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Idea Miskey's new and improved necro rework.

Discussion in 'Capture the Flag' started by Miskey, Oct 28, 2015.

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  1. Miskey

    Miskey Leader of Annihilation | Former Media Manager

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    Miskey’s Necro Rework


    Background:

    Hey everyone, I’m Miskey. I joined brawl after the merge from Mcpvp. I used to be an avid necro player to the point where I mained the class and would play it for a few hours a day. I would like to see necro return to being a fun and useful class that other players can enjoy.


    Why necro needs a rework:

    • Necro is stale:
    Necro currently requires very little strategy and is a very linear class.

    • Necro is not very useful on most maps:
    Necro is very map based to the point where it is almost useless on certain maps, this should not be the case.


    Goals of this rework:

    • Make necro more enjoyable:
    Make necro a fun class for players. A player should want to buy the class when they see someone else paying it.

    • Give necro a place in the “meta”:
    Make necro useful in CTF’s current state.


    Items:

    Armor:​

    • Helmet:
    Iron helmet.

    • Chestplate:
    Golden chestplate.

    • Leggins:
    Iron leggins.

    • Boots:
    Iron boots.


    Picture:
    [​IMG]


    Hotbar:​

    • Diamond pickaxe:
    Standard diamond pickaxe.

    • Steak(s)(x6):
    Restores four hearts per steak right clicked.

    • Golden sword:
    Unbreaking ten golden sword.

    • Zombie spawn eggs(s)(x#):
    Shows how many zombies you can currently spawn.

    • Snow golem spawn eggs(s)(x#):
    Shows how many snow golems you can currently spawn.

    • Enderman spawn egg(s)(x#):
    Shows how many endermen you can currently spawn.

    • Recall torch:
    Redstone torch, when right clicked destroys all mobs that are currently placed.

    • Class selector:
    Standard class selector.

    • Compass:
    Standard CTF compass.


    Picture:
    [​IMG]


    Inventory:​

    • Enchanted zombie spawn egg(s)(x#):
    Shows how many zombies you currently have placed.

    • Enchanted snow golem spawn egg(s)(x#):
    Shows how many snow golems you currently have placed.

    • Enchanted enderman spawn egg(s)(x#):
    Shows how many endermen you currently have placed.


    Picture:
    [​IMG]


    Spawning changes:

    • No spawner.
    Spawner is removed in this rework.


    • Maximum five mobs spawned at a time.
    Only five mobs total(any variety of the three mobs) can be active at a time. Once 5 mobs are placed you will receive an error message when clicking to place a mob. An enchanted egg for each mob spawned(respective to type of mob) will be placed in your inventory(not hotbar) to show what mobs you currently have active.


    • Two and a half second cooldown when placing mobs.
    There will be a two and a half second cooldown between placing mobs.
    • Eggs in hotbar will update with each mob placed.
    Eggs will show how many of each mob can be placed with what you currently have placed. So if you had two zombies and an enderman placed, it would show two zombie eggs, two snow golem eggs and one enderman egg(Can explain if needed).


    Mob changes:

    • Zombies.
    Zombies will remain the same as they currently are.

    • Snow golems.
    Snow golems will have passive speed one. They will wander, but run away from players. A 10 block trail of snow slabs will be left behind them. Anyone on the opposing team that steps on the snow slabs will be given slowness one for five seconds. The snow golems will also throw snowballs at enemy players on a short cooldown that give the same effect as stepping on the snow slabs.

    • Endermen:
    Maximum two spawned at a time. Damage would be significantly nerfed, and mob griefing would be off. They would have the mechanics of a normal enderman except that they would auto aggro. Elf’s water element would also cause them to take damage.


    Strategy:

    • Use your mobs wisely.
    When looking to do damage to immobile classes use your zombies, on the other hand if you are looking to deal damage to mobile classes use endermen. On defense?, snow golems can slow cappers as they enter or exit your flagroom to help defenders/recoverers out.

    • Know when to recall your mobs.
    Not getting kills?, mobs in non-helpful areas of the map?, recall them and place them where they’re more likely to help your team.


