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Idea [Class Concept Revival] Phantom

Discussion in 'Capture the Flag' started by draco638, Feb 13, 2016.

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  1. draco638

    draco638 Active Member

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    Hey guys, Draco here.
    Here's one of my oldest class concepts.
    Reposted for new thought.

    Class Name : Phantom

    Description: "A mysterious aura of spirits surrounds them which they can call on to help them in battle"

    A support class with recovery/defensive/offensive options.

    Armor:
    Leather Helmet (black)
    Leather Chest (black)
    Leather Leggings (black)
    Iron Boots (Feather Falling V)

    Items:
    Slot 1: Iron sword "Phantom Sword"
    Slot 2: Ender Pearl "Soul Bind"
    Slot 3: Bow "Dimension Tear"
    Slot 4: Dragon Egg (Rune Stone)
    Slot 5: 4 Healing items
    Slot 6: 9 Arrows
    Slot 7: Nothing
    Slot 8: Compass
    Slot 9: Nether Star (Class selector)

    Abilities:
    Rune Stone:
    The Rune Stone is a buff/inhibiting item. The item is dragon egg. A phantom may hold it in his hand and right click to throw the stone. Once thrown a 1.5 block radius ring of fire particles appear around the stone. Any ally that walks into the ring is given speed I and jump boost I; a Phantom gains Speed II and Jump boost II. Any enemy that walks into the ring gains Slowness I and Weakness I. Effects last for 5 seconds. Stone lasts for 5 seconds on the ground and has a cooldown of 20 seconds. Egg becomes glowstone when the Phantom has the flag. Does not regenerate naturally This cannot be regenerated by medics and regenerators, and only one stone may be active at a time.

    Summoner's Rift:
    The phantom can use this ability to crowd control. When the Phantom shoots a block from the bow, a 3x3 area of ground around where the arrow hit will start smoking and playing the sound of extinguishing fires. 2 seconds later, a volley of 9 arrows will fall, one on each block, dealing true damage to any player caught by an arrow. Arrows always rain down at critical damage. The bow must be fully drawn to shoot an arrow. Once ability is used, the nine arrows in the inventory disappear and regenerate after 10 seconds to prevent arrow spam. Medics and dispensers cannot replenish.

    Soul Bind:
    The main ability of Phantom is Soul Bind. The Phantom takes his ender pearl and throws it at his opponents. If the ender pearl hits, the Phantom will NOT teleport. The player that was hit, however, will get Wither I and a nether smoke particle effect will surround him. For 5 seconds, the hit player may NOT use his abilities or throw projectiles. The player also receives a special message in chat telling of what ability has been bound, i.e. Chemist: "Your Potion ability has been bound for 5 seconds", and a similar message appears when the effect wears of. The hit player is vulnerable to 1.25x damage, or the phantom can pull out the Phantom Sword and deal x1.5 damage to the bound player, thus will it be more difficult for people to escape. Swords and healing may be used. Ender pearl regenerates 15 seconds after effects wear off. Cannot be regenerated by regenerators and medics.

    List of abilities/projectiles stopped
    Soldier: Wall climb
    Archer: Arrows
    Chemist: Potions
    Pyro: arrows and frenzy (can use flint and steel and deal true damage)
    Assassin: Cannot Assassinate, but the phantom cannot stop an active assassinate effect, nor will the pearl instakill assassin, can still use speed
    Phantom: Cannot throw stone, use rift, or use soul bind
    Elf: All "abilities", but pearl can be reflected (tbh, I don't really know a great deal about elf)
    Ninja: No invisibility, no pearls
    Mage: Powerful aura wards off soul bind: does not affect mage
    Necro: None
    Heavy: None
    Dwarf: None
    Engineer: None
    Fashionista: NOBODY STOPS THE FASHIONISTA

    One big part to playing this class is resource management. You have weak armor with an average sword, and three abilities with a relatively large cool down. You must have resource management to not get caught with your pants down.

    Playstyles:
    One thing I think makes this class shine is its multitude of playstyles and flexibility. Here are a few I thgouth of.

    Solo recov, leaving stone for opportune moments to trap people or catch up and soul bind to stop flag carrier. I wouldn't recommend use the Rift, as it will slow you down considerably to shoot, and it requires slow timing and aiming, which aren't great when chasing a person. Perhaps if you're a good deal ahead, but it reveals your presence.

