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Reworks to balance

Discussion in 'Capture the Flag' started by Rabious, Sep 2, 2015.

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  1. Rabious

    Rabious Member

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    Archer:
    • -Instead of a headshot, give them a longshot. The further the arrow goes, the more damage it does. +1 damage per 1.5 blocks

    Heavy:
    • -Extra steak
    • -Instakill protection. Instead of an instakill on a heavy, the heavy receives 8 hearts of damage and nausea for 5 seconds

    Medic:
    • -All allies get Regeneration I near a medic
    • -Reduce steak by 1

    Soldier:
    • -Instead of fall damage immunity, fall damage is only halved.
    • -Soldier can only wall-climb 6 times before they have to touch the ground. This removes the reason for coal ore in maps to exist

    Assassin:
    • -This class needs a rework entirely

    Chemist:
    • -Reduce tiers of health and regeneration potions by 1. Chemist is currently the tankiest class.

    Dwarf:
    • -The max level a dwarf can go is level 2. Whenever a dwarf gets a kill, or assists in one, their max level increases by 2. This makes it so dwarf can only snowball if the enemy team is careless
    • -The time it takes to increase a level is decreased by a lot.

    Elf:
    • -I haven't played this class yet :frowning:

    Engineer:
    • -Reduce turret health
    • -Make regenerator work like medic. The first heal is health, then items
    • -Reduce cake regeneration time
    • -Erase monster stone brick because holy **** Engineers can't place turrets anywhere except for that one patch of grass in the middle of the map
    • -Only make the structures unable to be placed within 1 block. This is because if there is a teleporter in spawn, other engineers can only place their teleporters in a less populated spot.

    Mage:
    • -Reduce base damage of damage spell
    • -Every consecutive damage spell shot will gain an extra +2 damage
    • -Instead of Regeneration 5 for healing spell, give it Absorbtion 4 and Regeneration 2
    • -Freezing a turret will disable it for 7 seconds
    • -Freezing an enemy will make them unable to do any abilities. Abilities include pulling back bow, throwing potions, or activating spells

    Necro:
    • -Remove spawner
    • -Remove Pickaxe
    • -Reduce steak by 1
    • -Make golden sword Sharpness I, Smite I, and Unbreaking V
    • -Whenever a necro kills an enemy, a zombie spawn egg and an undead alternative is resurrected as an allied undead. Undead only have 7.5 hearts.
    • -The undead spawn with the enemy's armor, sword, and buffs. Undead do not have any abilities from their alive counterparts. Pyro undead can't instakill and Mage undead can't shoot spells.
    • -Necros can only have 4 undead at any time
    • -Dropping the zombie spawn egg will kill the zombie. Zombie spawn eggs are renamed to "[CLASS] undead"

    Ninja: (edited)
    • -Crouching with the sword heals faster and regenerates 2 redstone
    • -Redstone doesn't deplete when crouching completely still.

    Pyro:
    • -Instead of instakilling, attacks do 4 hearts of damage that negates armor
    • -A fully charged bow shot will set fire in a 3x3 surface where it landed. This doesn't activate if it hits an entity.

    First quality post. Sorry for the formatting. Have any feedback/constructive criticism? Please respond in the comments.
     
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    #1 Rabious, Sep 2, 2015
    Last edited: Sep 3, 2015
  2. Sir_Inge

    Sir_Inge Well-Known Member

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    Ninja can't be invisible near an enemy?

    Oh heck no.
     