    Playing against necro:

    • Avoid mobs when possible.
    Necro’s mobs are a huge part of their class. Avoiding snow golems in open areas should be relatively easy as they run away from you. Avoid enderman by going under two block tall areas. Avoid zombies by not triggering their aggro, zombies don’t have a very large aggro range, you can see them before they can see you.

    • Kill the necro.
    A surefire way to kill all of a necro’s mobs is to kill the necro himself. If you are struggling to catch a mob such as the snow golem, kill the player instead of the mob.


    Credits:

    Thank you to StormTG and Orangeduck for ideas when creating this rework. Thank you to aefrogdog for taking the pictures. Thank you to zekromman64 for checking some values for me.

    Thank you all for reading, leave any positive criticism/feedback as a reply to this thread.

    -Miskey
     
    • Like Like x 8
    • Agree Agree x 3
    • Optimistic Optimistic x 1
    #1 Miskey, Oct 28, 2015
    Last edited: Oct 29, 2015
  2. Doctor_Noah

    Doctor_Noah Well-Known Member

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    i didn't read the rework but there are definitely less necros than there used to be. it would be nice to give the class some new life
     
    • Agree Agree x 3
  3. Miskey

    Miskey Leader of Annihilation | Former Media Manager

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    Any thoughts?

    I'd love to see some new players enjoy the class.
     
  4. obikenobi21

    obikenobi21 Delta Force Jedi

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    The problem with using mobs with necro imo is that it's pretty luck based, and really based on the mobs crappy ai. While the concept is a heck of a lot better then the current necro, I still feel like necro should move away from using the mob ai as much as possible.
     
    • Agree Agree x 1
    • Winner Winner x 1
  5. Rankie

    Rankie Member

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    i love it, penetrate me more
     
    • Useful Useful x 1
  6. Miskey

    Miskey Leader of Annihilation | Former Media Manager

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    Well, part of solving the ai was the recall stick. If your mobs end up in areas where they aren't being useful you can recall and replace them without losing anything.

    Thanks for the feedback o.e
     
  7. nezzr

    nezzr ◃┆◉◡◉┆▷

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    I've noticed the Necro class isn't used very often, this rework would encourage more people to use the class. The zombies are very easy to run past, and adding these new mobs would make the class more interesting. I would enjoy to see this added.
     
    • Winner Winner x 1
  8. TheZombieKat

    TheZombieKat CTFer since May 2012

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    I loved Necro sososo much, but it's useless right now. I'd love to see the class come back in all its glory.
    I'm a little bit confused on what the enderman does, though.
     
  9. Miskey

    Miskey Leader of Annihilation | Former Media Manager

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    It would be similar to a vanilla enderman, but with slightly less damage and it would aggro automatically.

    Thank you :smile:
     
  10. ASAP_Quan

    ASAP_Quan Active Member

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    TBH this is the best necro rework +1 :smile:
     
  11. Xelia_

    Xelia_ (ノ^ヮ^)ノ *:・゚✧

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    I like it, could make necro far more fun to play. I'm not sure how this would play out with the endermen and snow golems, but it would be cool to test it. +1
     
  12. Codebastian

    Codebastian Well-Known Member

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    I really like the re-work, but I think there should be a easier way to be able to spawn your mobs. Its just inventory stuff that I wouldn't want to deal with all of it. Maybe they should keep the spawner, but find a new and easier way to become stronger such as probably how long you have installed. I think its just too much in my opinion
     
  13. Miskey

    Miskey Leader of Annihilation | Former Media Manager

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    Most reworks have generally strayed away from the spawned, so I looked to keep it that way. I think spawning the lbs by hand would be relatively simple as long as the eggs updated to show how many you could still place.

    Thank you :smile:

    Thanks :grinning:, I'd love to see the mechanics tested as well.
     
