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Idea Necro Rework WIP: Comment your change ideas

Discussion in 'Capture the Flag' started by 2002Tiki, Feb 2, 2016.

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  1. 2002Tiki

    2002Tiki Member

    Joined:
    Jan 23, 2016
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    The biggest issue I see with Necro is that it is much like the old engineer. It requires little to no tending to spawned creatures like it should or control over those creatures. A necromancer shouldn't be able to just bring souls from the dead, but actually control them when they come back. The only control a necro has right now over its creatures is spawner placement.

    My goal: Give necro more control over its creatures and make it playable in matches, along with letting it be a more interactive class and not a "Spawn zombies and hide" class.

    New items:

    #1: Possessor Staff:
    Redstone torch that, when placed on the ground, makes all creatures come into a 15x15 radius of the torch and roam free inside that circle but never leave it. If the necro hits a player with the staff, all creatures target that player and that player only until the player that was hit leaves a 15x15 radius of where he was hit.

    #2: Reaping Staff: Torch that, when right clicked by the necro, teleports the highest health creature that the necro spawned to the necro. That creature gets resistance 3 when teleported along with full golden armor, and gets in the way of the closest enemy to the necro. This lasts 15 seconds, then the zombie dies. The cool down for this ability is 20 seconds. When left clicked on a teammate, the same type of zombie follows the teammate around. This also lasts 15 seconds, and after that the zombie dies, and the same cooldown applies. The cooldown is for both uses. For example, if a player uses this ability on themselves, they have to wait 20 seconds before using it again, even if it is on another player. If all zombies are dead this does not work.

    Other changes:


    Instead of a straight nerf or buff, the necro class should receive a new mechanic. Here's my idea, to promote necro's fighting with their creatures.

    When a creature is within 5 blocks of the necro, the creature recieves +1 Speed and +1 Strength. When a creature is farther than 30 blocks from the player, the creature receives +1 Slowness and +1 Weakness. Anywhere in between these distances, the creatures stay the same.

    READ: If you do not like this idea, feel free to add constructive criticism. This means adding what is wrong with it and your solution. "This rework is garbage" is not criticism. Also this is a WIP and I'm leaving it up to the community to decide what else they'd like to see in a new necro.
     
    • Creative Creative x 2
  2. xxMineSheepxx

    xxMineSheepxx baaaahh

    Joined:
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    This rework is gar-reat :smile:

    Getting on to it, this gives necro a better touch, but I don't think it will really work. It turns the mobs into something useful, yes, but necro still doesn't have an objective. It's basically like heavy, but more OP.
     
  3. 2002Tiki

    2002Tiki Member

    Joined:
    Jan 23, 2016
    Messages:
    28
    Ratings:
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    I was trying to make it useful on offense because of its tanking skills but I do realize it is taking Heavy's job.
     
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