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Making HG Great Again: Complete Kit Overhaul

Discussion in 'Hardcore Games' started by yurieu, Jun 9, 2016.

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  1. yurieu

    yurieu Member

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    Most of you don't know me, but i'm an old timer mcpvper that used to roam around the forums a lot, I left McPvP to play Smite(the 3rd person moba) a little before it actually died.

    When I was in the forums I used to contribute a lot with kit ideas, literally hundreds of them, at the time I thought that most of them were great ideas but playing Smite helped me really understand what balance is about and how so far off I was(and so was mcpvp).

    In HG you have hundred of kits, some MUCH better than others. A lot of kits have 0 counter play, whilst others have extremely forced counter play. You have so many useless kits that get added in that nobody really cares for, you also have like 20 different kits that essentially have the same purpose whilst with a little bit of difference between them like the countless anti team kits and the countless on hit effect kits.

    I speculate that kits were made so that people would buy them and mcpvp would make more money, this eventually snowballed to the point where you had so many kits that were just a tiny bit different from one another. Which is why, I believe that this abundance of broken kits really holds hg back.

    If HG was to have the majority of its kits removed and aim to re open with like 8 kits and slowly and intelligently create new ones then it would certainly become a better gamemode. Now, I know that some people will complain, they like variety and that is essentially what having 150+ kits does but the truth is that you have SO many kits that just straight up hinder gameplay, they might be nice to play as but they are simply horrible to play against.

    There are issues in HG that mcpvp tried to fix with the creation of kits, what they don't understand is that not necessarily every single gameplay problem in HG needs to have a kit to fix its problem. HG would be much better if gameplay features were to be implemented to counter certain cheesy strategies rather than the whole system working on a basis of : "Pick a kit that counters what annoys you most out of 10000 annoyances we refuse to fix".

    I even dislike the way that kits interact with towers and traps. The two looked down upon strategies of HG, the truth is that although they should be considered valid strategies like any other, they are naturally broken due to the kits that are in the game.

    Traps:
    • Demoman and Kaya are good examples of traps, they work under different circumstances and require different set up, meaning that they bring enough variety for both of them to stay.
    • Fisherman traps on the other hand, are just stupidly unfun for the person in the receiving end. If Fisherman was to remain a kit, it would need a hard counter like the ability to not be hooked when you are blocking, additionally a cooldown should be implemented that takes place every time you throw the rod.
    • All endermage glitch traps make no sense, most of them abuse of some weird interaction that kits have with each other. Endermage by itself already has a stupidly broken effect that deals with too much at once.
    Towers:

    • The idea of towers being part of the game is great and is a valid form of trying to get wins like anything else.
    • The problem with towers is that you have 50% of kits that basically completely destroy towers, making it really simply a game of luck. If your enemy happens to have a kit like thor or endermage you just wasted your time.
    • Feast by itself should give you the opportunity to go face to face with a tower in a manner where both of you are on equal ground. You shouldn't rely on a kit to get the job done for you, now I know that the feast does grant you with arrows and buckets and what not, but it should give you an abundance of said materials.

    My final proposal would be that a server gets made in which we have less kits that are more thought out, the staff should focus less on making kits and more about the quality of kits. Every kit should have a purpose and should have a somewhat different strategy.

    Here are few examples of kits that I think deserve to stay:

    • A kit like Monster stands out as it encourages the player to fight in caves where a lot of mobs are available. The kit has great potential if only it was to get a buff, like not getting aggro'd by mobs even if you hit them or if you were to be able to increase the mob spawn rate near you.
    • Poseidon is a kit that encourages different kind of play, it requires you to make most use of your environment and allows you to put your creativity into how you can play as or against it.
    • Stomper, again spices up the game while still allowing players to play against it, it gives you enough pros while still opening the door to clever counterplay.


    In contrast, here are a couple of examples of kits that should definitely be removed from the game:
    • Gladiator, a kit that basically boils down the whole premise of HG into a soup 1v1. I get that ways to kill a team must be thought of, but its not via gladiator that you will do that. HG shouldn't always be about who soups better but about who can make the most out of their environment.
    • Endermage, not only does it open the door to a million glitches and gimmicky traps that you need to memorize all their counters, but it neglects the idea of you mining down or towering up to gain an environment advantage. Camping should be a legit strategy with its pros and cons, HG should have gameplay mechanics that punish camping like increased hunger or dangerous mob spawning, not endermage. Also it is simply superior to any other anti tower kit.
    • Urgal is a simple kit that doesn't provide constant advantage, but what it does is it provides temporary ridiculous advantage that since is timed all you really need to do is run away. The counter to the kit is legitimately just waiting, its not even something that is fun to do. The kit also depends heavily on luck, if you mine down some iron the whole game without getting attacked you get to the feast with both pots, but if for some random reason you constantly get assaulted in your mining facility you end up having no ability when it comes time to the feast. As previously mentioned, a good kit needs good counterplay and balanced abilities, the idea of having kits that don't run on cooldowns but instead on limited uses is by itself a very stupid idea to begin with.

    Anyways, I could go on and on. But I really hope that I was able to convey my message, I kind of lost train of thought as I had to interrupt my writing for a little bit but hopefully this engages conversation as to what I personally feel was the main reason people got tired of HG.
     
    • Like Like x 1
    #1 yurieu, Jun 9, 2016
    Last edited: Jun 9, 2016
  2. BlueGuyARed

    BlueGuyARed Member

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    I don't want to give to much away [yet], but we are planning on drastically changing the amount of kits available. If you look at a list of all of the HG kits, it is way to overwhelming for new users to learn and is probably why HG hasn't gotten many players recently. Expect this to change.
     
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  3. SoCool21

    SoCool21 Bans Reports & Appeals Admin | McPvPer for Life <3

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    Will ranks or people who've bought the kits still have access to them?
     
    • Agree Agree x 1
  4. Buckhunter879

    Buckhunter879 Active Member

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    I think 30 kits would be ok but we should really have a vote for it
     
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  5. yurieu

    yurieu Member

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    Now that is GREAT to hear. My only problem is that removing kits that take space and nobody plays isn't enough some of the most used kits out there really should be removed in order to boost the quality of HG.

    When filtering kits out please have in mind everything that I mentioned.
     
  6. K0K0S

    K0K0S Member

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    I think that 50 kits should be max. Only 1 side of kits in the kit selection should exist. That should be much easier for new players to learn and less kits to know how to counter.
     
    • Like Like x 1
  7. yurieu

    yurieu Member

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    Bringing this back with a question in mind, are there any new HG servers out there? Not talking about oldschool, but rather servers that take the old HG format and make it work with all the new updates that have taken place?
     
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