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Idea Chemist Suggestions

Discussion in 'Capture the Flag' started by Removers, Jul 5, 2015.

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  1. Removers

    Removers KitBrawl Ex-Mod!

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    to reduce the health pool give them 8 instant health II potions instead, And finally make the regeneration potions 3 not 5 to limit more healing if this doesn't work try removing the boots or permanently removing the helmet of the chemist. (Make every potion give the full effect if within the range to at least get .5 hearts regenerated)

    Edit: Just to state 8 instant health II potions is 28 hearts to be healed :stuck_out_tongue:

    Please leave feed back below and give any more ideas on what to add please. Thank you. :grinning:
     
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    #1 Removers, Jul 5, 2015
    Last edited: Jul 11, 2015
  2. Turmac

    Turmac Hardcore Games Enthusiast

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    That's not too bad of an idea. It's quite balanced and, as a fellow chemist player, wouldn't be mad if that happened
     
  3. furtles

    furtles Well-Known Member

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    Imo, the sword should stay iron, but the damage potion should be 10 or less. Also, the poison should be reduced.

    You would be suprised how little Instant Health II potions heal. In the past, I was all for having 6-8 Instant Health II. However, now, after testing it out in single player, I think it should be 6 Instant Health III.
     
    • Agree Agree x 2
  4. Removers

    Removers KitBrawl Ex-Mod!

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    I already did all the working out on instant health II read the thread I put an edit in it :stuck_out_tongue:
     
  5. furtles

    furtles Well-Known Member

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    The issue is, that's on a direct hit. When fighting, it's hard to get a direct hit. Throwing it at your feet while running won't be a direct hit most of the time.
     
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  6. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    I believe chemist is op only if u know how to use it and he good timing otherspwise its fine. So maybe 7 instant health 2 pots, 4 regen pots, 15 damage pots, 4 poison pots but a small buff in armour eg chain to replace the leather bits.
     
  7. Brendoom

    Brendoom Well-Known Member

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    I agree with the idea. In my opinion only without others ranting at me, It's overpowered ^^. I would do as you said and basically take the power of chemist down a notch to make it a couple of inches easier to kill them soon as it seems they are invinsable when they are really good.
     
  8. Removers

    Removers KitBrawl Ex-Mod!

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    Added new thing to make the health practically be 6.5 steaks is that every heal pot within the range to heal .5 will give the full effect of the health potion.
     
  9. Xelia_

    Xelia_ (ノ^ヮ^)ノ *:・゚✧

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    If chemist gets changed, the main thing that needs changing is probablg the ability to potspam. But nice ideas anyway :stuck_out_tongue:
     
    • Agree Agree x 1
  10. This_Is_Chris_

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    Hi,

    as my main class is chemist, I am really not that happy with it being "nerved".
    But I have to say it is really op, so a Stonesword instead of the iron would be ok, but at last leave the health capacity the same. The Slowness potions can be removed, as they are useless in my opinion.
    10 instand damage- and 5-7 poison potions would be enough for the bebuffs.

    Regards,
    Chris
     
  11. PoroPek

    PoroPek Member

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    Bump this +1
     
  12. EmperorTrump45

    EmperorTrump45 Dank Memer

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    I agree with reducing the health pool but I think that's only part of the problem with Chemist. Imo the other part of the problem is the very high damage output and maybe that could be reduced as well.
     
  13. bestMaddie

    bestMaddie Active Member

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    I must rate this a +1
     
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