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What you would change about every ctf class

Discussion in 'Capture the Flag' started by mh__, Jul 22, 2016.

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  1. mh__

    mh__ Well-Known Member

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    Please read this whole post at least down to where I start to share my class ideas before posting one yourself (especially the things bolded)

    Ok so for this thread I'd like people to post their ideas for changing the classes kind of like @Daniellll s tweak post. Although I would prefer everyone keep away from reworks and just do a quick fix you can do reworks too.
    Please do not post any form of discussion on this thread do not reply to anyone and do not criticise anyone's ideas this thread is only here for you to post your own your post on this thread should follow this outline and contain nothing else besides saying if you agree or disagree with someone if you don't have an idea for a class or think it's fine just do N/A or say you think it's fine.

    Outline:

    Archer

    -
    Assassin
    -
    Chemist
    -
    Dwarf
    -
    Elf
    -
    Engineer
    -
    Heavy
    -
    Mage
    -
    Medic
    -
    Necro
    -
    Ninja
    -
    Pyro
    -
    Soldier
    -
    Comments(again please don't turn this into a discussion):
    -

    Side note comments area js just for saying whether you think someone's change is good or bad like or if you need clarifying, examples:
    @mh__ I agree on soldier medic and archer but disagree on ninja and chemist and I really like your engi idea wow you are some kind of genius
    @mh__ could you explain more about your assassin change i am confused!


    If you want to clarify for someone please just edit your own post and tag them as a reply I want every post in this thread to have their own ideas and no one should have to post more than once.

    If you want to agree or disagree with someone's idea who posted after you just edit your post and tag them in the comments area.

    Here is mine:

    Archer
    -Probably needs a rework but for a simple fix I would replace the chain armor with leather so it has a downside for its incredible ranged power by having a weak melee
    Assassin
    -
    I don't think assassin is too big of a problem right now but maybe a particle on assassin you are able to see through walls to tell if there is an assassin behind a corner so that there's some counter play to people just shifting behind corners because it's really not hard to do even if it's not highly noticeable like something you would only see if you were looking for it
    Chemist
    -increase mana pool to 3 damage potions from 2 if you don't want people giving buffs to other people make the strength speed and fire resist drinkable with the old durations or just the fire if that was the aim
    Dwarf
    -I have no clue tbh probably needs a rework
    Elf
    -I think it's fine with the recent changes
    Engineer
    -Make an engineer need to be an active part of its turret, let any form of attack(ranged) within the range of the turrets attack do damage to the turret I say within range of the turret so an archer or elf can't just spam shoot one from saftey
    Heavy
    -damage values need to be fixed but other than that I think it's fine
    Mage
    -don't think it's too big of a problem maybe remove knock back from damage spell and slightly reduce cd on lighting to compensate
    Medic
    -just fkn remove 3 steak so it can survive well but not with the flag it is supposed to be support maybe up the cd on healing by like 5 seconds so 20 instead of 15
    Necro
    -definitely needs a rework
    Ninja
    -I think ninja is fine rn but I would also be fine with sharpness 5 and maybe only let ninjas who have a pearl pick up the flag to remove perma or if you want to only remove ghost have if so the timer for the flag pickup only starts if you have a pearl
    Pyro
    -fine right now
    Soldier
    -I think it's fine but maybe limit their wall climb to half or 3/4s in combat
    Comments: none yet
     
    • Creative Creative x 1
    #1 mh__, Jul 22, 2016
    Last edited: Jul 22, 2016
  2. rmure

    rmure Well-Known Member

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    idk, maybe soldier wall climbs use 2x mana when they're carrying the flag

    but that's probably a bad idea
     
  3. mh__

    mh__ Well-Known Member

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    Please use the outline :///
     
    • Friendly Friendly x 1
  4. DurationPvP

    DurationPvP Member

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    Seems interesting. Good luck with ****

    Trash idea
     
    • Agree Agree x 1
  5. Claod

    Claod Well-Known Member

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    @mh__ I agree with most of your post and you're totally some kind of genius, but a lot of people hate the frenzy activation method for pyro, so maybe there should be a menu where you could choose how you activate it. Also, I like the wall hacks idea for assassin. You also forgot fashionista! It's just way to op we need to nerf it.