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  3. Xelia_

    Xelia_ (ノ^ヮ^)ノ *:・゚✧

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    The archer one is an interesting concept.
    Heavy doesn't need a buff. It's simple so new players can learn the game easily, and is rarely ever complained about ("look at that flying heavy" not in consideration).
    The medic one reduces teamwork and makes medics a nightmare. Imagine a flag carrier surrounded by two or three medics that don't even have to heal him.
    The no fall damage is a big part of soldier, but I suppose halving the damage is a solution to any who complain about it. I don't like the wall climbing concept however, sorry.
    Assassin probably could use a rework, but isn't in need of one as much as classes like dwarf or pyro or necro.
    The chemist one does nothing to help pot spam. Doesn't fix the main problem of chemist in the slightest.
    The dwarf one, like chemist, does not fix the main problem. It still means a dwarf can camp a flag room like a rock holding shift and swinging an op sword.
    Engineer? Meh, maybe a few tweaks, but hardly in need of such changes. It received a huge rework on MCPvP already. I think reducing turret health is pointless, they don't even take that long to break if you can get up to them. Cake regen is fine, it regens health but not items. Seems balanced on that aspect. Remove monster eggs? No. Sorry, but that will have no happy ending. They exist for a reason. A turret or two in the flag room and you don't even need defense. Turrets are powerful, and can successfuly be used to block off certain map routes, but should in no case be in the flag room.
    Considering how some (95% estimate) mages spam their damage spell, having it increase in damage per hit will make it no less op. Freezing an enemy and leaving them unable to do anything while frozen is a bad idea. When an enemy is frozen, they barely have time to get out of the mage's way once the ice is gone. Making them unable to do anything while frozen has a good chance of making almost every kill easier for mages. And freezing the turret for seven seconds means they can be broken far too easily.
    The necro one is interesting, but.. Imagine killing a heavy. A zombie in diamond? With a diamond sword? No thanks.
    Ninja also probably does not need a rework. Like engineer, it was recently reworked on MCPvP, and very well. But making redstone useless by enemies defeats the point of redstone, and would also defeat the point of the rework change where hitting an enemy renders your redstone unusable momentarily.
    I dislike pyro having no instakill. But that's my opinion. I still think this changes pyro's ability a little too much, referring to the bow. Not only that, but a troll shooting their bow a bunch could set the entire map aflame. So perhaps sticking to setting players on fire I'd a better idea.

    I did like some concepts, but most of these don't really change gameplay in a positive way or fix the things people hatd about certain classes.
     
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  4. Sn4x5

    Sn4x5 Ex WarZ Mod

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    For example the Archer thing is a really interesting idea :wink:
     
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  5. Deppuccino

    Deppuccino Well-Known Member

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    The archer one is by far the best archer rework EVER EVER EVER EVER EVER to have EVER existed. Also I think I came up with the "the further away the arrow goes the more damage it deals" concept before you but never actually got around to telling it to the public.
     
  6. Xelia_

    Xelia_ (ノ^ヮ^)ノ *:・゚✧

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    That concept has already been used in many many archer reworks on MCPvP.
     
  7. Deppuccino

    Deppuccino Well-Known Member

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    Oh. That means that I was by no means the first.
     
  8. Lewka

    Lewka Well-Known Member

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    So instead, the mods will just implement their own ignoring the tons of good reworks on the forums

    All these reworks can be developed further to improve ctf.
    This could actually improve gameplay greatly in ctf and finally make it a balanced gamemode. Also, balancing isn't all about nerfing classes, it's about buffing some too.

    Where does thie change the game in a non positive way? I personally see a much more fun game where every class will be useful to capture the flag
     
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  9. _TheSpirit_

    _TheSpirit_ Member

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    And I thought archers were annoying because of their oneshot kill. 1 dmg per 1.5 blocks means 10 hearts dmg at 30 blocks distance...basically instakill. Given the increasing dmg it is actually a buff imo.
     
  10. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    Of course, this archer one is quite popular, but I don't think it's a good one. The first problem with it is that it doesn't really solve all of the problems archer has. Yes, it's headshot is too good at countering long range, but equally speaking short range archer has the knockback 2 on the bow, which makes it a little too good defeating what should be able to counter it. This fix does not address that issue. it also doesn't fix the bowspam problem many people complain about. Secondly, with your current scaling, every 1.5 blocks it travels is an extra +1 damage. In theory you could kill a ninja at 30 blocks out, and anything else progressively more as the distance increases (assuming you don't want archer bows dealing true damage, it's flat 30 blocks for everything to do the full 20 health points needed to kill something. It's also not counting in the initial charged arrows power, which would further reduce the distance as the arrow would deal initial damage depending on how much it was charged, plus the longshot damage. I didn't include that in the first just to show how little a difference this is going to make). For a start, thats not making it much harder to headshot than it is now, which means it's not going to be very effective. Secondly, this is going to encourage archers to camp and randomkill long range because they can't kill as much short range. I can safely say nobody likes long range randomkilling archers, and so from what I gather you're going to make archer even more hated than it already is. Make the instakill harder? yes, with this scaling, slightly, but the side effects of making the problems associated with archer worse, it probably isn't worth it
     
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  11. Rabious

    Rabious Member

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    The numbers are just an estimate. Also, it only does 10 hearts of damage to ninjas, because they have no armor. Tankier classes would take less damage.

