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Idea Class Tweaks

Discussion in 'Capture the Flag' started by Daveeeeeeeee, Jul 4, 2016.

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  1. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    So as you should know, there was a small class tweak update a week ago which merged a few classes. Some of these changes I find pointless and infuriating and I have decided to come up with some other suggestions which may fix the issue trying to be resolved.

    Medic:
    In this update, webs were made so anyone can break them instantly and the sharpness on the sword was reduced. The problem I find with medic is its insane health pool and amazing healing ability, in the update, the changes which we made didn't fix these problems. I think what should be done is revert the changes, give medic 4 steaks rather than 6 and make website only instantly breakable if you block hit with a sword. Also removing the regen or slowing it down. The only way I can see in fixing medics healing ability is giving the heal receiver a debugger at the same time. An ifea would be to give it slowness for 4 seconds and blindness for 3 seconds, maybe making any hits during the next 5 seconds from the other team deal 2x damage. Another way to fix medics healing ability is to give it a healing mana system. Every time a medic heals a player it takes a way a bit of the mana depending on how many hearts it heals. The mana bar could be in 7 bits,
    1 bars = 1-2 hearts healed
    2 bars = 3-4 hearts healed
    3 bars = 5-6 hearts healed
    4 bars = 6-7 hearts healed
    5 bars = 8-9 hearts healed
    6 bars = Items healed

    A bar could respawn every 2 seconds meaning that the medic can heal again after 14 seconds if it had no mana. If the player wanting to be healed has more hearts needed to heal then the medic has mana, a message could say to the medic You need more mana to heal him fully, hit him again to use all your mana to fill him up as far as the mana allows! This wouldn't work for items healing.

    Chemist:
    I don't see any point in this rework at all, it takes away a little bit of the support aspect with he fire res nerf and there was no point in lowering the amount of poison and damage potions unless the player potspams. Revert all the changes and give chemist either a wooden or golden sword with sharp 1, this would mean it is slightly worse than an iron sword but a little better than a stone one. I think that there should be 5 fire res and strength potions and you maybe get 0.2 credits every time you give someone buffs to make people want to help out more. There wasn't much needed to be changed except from those things.

    Pyro:
    I think some of it was good but could be tweaked especially the rage mode. I'm not sure if this was a nerf to pyros rage or if it was because people misclicking the rage mode. Again, a bit pointless. Revert the changes, instead of 20 arrows, I think giving pyro 1 which respawn 3 seconds after use could be cool, this would stop people from spamming the flag post so much with the bow to stop ninjas. With the fire lasting 3.5 seconds form the bow,i think this was too extreme. I like the idea someone made of making it if it's full shot, 8 seconds, 1 block away, 6 seconds, 2 blocks away, 4 seconds. This could make pyros require more accuracy when using their bow.
    Now on to the frenzy, so...
    If this was a nerf, I think making it so you get a debuff after or during the rage mode would be better, something like 4 hearts true damage can be dealt for 3 seconds after or something similar. This was not the best way to go around fixing a minor issue imo.
    If this was for mistakes, give a green clay or other thing in the 7th place in the inv, it starts 1 click-frenzy this would be green clay, if you right click it again, it takes 2 clicks and is yellow clay, every time you use pyro it will start with the colour you had it last, say you had it at 2 clicks the game before, you could choose pyro in the next game and it will automatically start with 2 clicks.

    Archer:
    So, it's getting a little bit tiring getting instakills every couple minutes from an archer. It's frustrating for map makers who have to worry about archer camping spots and how flat the map is. So I have an idea for a nerf. If an archer hits someone from the usual headshot range, it deals 9.5 hearts, between 0.5 and 1 second later (needs testing) you lose the half heart and your die, but there's a twist. If you steak between 0.5 second and 1 second delay, the archer loses 2 hearts. This may be a bit challenging to code but could work quite nicely.

    Ninja:
    It's frustrating seeing those ninja cappers cap in 20 seconds and ending your favourite map in 2 minutes. Many people have come up with nerf ideas but the response has been 'it changes the way of ninja capping' but then the original ninja nerf did that too. I was thinking about either you can't pick up the flag without the pearl in your inventory or you get a debuff, this could be slowness 1 when ninjas have stolen the flag with no pearl in the inventory and until they die, cap or lose the flag, every pearl takes 4 hearts rater than 2 or they get double the often flag poison.

    If you have read all of this, thankyou and I really hope you like some of these ideas.
    @Quarrelt
    @BrandinoB
    @TheMaelstromsEye
     
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  2. TheMaelstromsEye

    TheMaelstromsEye Well-Known Member

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    webs*

    I honestly like all the ideas of this except the archer nerf. I know that archers instakill infuriates ctf map makers and ctfers alike, but can we all take a step back and see the bigger picture.

    Archers instakill keeps a ton of crap from happening, without archers instakill it would practically be chaos on the server with engineers being everywhere and not worrying about getting headshot due to them just being able to spam cake to avoid the death of archers arrow if this nerf was implemented. Soldiers wouldnt have to be in a building where a team could easily kill it, they could just be outside by 1 or 2 engineers and 2 medics. Infantry would practically be unstoppable unless you have 5 engineers or more.

    Archers and assassins instakill are both necessary evils because they keep everything in balance or at least tries to. I know theres an overabundance of archers and a ton of archer op maps. But I know how to avoid the archers because I(example, not meant to be egotistical) know the terrain of the map and archers are surprisingly easy to strafe and dodge if you know where they are.
     
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  3. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    Auto correct, I still think it should have a small nerf.
     
  4. TheMaelstromsEye

    TheMaelstromsEye Well-Known Member

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    It already got a nerf with its punch.
     
  5. ACE_BLUE2

    ACE_BLUE2 Sup'

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    True, although the punch should be entirely removed; might as well go all the way or not at all, punch I isn't that different. As for instantkill, removing it would just cause a bunch of boring stalemates. No matter what changes are made, people will find a way to complain :/.
     
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  6. BrandinoB

    BrandinoB Well-Known Member

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    I'm just gonna remark on the archer idea atm because I'm tight on time: ideas like it have been suggested before. I was always iffy about it, as it may remove the effectiveness of it. You're specific idea I don't really like tho xdd the thought of losing health because someone steaked in time to avoid a death does not appeal to me. A "punishment" for missing? Sure. Punishment for close quarters combat. Uh huh. But punishment for an enemy player avoiding death isn't ideal.

    Think about an official match. Everyone will know about the archer nerf. It will be rendered virtually ineffective, and will be basically killing itself in the process of trying to do something.

    A good archer change in my opinion would be giving it maybe 10 arrows, regenerating 1 every 3 seconds or so. Reduces the spam, punishes you for missing a lot, etc. I don't know what to do about the instakill while still making it effective, but guess we'll find out eventually.
     
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  7. ACE_BLUE2

    ACE_BLUE2 Sup'

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    Make archer more like turf wars (probably not as slow as turf wars). Reduces spam and blindshooting, as these seem to be the biggest issue; peope instantkilling others by just firing blindly into a crowded area. (Skyworlds, beaver creek, kingdom islands, whiteout)
     
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