    [edit]

    Archer
    A rework probably, but for quick changes:
    Leather armor (can be any color) for weaker close range combat as mh__ said.
    Punch removed from bow as kevshadowslayer said.
    Assassin
    Another rework probably, but for now, it's fine the way it is in my opinion.
    Chemist
    Combine fire resistance potion into speed and strength potion and make duration like it used to be.
    Move nether star into 9th slot.
    Dwarf
    Definitely needs a rework, but for now:
    Pot and fire resistance disabled as kevshadowslayer said.
    Make heal from medic only give one steak or something like that.
    Elf
    It probably needs a rework because it isn't really used and doesn't seem to have a purpose.
    For now:
    Make water element more useful by making it resistance II for ten seconds. Maybe add something creative to it like hitting pyros do 3 times more damage or left clicking with it spawns water that can spread out and slow people down and then disappears after 5 seconds.
    Engineer
    Nerf either the turret or regenerator.
    For the turret:
    Make the turret do no knock back and also make the turret more inaccurate when shotting from afar.
    For the regenerator,
    Make it regenration II for X seconds, and X being the amount of time it takes to fully heal a player.
    Make distance allowed between an allies turret/regenerator/teleporter and your turret/generator/teleporter a LOT greater so you won't have to deal with ten turrets hitting you at once while you try to end the engi chain.
    Fashionista
    Replace the sword with a potato with sharpness X.
    Heavy
    It's fine where it is.
    Mage
    Make damage spell do less knockback, or completely remove all of the knock back.
    Compensate by reducing cooldown from lightning spell as mh__ said.
    Medic
    Some people think that medic's heals are to op, so maybe make the regen slower (like regeneration III and heal all of the players health.
    To compensate, buff either it's mobility or damage.
    For mobility, give it speed I or for a more creative approach, give it a coffee bean renamed, "Special Powder", which when right clicked, gives speed II or III for 3 seconds, and naseua I for 5 seconds. Cooldown is 10 seconds.
    For damage:
    Give the sword sharpness I or sharpness II if necessary.
    But in my opinion, it's fine the way it is.
    Necro
    Obviously needs a rework, but for now:
    Make zombies work somehow. They are super unfocused and keep changing targets. They never hit anybody and never kill anything. Maybe change their AI somehow so they won't be unfocused and lock on targets faster.
    Ninja
    Seems fine now. Maybe give it sharpness V.
    Pyro
    A lot of people hate the new frenzy activation mode, so maybe a menu you could choose from (shift right click, pressing Q, double clicking, single clicking, etc).
    Make fire duration like 5 seconds instead of 3.5 I think it was.
    Soldier
    I think it's fine the way it is, but some people complain about the wall climb being to op, so maybe you would gain xp twice as slow as normal, but when shifting, you would gain 1.5 times more xp as normal. So you would have to slow down, to speed up if that makes sense. Basically, it requires more skill, and you need to time your steals.
     
    • Winner Winner x 1
    #5 Claod, Jul 22, 2016
    Last edited: Jul 23, 2016
  6. RaZeragon

    RaZeragon TC Co-Leader | Catgirl Enthusiast

    Joined:
    May 18, 2015
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    Please do not post any form of discussion on this thread do not reply to anyone and do not criticise anyone's ideas this thread is only here for you to post your own your post on this thread should follow this outline and contain nothing else besides saying if you agree or disagree with someone if you don't have an idea for a class or think it's fine just do N/A or say you think it's fine.
    @DurationPvP
    Do you not read the post?
    Archer
    -Remove all punch from bow
    Assassin
    -Nothing really
    Chemist
    -Change potions back to their original amount
    Dwarf
    -Remove all potion and fire invulnerability
    Elf
    -Give more arrows
    Engineer
    -Remove turret knockback
    Heavy
    -No change needed
    Mage
    -Remove knockback from damage spell
    Medic
    -Change the webs back to where the enemy team can't break them
    Necro
    -Complete rework necessary
    Ninja
    -Nothing really
    Pyro
    -Change double click frenzy back now PLEASE
    Soldier
    -No change needed
    Comments(again please don't turn this into a discussion):
    -
     
    • Like Like x 2
    • Agree Agree x 1
  7. Lewka

    Lewka Well-Known Member

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    Archer- I don't think the solution to decreasing archer's threat is its armor, because in reality more often than not you're going to be ranged when trying to face an archer, with the exception of ninja (and elf?). Another thing that I see as an issue regarding archer is that it is at the moment the only class that can instakill without some sort of cooldown (Assassin has a cooldown of 20 seconds before it can instakill again, pyro could still technically instakill with frenzy even with two hits). I sent a PM suggestion to @Quarrelt a few days ago that puts the instakill ability on cooldown, if you are interested in the full suggestion I will gladly PM it to you, but basically you have to draw your bow and after 2.5 seconds you gain enough charge to shoot an arrow that deals 10 hearts of true damage in other words instakill. How it works completely is explained in the suggestion, and could definitely be a better change than implementing a bleeding effect, even if archer must maintain its instakill ability.