  14. EmperorTrump45

    EmperorTrump45 Dank Memer

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    -1 Here's why I'm not a fan of this rework:

    I have a big problem with this aspect of the rework. If Necro is in the middle of combat it will need to be able to spawn its mobs as quickly as possible and a 5 second delay is an awfully long wait time. What I see a 'wait period' doing is making Necro less useful in random combat situations, which is really bad considering that mobs are already not that useful without a wait period. This makes that situation worse.

    I like this idea, it's cool :wink:

    This is another issue I have with this rework, the weak mobs. For instance, current zombies are not only slow but they are excessively dumb (they even make zombies in the Walking Dead seem like Stephen Hawking!), wander around in random places, and get almost no kills. I greatly question your logic in leaving zombies the same in this rework when they so badly need a buff of some kind to be actually useful.

    I think being able to spawn snow golems that can run around and slow down enemies is a cool idea and could potentially aide in recovery. However, there are a lot of problems with this. For one thing, snow golems are extremely volatile so they could be taken down very quickly before actually being able to do anything. Furthermore, since they do not deal any damage I don't really see them being useful rather than just an annoyance. I mean, as you state above, snow golems just wander around so its not like the Necro can coordinate them to stay around the flag (to slow down flag carriers) or near anything really, to actually be helpful.

    How significantly nerfed is this damage? From what I'm getting here, the endermen would basically be the only reliable source of decent damage that Necro could get from their mobs so it'd be great if you could specify that a lot more.

    However, if the enderman's damage is as weak as I think it is - based on the impression I'm getting from your rework - then this hardly compensates for the snow golems and the zombies both of whom either deal very little or no damage at all.

    I, or almost any Necro can tell you, current zombies are almost useless so the only way a zombie could end up getting a kill or dealing any meaningful damage is to a class with little/no armor or against someone with very limited health.

    Exactly, snow golems can slow cappers but there's literally no effective way to control the mobs that I see in this rework aside from killing them and then re-spawning the mobs. And that obviously much less efficient than being able to simply control your mobs when they are alive than having to re-spawn them all the time.

    While the red-stone torch mechanic is interesting, I have a very hard time believing that it would be that useful. What you've done in this rework is you have given Necro a way to spawn their mobs wherever they want. But at the same time you've made that far less effective than it should be by making most of the mobs REALLY weak, with low AI and by adding a 5 second cool-down for spawning mobs. As I have already hinted at earlier in this post, it's utterly contradictory because the low AI and the cool-down to spawn mobs makes this process very inefficient! I mean, if I were to play this Necro I do not see myself spawning a snow golem in the flag-room (to use your previous example) and slowing down the capper and getting a recovery because that would rely on three things happening:

    1) The snow golem not dying before its actually able to do anything.
    2) The snow golem being able to actually hit its target before they escape the flag room.
    3) Assuming that the slowness (slowness one) effect will actually lead to a recovery.

    Naturally, all of these things happening at once is pretty unlikely considering the varying nature of flag rooms, the excessive mobility of the capturing classes (Soldier, Chemist, even Elf), and the volatility of snow golems. Therefore, the red-stone torch gimmick does not solve the issue of wandering mobs, although it makes a very flawed attempt to do so.

    Therefore the biggest issues I see with this rework are:

    - Lack of any effective way to control mobs, aside from killing them and re-spawning them one at a time, every 5 seconds, which is a horrible way to do it.
    - Excessive dependence on VERY BAD mob AI.
    - Weak mobs. Either they deal too little damage or none at all and considering that this Necro is fairly dependent on its mobs, this is not good.

    Suggestions for improvement:

    - Give Necro some way to control its mobs so that way they don't wander all over the place. Currently, zombie AI is so low they will actually wander off the side of the map into the void and it would be nice to be able to control them so they actually... help.
    - Increase mob AI.
    - Add mobs that deal more damage or increase damage and/or health pool on the snow golems.
    - To reiterate what @obikenobi21 said, I'd like to see Necro be less dependent on horrible mob AI in general. One very interesting way to do this is can be found in this Necro rework. The nice thing about it is that reducing Necro's dependency on its mobs would make it much more interactive and fun :smile:
     
    • Useful Useful x 1
    #14 EmperorTrump45, Oct 29, 2015
    Last edited: Oct 29, 2015
  15. Miskey

    Miskey Leader of Annihilation | Former Media Manager

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    The cooldown was to prevent you from spamming down mobs to avoid being hit or to deal tons of damage/slows instantly, the cooldown can be reduced if fit.


