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Idea [Class Concept]: Axeman

Discussion in 'Capture the Flag' started by capnfeesh, Sep 7, 2016.

?

Would this class be a good addition?

  1. Yeah!

    0 vote(s)
    0.0%
  2. Never.

    3 vote(s)
    30.0%
  3. With a few tweaks...

    7 vote(s)
    70.0%
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  1. capnfeesh

    capnfeesh Member

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    I'm very open to suggestions/tweaks on every nook of this class. It didn't take long to come up with the concept so I won't be too bothered.

    Name: Axeman (??)

    Role: Support/Flag-stealer

    Premium/Free: Probably premium, as it's a little too complicated for newbies to run without slandering it

    Armor: Black leather hat / black leather tunic / chain leggings (Proj Prot 2) / black leather boots

    Inventory:
    - Iron Axe (Sharpness 1 or 2) - "Axeman's Axe" - main melee weapon. See abilities for further info.
    - 5x Wood Axe - "Throwing Axe" - right click while holding to 'throw' an axe in the direction you're facing - gives the first person it hits 3-4 seconds of Poison II and maybes knocks them back a little bit. 10 second cooldown.
    - Golden Axe - "Healing Axe" - Heals 3 hearts for every time you hit a teammate who is 5 hearts or below. Your teammate is also healed 3 hearts. 5-10 second cooldown. Useful in cluster battles when you're kind of randomly hitting - briefly switch over from your main axe and help yourself and a random teammate.
    - Stone Axe (Knockback 1) - "Exertion Axe" - right click on the ground to knock enemy players within five blocks of you five blocks away from you (relative to their position). Also gives the user 5 seconds of Jump Boost II-III. 10-15 second cooldown.
    - 3-5x Steak
    - Player Tracker
    - Slot 9; Class selector

    Abilities:
    - Constant Speed I
    - "Summoner" - much like how Pyro can enter that 'rage' mode after 4 hits, after dealing 7 hits (just an idea, amount of hits can be tweaked) with the Axeman's Axe, you can right click to activate the "Summoner" ability - which, once every second for 7 seconds, a silverfish loyal to you is spawned right where you are and only attacks enemy players. They are just normal silverfish, so not hard to kill, just annoying. The player also gets Speed II during these 7 seconds, but also recieves 3 seconds of Slowness II (which, countering the constant Speed I, equals Slowness I) after the 7 seconds are over. There is a 30-second cooldown before the 7-hit tally-count can begin again.

    Let me know what you think or if there's anything I missed. Again, I'm very open to suggestions and would like to know what could be changed about it.
     
    • Creative Creative x 1
    #1 capnfeesh, Sep 7, 2016
    Last edited: Sep 7, 2016
  2. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    Bit too op. It's a cool concept just too complicated and op
     
    • Agree Agree x 1
  3. BeanGollym

    BeanGollym Da Best Noob (Nukerator <3)

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    To be honest this was a great idea, however I think there are some things you should keep in mind next time :stuck_out_tongue: Don't make it to complicated :stuck_out_tongue: Or OP, I don't think we need any more healing stuff >_> Look at medic, mage and chemist already got that so no more healing pwease >_> I think 1 frenzy is already enough... Just because theres a cool down, it doesn't necessarily change anything, it may be OP but what do we do during that... 30 second cooldown? Just spam everything else?

    I also believe we shouldn't be working on new classes, instead we should be focusing on the top priority ;-; Like reworks of a class etc :stuck_out_tongue:
     
  4. capnfeesh

    capnfeesh Member

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    Yeah, I see what you're saying - I don't feel inclined to go back and edit it, though, because it is just my general idea. And again, I wasn't really expecting anything to come out of this except to see what the community says. I personally think the biggest issues right now are adding new maps, reworking Necro, etc... Just an idea, though.

    Thanks!


     
  5. BeanGollym

    BeanGollym Da Best Noob (Nukerator <3)

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    Oh you don't need to edit :stuck_out_tongue: I'm just saying for future reference incase u make any more ideas
     
  6. Turmac

    Turmac Hardcore Games Enthusiast

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    IMO The class looks like more of a rework of Mage. Like the idea though!
     
  7. Xelia_

    Xelia_ (ノ^ヮ^)ノ *:・゚✧

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    I like some of the ideas, although I feel like it's too much like mage, chemist and medic. The abilities to deal close distance throwing/spell damage without melee, use poison effects, and heal teammates are all used in other classes so it lacks that special ability that new classes should have.
     