    Assassin- I agree with adding some sort of indicator when assassin is behind walls, but I am unaware of any particle that can be seen through walls that is available in the game at the moment. Maybe a sound effect to compensate instead, so you could hear the initial instakill activated and you would block on sight?

    Chemist- As a player that plays both defense and offense, I can understand that buffs are very annoying, especially if a lot of players in the team are able to be buffed and making it difficult to fight off flag stealers because they would also have strength I along with speed I making it easier for them to kill me. However on the other side of the spectrum, getting buffed helps a lot when trying to steal the flag and escape, mainly because of the speed I, so my suggestion is to instead make 2 drinkable potions that give strength I and Fire resistance for 2:30 minutes, and separate 3 splash speed potions for 2 minutes. Would definitely still grant flag stealers mobility but without giving them strength as well (would also be useful to get rid of heavy with strength, I've played it multiple times and can definitely say it's broken in damage).

    Dwarf- I think potion resistance is fine and so is fire resistance that should only be reached at level 10. Instead of decreasing its level cap even further, why not just add fire aspect at level 10 instead of level 5? One reason why I hate fighting dwarves is because of the damage they produce overtime, with one sharp hit and then with fire aspect II for a couple of seconds, forcing to use at least 2 or even 3 steak.

    Elf- Just give it a helmet already, it will help a lot in 1v1s and trying to steal the flag, more arrows shouldn't be necessary, I'd rather just get rid of the cost of using 2 arrows for wind element instead. as much as it will be mobile it has very weak armor to compensate for its great mobility (like ninja and assassin).

    Engineer - I agree

    Heavy- As I mentioned above regarding Chemist, removing the ability of giving strength to heavies will make them much less of a threat, but giving them speed I will still allow a heavy to be buffed and make it easier for one to strafe.

    Mage- I agree

    Medic- If 3 steak were to be removed, at least buff its melee damage to compensate. IIRC there are already plans in changing medics armor to display a colored helmet depending on team color.

    Necro- Definitely needs a rework, @Nohox has one if I am not mistaken

    Ninja- Just give it sharp V again, it is not the strongest recovery class at the moment and is better off for an archer to kill the flagstealer and the ninja to just pearl to recover rather than attempt to kill the flag carrier themself.

    Pyro- Add a toggling option between double click frenzy and single click frenzy. That way everyone will be happy and they won't be able to make mistakes and complain.

    I never understood what was the point of changing Pyro's armor from leather to Red coloured leather. Sure aesthetics are nice, but the very least that could be done is change the Pyro armor depending on team color (Red if on team red, Blue if on team Blue). That way people would be able to recognise on what team a pyro is without nametags.

    Soldier- Fine as it is right now.

    Fashionista- Give Protection X from helmet to boots, Diamond sword with Sharpness X and MAKE IT BUYABLE WITH CREDITS

    Additional- Maybe in the future add tips in the chat, like Wildwest already has, that way new players will be able to understand the game much quicker. Such tips could be simply disabled with the use of a simple command such as /tips off .

    Such tips could be something like :
    "If the flag is white, it means it is stolen!"
    "Use your compass to find the flag carrier of your flag. Right click it to find the flag carrier of the enemies flag (your teammate)"
    "In order to communicate with everyone in the game, use ! or /a"
    "Type /md to call for a medic!"

    Comments- Good thread
     
    • Agree Agree x 1
    #7 Lewka, Jul 23, 2016
    Last edited: Jul 23, 2016
  8. ExtremeEvoboost

    ExtremeEvoboost CTF Media Man

    Joined:
    Jun 28, 2015
    Messages:
    906
    Ratings:
    +200
    Outline:

    Archer

    - Give a duration between instant-kills at least. Make everything but the chestpiece leather, chestpiece stays as it is.
    Assassin
    - I like the previous ideas.
    Chemist
    -I agree.
    Dwarf
    - Removing fire resistance/potion resistance wouldn't do very much. It already gives you 5 minutes to kill the damn thing before it gets those buffs anyways. Plus Potion-resist obviously does not mean poison II. :/
    Elf
    -Make leather legs prot 2. Increase usefulness of the wind element; like increase Kb of it.
    Engineer
    -I've posted my ideas in the server ideas already.
    +change leather color to orange for better visability and aesthetic
    Heavy
    -No changes needed
    Mage
    -Sure whatever, no kb on the damage spell, less cooldown for lightning. +make lightning kill assassins
    Medic
    -Remove 1 steak. yellow leather helmet.
    Necro
    -buff zombie AI. Make final unlock wither skeletons (spiders don't work on most maps)
    Ninja
    -Fix ghost capping, sharp V sword
    Pyro
    -Fix crappy bow
    Soldier:
    +1 steak, 2/3 mana for wall climb
     
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