    Defense: This class is also great for stopping an incoming attacker.
    First, try to intercept the path with a rift. While easily noticed, it can catch an unaware player off guard or stop him in his tracks, allowing your team to collapse. Next, throw the stone in his path to weaken and slow him, but make sure you're on target. Finally hit him with a soul bind to ensure he has no tricks up his sleeve.

    Offense: An excellent support or decent capper himself
    First, use that sweet rift to clear a spot in the defense, then use the soul bind to target the biggest threat, and finally throw down the stone to give a boost to you and your team and slowness for the other team. Now, it's best to wait for the flag carrier to get to a choke before throwing it down to maximize effectiveness if someone else has the flag. If you have the flag, throw it down right before you grab the flag so you get the boost and it doesn't become inert when you grab the flag. This can get you a quick speed boost to escape and nullify your chasers.

    One play style I don't recommend is midfield. You don't have great sustainability and will often be very vulnerable.

    Changelog:
    Stone:
    Added cool down
    Reduced effect time
    Reduced entity lifespan
    Changed name from "Stone of Z'haltor" to "Rune Stone"

    Soul bind:
    Reduced base damage, now 1.25x from all sources and 1.5x from phantom
    Added list of ability afflictions
    Adds text to player hit notifying of their binding

    Further reduced radius to 1 block to minimize

    Rift:
    Reduce cool down to 10 seconds, as 20 seconds is a really long time for a short use ability

    General:
    Changed desc. to include "defensive"

    Special thanks: GalaThundR, Lati0s_

    Tell me what you guys think, suggestions, or flaws in the design. I really appreciate these suggestions and tips to further improve this concept into a conceivable balanced design.
     
    • Like Like x 3
    #1 draco638, Feb 13, 2016
    Last edited: May 4, 2016
  2. Chicken_Nugget_7

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  3. GalaThundR

    GalaThundR Mcpvp Veteran

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    This is a pretty creative idea, I have a few suggestions though.
    -The Stone of Z'haltor can be very OP in defense. All you'd need is a medic and you could instantly re-place the egg after the timer is done. I'd suggest make the circle last for 5-8 seconds with a 15-20 second cooldown.
    -I like the soul bind idea a lot, I'd only suggestion to this is remove the x2 damage factor for other Phantoms. Removing that player's class abilities seems powerful enough. Maybe when used the Phantom is more vulnerable to damage?

    Other than that, this would be an excellent crowd control/recovery class.
     
    • Useful Useful x 1
  4. misterslime

    misterslime Well-Known Member

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  5. draco638

    draco638 Active Member

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    Wow. I gotta stop playing tf2.

    Anyways, thanks so much for the feedback, especially @GalaThundR , and you bring up some excellent points. I do agree that the stone needs to be a situational option, and, especially in tight passages in flag rooms, can stop an offensive push. I will eliminate regenerated by medics ability and make both effects and stone time shorter, with a heavy cool down, as, now that I look back, 20 seconds is a LOT of game time and could make an unstoppable team..
    As for soul bind, I do think that the damage from everything can become a little ridiculous, so I'll knock base vulnerability down to 1.25x damage, and 1.5x damage from the phantom sword to hold his recovery/solo options.
    I'll also include a list of abilities/projectile abilities blocked as to add some counters, as nearly all classes have abilities.
    -Draco
     
  6. ExtremeEvoboost

    ExtremeEvoboost CTF Media Man

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    The stone has a very odd and long name. Why not just "phantom stone" or something. It sounds like there is lore behind said stone.
     
    • Informative Informative x 1
  7. GalaThundR

    GalaThundR Mcpvp Veteran

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    Thanks for the mention! :smile: I also suggest having a chat message when a player is hit with the soul bind while trying to use their class ability like, "Your 'Assassinate' is under the Phantom's control!" "Your 'Frenzy' is under the Phantom's control!" "Your 'Wallclimb' is under the Phantom's control!" ect.

    +1
     
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  8. draco638

    draco638 Active Member

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    @Lati0s_ I know it sounds odd and quirky, but it keeps a sort of personal creative aspect of names I like and I just have fun coming up with ancient and weird sounding names, however I'll also agree that anyone who (hypothetically) would pick up the class would be "Wha-?". I'll change it to "Rune Stone" to make it less confusing. Thanks for the tip. I appreciate even the smallest of tips to help make the class balanced and (semi) easy to understand.
     
    • Like Like x 1
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