1. Welcome to the Brawl website! Feel free to look around our forums. Join our growing community by typing /register in-game!

Idea Mage Rework - more utility, less spam!

Discussion in 'Capture the Flag' started by Altered10, Dec 14, 2015.

?

Do you think this will affect CTF for the better?

  1. HECK YEAH!

    3 vote(s)
    25.0%
  2. Yes, but needs a few changes.

    3 vote(s)
    25.0%
  3. Yes, but needs many changes.

    2 vote(s)
    16.7%
  4. Nope, nope, nope, nope, and nope.

    4 vote(s)
    33.3%
Thread Status:
Please be aware that this thread is more than 30 days old. Do not post unless the topic can still be discussed. Read more...
  1. Altered10

    Altered10 Member

    Joined:
    Aug 31, 2015
    Messages:
    77
    Ratings:
    +42
    SOOO...I'm doing a Mage Rework. Why, might you ask? Well, first of all, Mage is spammy with the damage/lightning combo. "But that's his only way to defend himself," people might say. Well, it does prove extremely useful, but it shouldn't be the ONLY method for Mage to defend himself. It's a bit overpowered of a method. Also, if you add the Heal Spell and the Freeze Spell to that equation (unlimited health potential + freezing players), Mage seems a little...you know. So, this rework is fairly simple. The goals are:

    • More ways for Mage to defend himself
    • Less OP Damage Spell + Lightning Spell combo (without making Damage Spell UP)
    • Nerfing Freeze Spell
    • Fixing the Heal Spell (NOT A NERF, just a change)
    • More utility options for Mage
    So, without further ado...let the changes begin!

    Damage Spell affected by distance and time since last spell shot
    • Distance:
      • Can travel 17 blocks before disappearing (this is the same in the original class)
      • First 5 blocks deal no knockback
      • Next 6 blocks deal 1/2 knockback
      • Final 6 blocks deal normal knockback
    • Time:
      • If last spell was shot less than 1.5 seconds ago, deals half damage.
      • If last spell was shot between 1.5 and 3 seconds ago, deals normal damage.
      • If last spell was shot more than 3 seconds ago, deals 1.5× damage.
    • · Reasoning:
    • o This is overall a slight nerf, but it rewards the Mage for patience and taking time to aim properly (rather than using the spray & pray technique). Also helps reduce Damage Spell spamming! As for the knockback nerf, this is because Mage was near impossible to approach.

    Flame Spell OVERHAUL
    • Instead of a single-shot flaming ender pearl (which was near useless), it is now a click-and-hold end crystal beam.
    • Targets:
      • Unleashes multiple beams (which do not go through blocks) at all visible enemy players within 8 blocks of the Mage.
    • Effects to enemies:
      • Deals constant fire damage (extinguished if deactivated, however) and halves healing potential (rounded up) (eg. steak healing halved, medic healing reduced from regen V to regen III, etc).
    • Effects to user:
      • Slowness I
      • Vulnerability I (corrupt Resistance I)
    • Mana Usage:
      • Only able to activate if XP bar is full. Uses up 2 mini-bars (out of 18 total) per second, for a maximum of 9 seconds of activation. When not in use, XP replenishes at same rate.
    • Reasoning:
      • Flame Spell originally was almost practically useless. This rework buffs the Flame Spell to make it much more useful utility wise and crowd-control wise.


    Lightning Spell remains the same
    • Reasoning:
      • Lightning Spell was originally slightly OP when combined with the Damage Spell's knockback. Since the Damage Spell's knockback was nerfed, the Lightning Spell is now balanced.

    Freeze Spell affected by time since last spell shot and frozen enemies cannot take direct damage.
    • Time:
      • If last spell was shot less than 6 seconds ago, duration is half as long.
      • If last spell was shot more than 6 seconds ago, duration is normal.
    • Damage Immunity:
      • Enemies trapped in the Freeze Spell are immune to direct damage (does not include being lit on fire or potion effects, unless it's splash damage). The Freeze spell on its own is already OP enough.
    • Reasoning:
      • Freeze spell was overpowered in Mage teams, as two mages could potentially freeze one enemy permanently, with correct timing. They would also be able to wear down the enemy while he/she is frozen with the lightning spell.