    This rework focuses on giving necro three different options. Snow golems which are mainly utility, enderman which are mostly damage, and a base mob(zombies) that are some sort of balance between the previous two. Snow golems have no damage, but high utility, enderman have almost no utility but high damage, and zombies combine the two by having medium damage and the ability to go places where the enderman cannot.

    As far as the healthpool goes, that can be adjusted. To combat the fact that mobs generally wander you have the recall stick, so you can recall your mobs and place down a snow golem as an offensive player is entering your flagroom.

    Well, a vanilla enderman does something crazy like 6-7 hearts to someone with no armor, so I'd consider a good nerf to be 3 hearts of damage per hit before resistances are calculated. This is enough to make the enderman strong, but not able to nearly instantly kill most classes.

    Personally I think out of the current mobs, the zombies are the best. They fit into this rework because of the utility/damage balance I explained early on in this reply.

    As previously stated, placing them as an offensive player is entering your flagroom would be a good way to do this.

    With defense as it is currently I would see slowness one as a pretty big factor, as stated previously the health of the snow golems can be adjusted to whatever seems fit.

    I hope I answered most of your questions. Going off of what you said, I wish the vanilla mob ai was a bit better cause it would solve a lot of the problems facing the concept of necro as a class. Thank you very much for the feedback.
    -Miskey
     
  16. EmperorTrump45

    EmperorTrump45 Dank Memer

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    I'd like to see it reduced then :smile: Right now the cool-down is so long that it pretty much allows you to place one mob in a situation when you may need 2,3,4, or even 5 (like when being attacked by a Chemist)

    That's what I figured but the problem is the zombies suck. They're either too slow or too stupid to do much of anything, and the only way to fix that is to give them more buffs. Right now this rework seems to make Necro rely very heavily on Endermen, which isn't necessarily a bad thing but it doesn't give it any other mobs with offensive capabilities that can actually be fairly useful in getting kills.

    That works nicely in theory but you're making a rather large assumption in practice to say that a snow golem is going to have a realistic chance at stopping someone from escaping with the flag - such as a Soldier.

    I agree that higher AI would make things a bit better but I'd still like to see this Necro be a little more interactive. I mean, the main difference I see with this Necro and current Necro is that you can put your creatures in useful places (Snow Golems in flagrooms) but like with current Necro its not a guarantee that they will actually do anything.

    EDIT: Thank you for taking the time to respond.

    -Admiral
     
    #16 EmperorTrump45, Oct 29, 2015
    Last edited: Oct 29, 2015
  17. Miskey

    Miskey Leader of Annihilation | Former Media Manager

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    Reduced to 2.5 seconds.

    Do zombies still get random speed1/strength1/resistance buffs when spawned? If not, this rework was made assuming that those random buffs still exists. As far as doing damage goes, chemists could always buff your mobs. Teamwork ;3.

    The goal is for it to be a supportive type ability, enabling other classes to do their jobs better. Slowing a target that is eing chased by a pyro, chemist, etc may cause that player to get recovered off of.

    Again thanks for the criticism.
    -Miskey
     
  18. TheZombieKat

    TheZombieKat CTFer since May 2012

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    Ahhhh ok. I was a bit confused on if it had something special like the snow golem. Thanks for clarifying!
     
  19. TOM_SAYS

    TOM_SAYS Active Member

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    Look @NomNuggetNom! This could be your next (and finally useful) "spooky" project! :grinning:
     
    • Agree Agree x 1
  20. sp00ky101

    sp00ky101 Well-Known Member

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    lol shyguy put a spawner near flag on opposites collide, 4 minutes later the entire flagroom was flooded with zombies and I couldnt cap ;-;
     
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