    Heavy doesn't need a buff because it's simple? In terms of usefulness, heavy is one of the most useless classes in CTF. It has no special abilities. It doesn't excel in capping, or restoring. It has some usefulness is defense, but chemist outclasses heavy with higher health and damage output.
    The medic rework reduces teamwork and makes it a nightmare because they don't need to heal? The medic rework was because medic was too tanky for a healing class, and so allies will go near medics increasing teamwork.
    The soldier rework fixes two things: Camping and coal ore. It's really hard to kill a soldier if they are camping in a place only soldiers can get to.
    Assassin needs a rework because its assassination ability relies a lot on ping.
    The chemist rework solves chemist's massive health pool. Pot spam isn't the only problem chemist has, and MCPVP already tried to fix it by giving it a cop-out "limited potion throwing" nerf.
    You say engineer's turret health doesn't take long to break, but how about when you're in turret fire, enemy fire, and an engineer healing the turret constantly? The cake regen makes engineer more of a support. Monster eggs need to go. First of all, structures can't be placed near flags. Also, the reduced turret health makes it so turrets cant defend flags, when they can't even be placed near flags in the first place. Turrets are certainly powerful, but most important map route is blocked with monster egg blocks.
    Mage's increase in damage per hit may or may not make mage less op, but it does do one thing: increase the amount of skill used for mage. If a mage is accurate and can predict where the enemy will go, the mage will kill the enemy faster. Likewise, if a mage is spamming their mage spell in an enemy's general direction, it would take the mage longer to kill the enemy. The mage's freeze spell is supposed to do what it implies. freeze. Freezing the turret doesn't mean it can be broken far too easily. It just makes it easier. It's much better than freezing the turret with the mere time it has now.
    Imagine fighting a heavy with necro... Heavy wins. Necro needs an assist or a really bad heavy to win in a fight. Even if a zombie has diamond armor and sword, they still have the same slow speed and 7.5 hearts. They're really easy to kite.
    The ninja redstone rework fixes two things: 414 and ghost capping. since you say it defeats redstone's purpose entirely, then is 414 and ghost capping what you believe to be redstone's purpose? Ninjas are supposed to be sneaky. This rework reiterates that. It doesn't matter if it renders a rework useless. All that matters is making a more balanced game.
    Pyro's instakill is one of the most broken abilities in the game. If any class except medic (or a lvl 5 dwarf) goes to try to steal the flag, if there's a good pyro, they will almost always be instakilled. Also, since when does changing "too much" make things bad? CTF is full of broken classes. A big factor of why there has been no change is because people, such as Sir_Inge (first poster), don't want their favorite class to "change". They'd rather have a broken game that they can do anything with their broken abilities, than play a balanced game. Anyways, there's a little predicament with your statement of how trolls would set the entire map aflame. Firstly, trolls have another way to set the map aflame; with their flint and steel. You don't see many of those, do you? Also, Pyro has 20 arrows. The amount of blocks they can set on fire are limited. Thirdly, The 3x3 fire goes away after a while. There is no way a pyro can set a large portion of the map on fire. Lastly, compared to a 3x3 space, maps are really, really big. Like I said above, there is absolutely no way a pyro can set a large portion of the map on fire. The purpose of setting blocks on fire is to very temporarily have small map control. A pyro can block a passage way on fire that very temporarily blocks the enemy team.

    If you want to make suggestions, think about it as if you're a new player to CTF. Would instakills whenever they're on fire and give a fire bow be a good idea? Would having a class that outclasses in health and damage output be good? Ask yourself these types of ideas, but I don't expect anything if a moderator says "I dislike pyro having no instakill."
     
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  12. Lewka

    Lewka Well-Known Member

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    I'll have you know I agree with the fact that removing these instakills would indeed make ctf more skill based, although there's already been a poll settling to keep instakills or not (instakills won).

