though instead?
     
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  8. TheFatalBest

    TheFatalBest Member

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    I'm not sure about perma strength but something would need to happen to it possibly a sharp 1 sword or smth
     
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  9. Emas

    Emas Well-Known Member

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    This specifically caught my eye. A good check and balance for the game.
     
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  10. Billhelm

    Billhelm Active Member

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    YES! I don't play this game anymore but YES, lol.
    With this change it would be so much easier to balance damage and armor values for all classes across the board.
    Strength buff on an entire offense/defense is way too impactful for chemist basically just existing.


    Probably an unpopular opinion but I've always felt like medic is the problem. Sitting in a corner while blocking with 2 medics babysitting counters Ninja, Assassin and Archer etc. at once. Instead of buffing the damage to ridiculous amounts medics healing should be toned down a little. Maybe make it a flat instant heal, no regeneration over time, because it's nearly impossible to outdamage.

    Another route would be introducing an ability on some class, that punishes camping next to lot of teammates. Idk maybe throw a poisoned potato which detonates after a short delay, dealing aoe damage depending on how many targets are hit. The more people are hit, the more damage every single one of them receives. Maybe make it even instakill at 4+ people. It could be dodged easily, but it would force the flag carrier to let go of blocking and move... which could be an opening for Ninja/Assassin. If they don't move, they die.. and the Potato-Demoman class gets a quadra. Simple.
    The potato also counters overstacked defences btw :^)

    Honestly there's so much cooler stuff you could do to fix stalemates than throwing a strength buff on teammates and praying they'll recover.

    Current recovery classes in the game are efficient as long as there is no real stalemate and the carrier is attempting to get on his teams side. But to my knowledge there is not a single one that counters staying in one spot, except archer. However it usually can not recover on it's own and is countered by closed flagrooms. Coupled with medic's strong yet effortless healing mechanic.. no wonder there are stalemates.
     
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    #10 Billhelm, Dec 1, 2020
    Last edited: Dec 1, 2020
  11. Ryva

    Ryva Member

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    Great thread, however, I still don't think that Chemist buff should only be for the chemists themselves.
     
  12. Gyseline

    Gyseline Ex-Staff Manager
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    Thank you wulfi98, repay me by applying for staff please.

    Good concern; I'll try to bring up stalemates as a discussion topic for the CIC soon.

    Certainly an interesting idea, although I'd prefer the strength only being given to enemies in a certain radius around a flag carrier - I feel as if strength being global during a stalemate would possibly make things harder for recovery, as classes like archer and scout (when voidswapping) would have to stay fairly far away from the carrier when trying to recover. This means any classes that get on them will have permanent strength, allowing for the archer/scout to be killed much quicker which can cause problems considering most recoveries currently originate from these classes' abilities to instantly kill the carrier. Additionally, other classes that have strong recovery potential such as pyro would have a much harder time getting to the flag carrier when facing a roam with permanent strength.

    Resistance does not reduce true damage from sources like pyro or elf pure element, so this likely wouldn't help as much. Looking at giving strength to opponents will probably be more viable.

    Apologies if I wasn't very clear on this one, but we already have the changes for engineer planned out; I was only announcing our current progress with it. These changes will hopefully be tested soon:tm: and feedback on them when that happens will be greatly appreciated.

    No. XP will no longer be earned by crouching, only through taking damage and XP will no longer be depleted by blocking with your sword. It will however start depleting when you are no longer taking damage.

    Keep in mind that you will be very heavily slowed while this mode is active; think of something along the lines of slowness III. It should be easy for opponents to avoid the explosion radius given this heavy immobility the dwarf would inflict on themselves when the ability is activated.

    If any classes are put severely out of place due to the removal of strength, that can of course be looked into. I am however interested to see how things play out without any damage increases to other classes (potentially excluding chemist) first.

    Not sure if you are referring to strength specifically or chemist buffs in general. If you are referring to buffs in general, the intention is to only remove the ability to give strength to teammates in potion form. Speed, fire resistance, regeneration, jump boost and instant healing will still be able to be given to teammates by splash potions.

    Making it a flat instant heal would prevent a lot of recoveries that currently occur just as the carrier manages to get to their medic and because of that could potentially lead to more stalemates, so I'm not sure about that one.

    While new classes are certainly something to be considered, our current focus is moreso making some already existing classes more viable than they currently are and giving them a good place in the game. Once that has been solved, new classes can be looked into again, though.
     
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    #12 Gyseline, Dec 1, 2020
    Last edited: Dec 1, 2020
  13. Trebr

    Trebr Well-Known Member

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    You forgot to put the part in this thread about the mage buffs haha
     
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  14. Salty_Ivan

    Salty_Ivan Well-Known Member

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    apply for staff already
     
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  15. patriq

    patriq Well-Known Member

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    just get good at pvp and heavy doesn’t need buffs loool the only time you need the strength as heavy is when the other team has a heavy with strength too. otherwise strength is just a mega power boost and (from a defense POV) it’s great for completely railing their offense, but definitely not needed. (from an offense POV) it’s amazing when you’re struggling with a pyro (not b2 tho loool) but you definitely don’t need the strength for anyone else if you’re solid at pvp. if you asked me to choose between speed or strength I’d rather have have speed 1 than even strength 2 (if it was offered). being able to demonstrate movement is a lot more impressive, fun, and (if it took skill) skill-based than being able to come out of a chicken fight that took place within a 2 block radius with .5 hearts and no steak. if you don’t see heavy as a viable class without strength you’re a simpleton who relies on class abilities alone. even world renown archer (one shot kill without even seeing where they are especially now that giant bows are illegal class) GiaXP took some advice from me and is easily an underrated heavy that just bugs me everytime i have to deal with them. nothing wrong with being dependent on unique class abilities, but heavy is unaffected by any changes to chemist unless you’re bad and need strength to feel good. also always remember you will never beat me. just remember even after a 1-2 year break I came back railing you like the polar express. you will never be good like me. unless you’re aussi

    EDIT: buffed heavy is useful for recovering during stalemates yeah, but unless a team is turtle-ing, sending a good combination of various classes is a simple work-around and should already be practiced. one or two heavies is all it takes to keep all floor-bound support occupied to give other classes room to work their magic.

    (happy birthday to my dawg, buttadawg, aussi)
     
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    #15 patriq, Dec 15, 2020
    Last edited: Dec 15, 2020
  16. minecraftnoob999

    minecraftnoob999 Well-Known Member

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    make res 1 great again.
     
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