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Idea Mage Nerf v 1.0

Discussion in 'Capture the Flag' started by EmperorTrump45, Aug 25, 2015.

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  1. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Mage Rework v 1.0

    Disclaimer: Don't worry there are no walls of text to be found in this post. Gr8 right? It's nice, simple, and short!

    MageRework4.png

    MageRework.png
    MageRework11.png
    MageRework3.png
    Overall: +3/10 Armor not including Enchantments.

    MageRework5.png Damage Spell: This shoots an arrow at a range of 17 blocks that deals [​IMG][​IMG][​IMG][​IMG] of damage, or the damage of an Iron Sword, not through armor. Furthermore, Mage can shoot an arrow every 0.75 seconds and enemies who are hit by arrows take decreased knock back. Also, the firework particles are only one color.
    MageRework6.png Fire Spell: This shoots a fire charge at a short range for 2.5 seconds, which deals [​IMG][​IMG][​IMG] of damage. Mage can use the fire spell once every 4.5 seconds.
    MageRework7.png Lightning Spell: This shoots a projectile at up to 10 blocks away and deals Knockback II horizontally - which is a distance of 6 blocks - and knockback I vertically - which is a distance of 3 blocks - as well as [​IMG][​IMG][​IMG] of damage if hit directly by the lightning. Enemies who are knocked up/back take no fall damage. Also, Mage can use the Lightning Spell once every 5 seconds.
    MageRework8.png Freeze Spell: This shoots a snowball that encases a player in a 3x3 block ice cube for 2.5 seconds. Mage can shoot a snowball once every 5 seconds.
    MageRework9.png Heal Spell: This shots a potion of Regeneration III that affects all players in its splash radius for 5 seconds - including enemies! This restores [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG] of health and Mage can shoot a regeneration potion every 10 seconds.

    Thoughts: As you might have noticed, this rework is basically a whole bunch of little tweaks that are intended to check the more ridiculous parts of Mage while keeping the core of the class the same. Some of the more extreme problems that this rework addresses is Mage's ridiculously strong heal spell, its high knockback and short cool downs.

    Check out the change log for more specifics about what has been changed in this Mage.

    The range of the Damage Spell has been increased from 14 to 17 blocks.
    The damage of the Damage Spell has been decreased from [​IMG][​IMG][​IMG][​IMG] to [​IMG][​IMG][​IMG][​IMG].
    The knock back from the Damage Spell has been reduced.
    The firework particles of the Damage Spell are only one color instead of two.
    The cooldown of the Fire Spell has been decreased from 5 to 4.5 seconds.
    The Lightning Spell's knock back has been reduced to Knockback I and Knockback II and changed to be both vertical and horizontal.
    The range of the Lightning Spell has been decreased to 10 blocks.
    The effect of the Heal Spell has been reduced from Regeneration V to Regeneration III.
    The Heal Spell now only heals 0.8 hearts per second instead of 10 hearts per second.
    The Heal Spell heals [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG] of health at the end of its duration instead of 50 hearts of heath like it currently does.
    The Armor has been changed.

    Discuss.

    @Sir_Inge
    @obikenobi21
    @LordCh4os
    @aRandomBob157
    @Quarrelt
    @cactusflower

    -Admiral
     
    • Creative Creative x 1
    #1 EmperorTrump45, Aug 25, 2015
    Last edited: Aug 25, 2015
  2. Xavier1974

    Xavier1974 I cream scarecrows

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    This is cool.

    I don't think mage needs a rework though. +0
     
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  3. Sir_Inge

    Sir_Inge Well-Known Member

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    One word:
    Horrific
    This rework nerfs mages ability in the midfield to the point where it's as bad as elf (damage spell takes WAY too long to recharge) without buffing it in any other aspect. Mage is STILL a 3 hit to ninja, and now the ninja will win every time.
     
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  4. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    Tank you for da rework?.
     
  5. Sir_Inge

    Sir_Inge Well-Known Member

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    Oh like every CTFer alive except some Mage mains would disagree.
     
  6. obikenobi21

    obikenobi21 Delta Force Jedi

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    yah, but ninja is still a 2-hit to mage. idk about you, but really good mages can kill me if I jump them using one lightning, fire, then damage and then I'm ded. This wouldn't stop that, but it would stop mage from taking on laike 5 people.
     