    I see no reason to remove instakills as they are a huge deal to noobs and players that have a bad framerate, however I think it makes more sense to make the instakill as difficult to perform yet still easy enough to not discourage people from playing the class
     
  13. Ducksfan101

    Ducksfan101 Well-Known Member

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    Discord:
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    My opinion is this:
    Heavy- It needs no change
    Soldier- It needs a slight change but not the change like yours because it would make soldier mostly useless
    Archer- It does the same amount damage as before with chemists + your idea
    Medic- It needs no change
    Ninja- It needs no change, your idea makes ninja almost impossible to use
    Pyro- It has true damage instead of insta-kill
    Assassin- It needs no change
    Elf- It needs no change
    Dwarf- Max level is 10 and can get sniped instead of losing half of its XP
    Engineer- Limited amount per team and limited places to put the teleports, turrets, etc. Most turrets are place in front of main entrances which is really cheap. Your idea makes Engineer way more OP as it is already
    Mage- It needs a cool-down on the damage spell since so many peeps playing this class just spam
    Chemist- Increase cool-down on harmful pots (ex. damage) but not good ones(ex. health)
    Nerco- Its needs a HUGE rework to even make it interesting
     
  14. Recovs

    Recovs Unknown Member

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    We all can agree that the next rework isn't going to come out for a while. And when it does, it will most likely become weaker than it use to be.
     
  15. Lewka

    Lewka Well-Known Member

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    Heavy- should be more interesting. Right now heavy poses no use much in any field.
    Soldier- His rework doesn't make it useless exactly. If you call wall spamming useful then its your problem
    Archer- probably can be improvised
    Medic- Noobs dont know that two hits= item restore with medic, this rework would popularise teamwork capping and no more solo capping
    Pyro- Agreed
    Assassin- It's the most broken class in the game. It's either to UP or too OP
    Elf- Water ability is really difficult to produce, i'd change it to make it more easier, but not too easy to be abused with
    Dwarf- Level 10 is already as unstoppable as it gets. Buff it and it instakills soldier
    Engineer- I think he more properly means to keep stone monster blocks in entrances, rather less in the open field where it is meant to be.
    Mage- The cooldown doesn't help mage's physical weakness. His proposal promises more skill with the class
    Chemist- Increasing cooldown for harmful pots will make it more difficult if not impossible to do pot combos.
    Necro- I think this idea makes the class interesting enough to play in the open field
     
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  16. GreenNature

    GreenNature Nature is Creative

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    Is the post edited yet? Because the comments are tl and dr. I'll respond later
     
  17. 19Cameron91

    19Cameron91 Well-Known Member

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    I really like the necro one.
     
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  18. Recovs

    Recovs Unknown Member

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    ----------------------------------------------------------------People's learning methods change throughout the years about classes since others find a different method of using them. For example, install capping. Rarely anyone knew this method of capping in the earlier years. Few years ago or so, it was one of ninja's main techniques to cap. What did the mods/coders do? Simple, they reworked the class to the point where it has pleased many to eliminate "cheeky" caps. *Note* all I'm implying is to please the community by giving them a choice on what they would like to see next (aka polls). I would propose a forum post (organized by the mods) about the next update ctf will get *Note* on classes and what the community would like instead of having multiple rework posts about the same concept.
    ----------------------------------------------------------------
     
    #18 Recovs, Sep 3, 2015
    Last edited: Sep 3, 2015
  19. GreenNature

    GreenNature Nature is Creative

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    Now I read it HOLY SMOKES. This is probably best ideas post I ever read. Kudos to you.
    I'll check out the comments later and I'll space my words so it's easier to read, unlike other comments....

    Archer: Agreed, but to solve the "LordChaos" Problem, remove Punch 2.


    Also, armor should also affect the damage. Each half-armor point blocks 4% of the damage. So calculate that. I feel like a complete nerd.

    x=the distance
    D= total damage
    a- armor points
    total armor points(A)= (a*0.04)
    true damage(T)= x/1.5
    D= T*A or D= (x/1.5)*(a*0.04)

    The enemy is 3 blocks away. And he has full iron armor (15 armor points)

    D= (3/1.5)*(15*0.04)
    D= 2*0.6= 1.2 hearts of damage.

    This is just to help out some peeps.