    Heal Spell gives absorption I, but less health regeneration.
    • Original
      • Launches a night-vision splash potion that gives regeneration V for 5 seconds
    • Reworked
      • Launches a night-vision splash potion that gives regeneration IV + absorption I for 5 seconds.
    • Reasoning
      • Makes Heal Spells more useful utility wise (and also more likely to be shot at teammates), but regenerates slightly more slowly and slightly less health. Also allows Mage to survive that "one" hit from a ninja or Chemist after healing, if you know what I mean.



    Let me know what you think in the comments below! Please leave detailed, legit feedback (not just saying "I like" or "This sucks").
     
    • Like Like x 1
  2. sparky_5

    sparky_5 Well-Known Member

    Joined:
    Sep 15, 2015
    Messages:
    470
    Ratings:
    +56
    I mean, you can just Pm a staff member for this.
     
    • Funny Funny x 2
  3. Sir_Inge

    Sir_Inge Well-Known Member

    Joined:
    May 22, 2015
    Messages:
    2,371
    Ratings:
    +527
    Yeah because who cares about community feedback?
     
    • Agree Agree x 5
    • Funny Funny x 2
  4. RaZeragon

    RaZeragon TC Co-Leader | Catgirl Enthusiast

    Joined:
    May 18, 2015
    Messages:
    875
    Ratings:
    +542
    I actually really like this rework, but is there a time limit for the freeze spell?
     
  5. sparky_5

    sparky_5 Well-Known Member

    Joined:
    Sep 15, 2015
    Messages:
    470
    Ratings:
    +56
    Actually a lot of people do
     
    • Funny Funny x 1
  6. RaZeragon

    RaZeragon TC Co-Leader | Catgirl Enthusiast

    Joined:
    May 18, 2015
    Messages:
    875
    Ratings:
    +542
    Then why would he PM a mod instead of posting here?
     
    • Like Like x 1
    • Agree Agree x 1
  7. Altered10

    Altered10 Member

    Joined:
    Aug 31, 2015
    Messages:
    77
    Ratings:
    +42
    What do you mean by time limit? The reworked Freeze Spell is affected by the time since the last spell.
     
  8. sparky_5

    sparky_5 Well-Known Member

    Joined:
    Sep 15, 2015
    Messages:
    470
    Ratings:
    +56
    I'm not even gonna answer this question because it's so obvious
     
    • Funny Funny x 2
  9. RaZeragon

    RaZeragon TC Co-Leader | Catgirl Enthusiast

    Joined:
    May 18, 2015
    Messages:
    875
    Ratings:
    +542
    Well I'm confused since Alturia posted this here to get community feedback, then you asked why he would post here instead of PMing a mod, then you agreed that community feedback is popular and that a lot of people care about it, so it's confusing since you seem to be contradicting yourself.

    It seems like you could constantly freeze someone
     
    • Agree Agree x 2
  10. Altered10

    Altered10 Member

    Joined:
    Aug 31, 2015
    Messages:
    77
    Ratings:
    +42
    The cooldown has not been changed. It is still 5 seconds. It is not possible for 1-2 mages to constantly freeze someone. If there was a third mage involved, however, then it could be possible. Originally, it only took 2 mages to constantly freeze someone, but this rework fixes that and makes it 3 mages.
     
  11. diamond989

    diamond989 Member

    Joined:
    Jun 8, 2015
    Messages:
    32
    Ratings:
    +5
    Damage spell - Mage is a but more of a close range than far range , you're usually 4-6 blocks when fighting someone , with the damage spell it will never reach the max range ,
    I suggest having the spell instead of a low cooldown have it take away a certain amount of XP maybe 2-4 bars (idrk much on the numbers) and have it regenerate by the bars

    Flame spell - I like it but it doesnt seem like it would fit in.

    Heal spell - +1

    Overall : Honestly mage doesnt need much done to it , maybe a few nerfs/buffs to some aspects but not a complete rework +0
     
    • Like Like x 1
  12. sparky_5

    sparky_5 Well-Known Member

    Joined:
    Sep 15, 2015
    Messages:
    470
    Ratings:
    +56
    Damage spell - Mage is a but more of a close range than far range , you're usually 4-6 blocks when fighting someone , with the damage spell it will never reach the max range ,
    I suggest having the spell instead of a low cooldown have it take away a certain amount of XP maybe 2-4 bars (idrk much on the numbers) and have it regenerate by the bars

    Flame spell - I like it but it doesnt seem like it would fit in.