  8. capnfeesh

    capnfeesh Member

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    What sparked the creation of the concept was the idea of summoning the silverfish - I added the other things to sort of add more substance to it. But, you're right, looking back on it, it basically is just a combination of those classes.

    But, it was just an idea.
     
  9. Deppuccino

    Deppuccino Well-Known Member

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    Do we really need more projectiles in this game?
     
    • Funny Funny x 1
  10. ExtremeEvoboost

    ExtremeEvoboost CTF Media Man

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    Yes

    This gives me a good idea for a class
     
  11. Sayan

    Sayan Well-Known Member

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    Mage with axes
     
    • Agree Agree x 1
    • Optimistic Optimistic x 1
  12. EmperorTrump45

    EmperorTrump45 Dank Memer

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    This is a creative idea and the ranged poison ability has some merit (although the cool-down is a bit long for an ability that only deals 3-4 seconds of Poison II). However as @Xelia_ said, it does seem like a combination of various abilities or mechanics from Mage, Chemist, Medic, Ninja (the permanent speed I) and even Pyro (the similarity of the Summoner ability to Pyro's frenzy mode as you noted yourself) only quite a bit weaker. For instance, the armor is weak (only a little better than Pyro's), the knockback ability is a nerfed version of Mage's knockback spell with Jump Boost (not to mention that the cooldown is far too long), the healing ability heals for a very low amount (3 hearts) 5 second+ cooldown plus 3 hearts can be easily eliminated in one Heavy crit making the ability even less useful, and the Summoner ability doesn't seem to serve any purpose except providing a brief distraction (although the 7 seconds of Speed II could be very useful).

    And me being as wary as I am of new class ideas (I'd rather see reworks or updates to many of the current classes instead of adding new ones) the idea of a class that functions somewhat like several classes in one doesn't really appeal to me. Why should this class be added to CTF? More specifically, what does it bring to the table that the other 12 (around that) current classes currently don't? What can it do for the game that reworking or updating other classes can't? How would this class fit in with all the other classes? What's the big selling point here? Right now, I don't see a particularly persuasive selling point. Why would I, as the potential customer (and player), want to spend my hard earned credits on a class that is essentially a watered down combination of other classes' abilities? I think you understand as well as anyone else that the no.1 thing that makes people want to buy something (or try it out at least) in a video game is that they think they can beat up some noobs with it. Therefore, it follows people like classes (in CTF) that are pretty powerful for one thing or another. You know this as well as I do. Yet you've created a class where almost every ability has this long cooldown even if that ability isn't that powerful, thereby making most of the abilities substantially less powerful than they could otherwise be. Why?

    Needs some work.
     
    • Like Like x 1
    • Agree Agree x 1
  13. capnfeesh

    capnfeesh Member

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    Yep @ pretty much everything.

    The thing about designing new classes is that it's never gonna be entirely 'new'. The tank, the warrior, the projectile master, the chemist, the wizard, the tech master, the scout, the monster friend, the support, etc - most of the possible immediately thinkable class designs have already been taken. As a result, there's not much left to do except combine some of them to make a new class. Kinda of like how elf is a combination of soldier and mage, with a few tweaks.

    Didn't ever expect anything to come out of this concept, it was just an idea. I also think certain classes like Necro and Assassin need reworks, I just wanted to get people's thoughts on this concept since it just came to mind.

    Thanks for feedback
     
  14. EmperorTrump45

    EmperorTrump45 Dank Memer

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    True. And I don't expect any new class ideas to be entirely their own thing. There's nothing wrong with taking inspiration from other classes, as you did. However, my issue with your idea in particular is that it seems to be basically a combination of watered down abilities from several other classes all rolled into one. It just doesn't seem like it would be very fun to play. And you know as well as I do that's the opposite of what any prospective buyer would want. Look at Elf and Necro. Hardly anyone plays those classes, especially Necro, because for most people they're no fun.

    ^^^

    No problem.
     
  15. Spades_

    Spades_ Former CTF Mod

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    The idea of an Axeman is very intriguing. But it draws from too many other classes, stick to one specialty for it instead of making like Mage (and sort of a necro with the silver fish) simplify it, and you've got a great class =)
     
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