    Heavy: I can't believe no one thought of the instakill idea. But I do agree with Xelia, heavy is supposed to be a simple class for new players. They won't know insta kills actually exists if they change to another class. But they can lean right?



    Medic: This one is also ok. But maybe the player can regenerate even faster if the medic hits the player.
    Also when a medic hits a player the items are return automatically. Because it's annoying how some medics doesn't know how to use medic.

    I'm sure that there's a reason why you have hit them twice, maybe you can't return the items and heal them at the same time. @NomNuggetNom


    Soldier: Xelia already mentioned the problems, but I like how you can't wall climb forever, since most "walls" don't need 6 "jumps" to get over.

    Also it doesn't solve the camping part, because well, if you got up to a high place no other classes can reach (except Soldier and Ninja), then you're just going to stay there, right? So you're still camping at that high spot.


    Assassin: This is the one I don't agree, since I like to play assassin. Assassin was created so it can recover the flag easily, because it's really hard to kill a flag carrier, especially a soldier. So maybe it can assassinate flag carriers instead (not blocking). And do high damage to non-flag carriers.

    But at the same time, I don't think assassin needs a rework. All you have to do is to block. and you won't get assassinated. If they hit you, just hit the back and immediately block again in case they didn't use assassinate. If you got randomly killed from behind or you have bad internet.... THAT'S TOO BAD.


    Chemist: Agreed, it does solve Chemist's large healthpool, you should also remove Speed I because they're hard to catch up. Or neglect the Speed 1 if they have the flag or has taken damage for 3 seconds.

    @Xelia_ what is the main problem with chemist right now? Is it the tankiness or the pot spamm-uhh i-ness? If they have the flag then they can't throw potions other than the "positive" potions, (Healing, Strength, Regen)

    Personally I don't think the pot spam is very troubling.



    Dwarf: Agreed


    Elf: The problem with elf(I think) is the high damage output, and it's annoying like a fly.
    Elf can easily escape from battle and does high damage both melee and range.


    Engineer: One of my favorite classes.
    @Xelia_ uhh, I agree with @Rabious, you can't place turrets in flagrooms.
    Don't reduce turret health, turret health is easy to break, especially if your heavy.

    Also, I get overwhelmed by sheer number of players sometimes, when someone breaks my regenerator, hitting me and breaking my turret at the same time. Turrets can only aim at one person and it stays on that person until its's killed or is out of range. Like a skeleton or zombie.

    Don't reduce regenerator time, because you can easily break a regenerator. But I do like back in the day when you can get your items back. There's a reason why there's monster eggs, it's to prevent players from abusing op engineer spots.

    I think teleporters should be the only structure that can be placed on monster eggs and is the only structure to have the one block rule.


    Mage and Necro: Agree.

    Are you saying that with this rework, necro can beat a heavy every time!?


    Ninja: The only thing about Ninja I liked are the buffs, so point 1 and 5. The rest of the points just makes ninja harder to play. 414 and ghostcapping are supposedly fixed in the last update, which is true. Even if there is then it will be fixed. Redstone is to help ninja survive longer, since it has very low armor(no armor).

    Also any class can be sneaky, just crouch behind a 2 tall block. Redstone helps the ninja be even sneakier and it does kind of defeat the purpose if you can't go past an enemy without being seen. I'm siding with @Xelia_ with this one.


    Pyro: Pyro is a defensive, recov class. Maybe you die when you're facing a pyro, but sooner or later the pyro is going to die too. I'm not saying pyro is a perfectly balanced class, but the ideas you gave just make feel pyro is going to be nerfed really bad and nobody wants to buy/use it.

    You said that having a class that outclass another class is bad. But most of these "broken" classes are premium classes.

    People pay real life money to have them. What's the point of buying a class if that class is not going to give me a slight edge in combat?

    Anyways, I like your ideas, but some ideas are just going to nerf some classes really bad.

    Also, here's a piece of advice, 90% of life is how I react to it.
    Or in other words, be like that girl waving a green onion in your gif.
     
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  20. ExtremeEvoboost

    ExtremeEvoboost CTF Media Man

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    I honestly only like the necro one, but imagine getting a lucky ass dwarf kill. That zombie would be OPAF.
     
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