    Heal spell - +1

    Overall : Honestly mage doesnt need much done to it , maybe a few nerfs/buffs to some aspects but not a complete rework +0[/QUOTE]
    Nice job
     
  13. pandanielxd

    pandanielxd its panda daniel

    Joined:
    May 17, 2015
    Messages:
    2,422
    Ratings:
    +893
    I'm a tryhard who never played ctf before and my opinion is important because it's very fundametal.
     
    • Like Like x 1
    • Agree Agree x 1
  14. Willizin

    Willizin Member

    Joined:
    Sep 13, 2015
    Messages:
    71
    Ratings:
    +37
    What's the initial minimum cool down on the damage spell? If the minimum is 1 second, then spamming would still give you a higher damage per second ratio, however not damage per shot ratio. And yes, its time for some maths.

    With the proposed "half damage if less than 1.5 seconds ago" that means you can shoot at a speed faster than 1 shot every 1.5 seconds, so Im gonna assume its 1 second minimum. If you apply this over a time span of 10 seconds, then you get: (1 x .5)x 10, which is 5. So, spamming at the 1 second minimum gets you about 5 times the damage of one spell over 10 seconds

    Then, with the "1.5 damage if over 3 seconds" means you have to wait past the 3 second time, so Ill be using 3.3 for the sake of rounding as close to 10 as possible, as I used it as the time for the previous example. You would then get 1.5 damage every 3.3 seconds, multiply that by 3 to be as close to 10 second ratio as possible, and you get 4.5 damage over 10 seconds if you wait the entire 3+ seconds for 1.5 damage.

    tl;dr: Spamming still gets you a higher output of damage (as proven by maths), so I don't think this rework was thought through very well.
     
    • Agree Agree x 1
  15. ReubenS

    ReubenS Well-Known Member

    Joined:
    May 17, 2015
    Messages:
    323
    Ratings:
    +269
    The dmg/freeze spells should have their time dependencies removed and the flame spell overhaul probably shouldn't include the healing halved to keep things simple.
     
  16. diamond989

    diamond989 Member

    Joined:
    Jun 8, 2015
    Messages:
    32
    Ratings:
    +5
    He copy and pasted what I said because I messed up the quote c:
     
    • Like Like x 1
  17. lasertagfighter

    lasertagfighter Well-Known Member

    Joined:
    May 17, 2015
    Messages:
    490
    Ratings:
    +74
    Impeccable rework! May be confusing at times but it can work! :grinning: +1
     
  18. CrossBoone

    CrossBoone enjoy life

    Joined:
    May 29, 2015
    Messages:
    549
    Ratings:
    +139
    Mage is a piece of ****... People just spam damage and the Lightning over and over again because they take over like 12 block radius damage... I really like this and brawl plz rework Mage... At least put spam a little less.. +111111111111111111111
     
  19. lasertagfighter

    lasertagfighter Well-Known Member

    Joined:
    May 17, 2015
    Messages:
    490
    Ratings:
    +74
    I agree with is huge nerf, but the flame spell nerf doesn't seem to fit in. The original has minor uses; like aiding a pyro,
    Slowing enemies down (slightly), deals true damage and also has a farther range than the damage spell. But I understand why it should be changed as well. Also it would be op(?) against assassins? Idk.

    Freeze spell, I can't say no to it, the only problem I have with it right now is when it blocks people from getting around it when in tight spaces. I like it ngl.

    The heal spell has got to be the most annoying part of attacking a Mage, I was hoping for a limit, but absorption and less regen might be the solution here, maybe either increase the time or the amplifier, for the absorption; if you have a heart left you can be one-shotted by anyone when just used the spell.

    Damage spell nerf = +1.
     
Loading...
Similar Threads Forum Date
Idea Rework in te mage Capture the Flag Nov 11, 2019
Intro Rework In Mage CTF Intros & Outros Nov 11, 2019
Idea Mage Rework Idea Capture the Flag Oct 1, 2019
Idea Tom's class rework series - Rework #1 Mage Capture the Flag Aug 14, 2017
Idea Mage Rework Idea Capture the Flag May 12, 2017
Thread Status:
Please be aware that this thread is more than 30 days old. Do not post unless the topic can still be discussed. Read more...