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  7. ExtremeEvoboost

    ExtremeEvoboost CTF Media Man

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    +0 Mage will go from OP, to worthless. The Recharge for most spells are WAY to long, and regen 3 is to low to recover much at all.
     
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  8. aRandomBob157

    aRandomBob157 Mr. Purple™

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    Mage doesn't need a rework, but it does indeed need a nerf. While there are much higher priorities right now, Mage will eventually get tweaked to adjust its strength. That being said, I don't feel like this rework doesn't provide enough sustainability but the damage tweaks are on the right path, if anything.
     
  9. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Thank you @Sir_Inge and @Latios_Anti_Hax for your overly harsh critiques of my proposal to reduce Mage's currently ridiculously over powered strength.

    @Sir_Inge I'm sorry I did not clarify this in the original post but this rework was not entirely intended to stand on its own, it is really supposed to be part of a number of reworks - although it could also work in current CTF.

    In either case allow me to correct you that the cooldown on the damage spell is not way too long, it is roughly the same time as it currently is, 1.5 seconds, which is not long at all. Anyway I'm sorry to hear that you find it 'horrific' that I am trying to nerf Mage so that it isn't so incredibly strong when played by a skilled person, as you should know being a Mage main yourself.

    Maybe I need to explain myself because I don't think you or Latios spent more than 5 seconds reading this post as judging by your largely un explained and utterly baseless criticism. So these are the reasons why almost everything is nerfed and why they are nerfed the way they are:

    -Knockback is nerfed because it allows for INSANE crowd control on a very short cooldown. However it is not as severely nerfed as you might make out because people can still be killed with it and it still allows for decent crowd control.
    -The Freeze spell’s cooldown is also longer for the same reason, it allows for far too much crowd control by Mage.
    You tell me how 7 second cooldowns are too long for spells that are still quite strong.
    -Regeneration III is too little? Really? This Mage still has an unlimited health pool, and can restore 2 more hearts than anyone else can with a steak, not to mention they can heal their teammates as well. Sure it’s not as good as being able to heal 50 hearts every 10 seconds but that was a little bit too OP wasn’t it?
    Yes @Sir_Inge! Ninja could kill this Mage! Maybe if you could actually thought about this proposal for a moment you would realize that the whole purpose of this idea was to give Mage the major power nerf it deserves so that way other classes can actually counter it without getting zoned really hard or destroyed from a range?
    I’m not saying my rework is perfect but sheesh this is just meant to nerf Mage’s power, not make it useless in the midfield, which it does not. Does it make Mage significantly less powerful than it currently is? Obviously, and I think that’s what every Mage rework should strive for because the class is way too strong right now.

    @aRandomBob157 thank you very much for feedback that looks like it had more than 2 seconds of thought put into it :wink: I might have messed up the armor or something but I was just playing around with the enchantment features and I threw that in. As for sustainability, I don’t see your point there. Sure, this Mage can’t heal 50 hearts every 10 seconds but it can still do a lot of healing and also has decent crowd control and damage output, although it’s not the monstrosity current Mage is. If it’s an armor problem, once again I don’t really have an issue with the current Mage armor, I was just faffing around with that.

    @sportyman56 you're welcome.

    @obikenobi21 your common sense is a breath of fresh air.
     
    #9 EmperorTrump45, Aug 25, 2015
    Last edited: Aug 25, 2015
  10. GreenNature

    GreenNature Nature is Creative

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    You sound very mature. i lek it
     
  11. Sir_Inge

    Sir_Inge Well-Known Member

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    1.5 seconds is about the time it takes for vulnerability to fade as assassin. Mages current cooldown on damage is 0.75 or maybe 1 second, and 1.5 is just too long with reduced knockback and no armor buff at all. Mage should be able to hold an attacker at bay for a little while (5 maybe 10 seconds). Not like the ridiculous time it can now, but a while.
    Now, the reason I say buff the armor is I'd like to see Mage have a purpose. Let's look at the classes, shall we?
    Archer- Randomkilling and it does it effectively and annoyingly.
    Heavy- Offense/Defense, not hugely effective but quite tanky
    Soldier- Offense, and does it TOO well
    Medic- Support/Offense, does very well at both
    Necro- No purpose because it can't fill a support role. No WONDER it's hated!
    Engineer- No purpose other than no camp, which isn't really support. And it's kind of an AFK boring class, so of course it's also hated.
    Elf- Weak in everything but has potential, but nobody even plays it.

    My point? You nerf Mage without giving it a purpose and it becomes like Necro.
     
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  12. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Your point? 1.5 seconds is almost no time at all, even in CTF. I completely fail to see how this is a problem.

    You have given literally no evidence to say how Mage becomes like Necro. Necro can be played while AFK. And I nerf Mage without giving it a purpose do I? The class is designed for mid fielding and this is a nerf to that because it is far too powerful in that role, is that not clear enough for you? Yes, it would be much less powerful but I don't see how there is anything wrong with that when the class is more balanced because of it.

    Also here's a little tip for you that you might want to consider: when you give someone feedback maybe it's a good idea not to call their ideas horrible right off the bat especially when literally no evidence to support that harsh conclusion is provided.
     
  13. Sir_Inge

    Sir_Inge Well-Known Member

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    Look, your rework would have Mage dead after facing one or two heavies. I can do better with any other class except Necro, engineer, elf, and maybe ninja because frankly I suck at ninja.
     
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  14. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Really? Fascinating how you can tell all that about a rework which has not even been tested in the game before! You might want to watch out next time before you use the slippery slope fallacy like that.

    Okay, okay, does my rework have problems? Absolutely, its version 1.0 for cripes sake. I mean come on, literally all this rework does is it nerfs Mage's power to a degree that keeps it from being too good at what it currently does which is mid fielding. Any skilled Mage would be able to work around Heavies although it is true that it would be more difficult to fight them in this reworked version.

    Here's a few things I'll change in the rework:

    Reduce the cooldowns of Lightning and Ice spells to 5 seconds each.
    Reduce the cooldown of the Damage Spell to 1 second.

    By the way, if I'm coming off as sarcastic/rude it is because I'm one of those funny people that does not like having their ideas immediately shot down by someone else. How would you feel if someone immediately labeled an idea you posted as 'horrid' simply because it had a couple problems?
     
  15. Sir_Inge

    Sir_Inge Well-Known Member

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    I called it horrid because I'd have a terrible time playing it. Perhaps with shortened cool downs or restored knockback it'll be acceptable.
     
  16. TOM_SAYS

    TOM_SAYS Active Member

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    Terrible rework! Mage doesn't even need one.
     
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  17. EmperorTrump45

    EmperorTrump45 Dank Memer

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    It's a terrible rework? Okay, that's a perfectly valid opinion. Could you elaborate on that some or do you just agree with everything @Sir_Inge said already?

    Also the title is somewhat misleading and I apologize for that. This is not a Mage rework, it is more or less a collection of tweaks on its power.

    I agree that Mage does not need a rework, so yes I apologize again for the title, this is a nerf not a rework. Do you think that Mage does not need a nerf? I see you playing Mage a lot in game, so do I. I'm very aware of its power at mid - fielding and I bet you are too, probably more than I am since I'm not that great with it :stuck_out_tongue:

    My rationale for this post as I have stated above, is that Mage is too good at what it does and needs a nerf - not a rework.
     
  18. Sir_Inge

    Sir_Inge Well-Known Member

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    I think that Mage should get a rework. A nerf would make it very weak mele wise. I think Mage should be tough enough to take some hits while trying to gain distance.

    Idea for rework: what if mages spells did less damage the farther they went?
     
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  19. EmperorTrump45

    EmperorTrump45 Dank Memer

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    What's wrong with nerfing the more ridiculous aspects of Mage's power while keeping it in the same role?
     
  20. Sir_Inge

    Sir_Inge Well-Known Member

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    Because Mage is on this scale of OP-UP with no in between, it needs a rework: why? If a Mage can keep you at bay forever, it's OP. But if it can't, it's very hard to recover from a mele bombardment unless you straight up run away (if you can even make it)
     
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