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Idea New Classes & New/Old Changes??

Discussion in 'Capture the Flag' started by blackmagic9988, Oct 22, 2016.

?

Should I apply for CTF Mod.

Poll closed Nov 5, 2016.
  1. Yes.

    3 vote(s)
    23.1%
  2. No.

    10 vote(s)
    76.9%
Thread Status:
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  1. blackmagic9988

    Joined:
    Jun 29, 2014
    Messages:
    6
    Ratings:
    +0
    I know that I want some new classes, yet I don't want the old ones removed and yes. I'm new to posting so let me share some info on some things.

    I've seen not so many mods on CTF and that's mainly what I play at the moment. Yet I also see classes nerf mainly the buyable ones, and that's not what there suppose to be. Buyable classes aren't suppose to be equal to the ones that are free. Like a chemist shouldn't be easily killed by a archer from 5 blocks away. So let me tell you what I want to see about the classes.

    Engineer: Teleport placement; I personally think that this needs to be buffed since now there only a 1 way trip.
    Engineer Armor: Legs and Chest; I want to see them have protection 1 on them so that they can withstand hits, since there cake is easily broken and the turrets don't do much damage.

    Chemist: Weakness pots(?) I ask this cause I would use these and also I barely ever get slowness from chemists and that's my mainly used class. If they were replaced I would like slowness replaced with weakness.
    Chemist Armor: Helm and Boots; I don't like how the necromancer has better armor and is more-so able to kill chemist quickly so could we possible get some enchants on them.

    Mage: Weapons; I know there all mainly ranged but that is now practically the same as a Elf so could we give the mage a Stick with knockback 4 like what can appear sometimes on the Dwarfs sword.

    Necro: Mob Change; I remember that they got rid of this cause when people had multiple blazes it lagged the server but it is a main reason why people got the class, I would like to ask if they can make it so it can summon wither skeletons if you get a KS of 20 and normal skeleton on a KS of 10.

    Elf: Head gear; I know that it doesn't come with a helmet but I ask for the sake of its enchantments either give it a protection 1 helm and nerf the rest but not the chest.

    Ninja: Sword; People have been telling me that it should get a sword buff, I think it needs a change to a iron sword with sharp 1.
    Ninja: Armor; This is something that the original creator had thoughts of when he created the class. He thought that it should have black leather armor, that vanished when invest.
    Ninja: Speed; This is something that needs to get nerf again, They can catch up wither there Ninja Teleport, so why have them be able to go faster then a buffed Archer, or even a boosting assassin.

    Pyro: Armor; I seemed to see a reoccurring pattern with pyro and defending vs attacking. The original purpose was to defend but its easy for them to die. I think a slight armor buff is in order.
    Pyro: Hot bar; I think that to the player, the setup is key. I think we should allow the players to setup there hot bar like chemist can.

    Assassin: Boots; So according to vanilla physics, when you put an assassin and a ninja together they are almost equal. Yet again the ninja can easily win by block hitting. I want the assassin to either get protection 2 on its boots or a gold helm.

    Dwarf: had Slowness two for infinite timing, I would like a nerf, just make it a normal slowness cause on some maps it takes a good solid 5-7 minutes without buffs from chemist and without shifting to get to the flag rooms.


    New Classes: LumberJack, Pirate, Brawler, Guardian, HellKnight.

    LumberJack:
    Special: for each player he kills he gets a temporary strenght and regen buff for 8 seconds. The LumberJack has killed 4 players he/she may right click there iron axe which will change into a diamond axe with sharp 2 for 4 seconds then will return to a iron axe and during this period of his special he will get absorbtion 2 for 3 seconds, as to not get insta killed by dwarf.
    Armor: Reddish-orange leather chest prot 1, light blue leather pants, black leather boots prot 1.
    Weapon: a plain iron axe.
    Food: 4 steak
    Debuff: after his special is used he will get a weakness debuff where he can be easily killed, but it is only temporary.

    Pirate:
    Special: a particle effect where the ground around the player with in a 5 x 5 radius will emit black particles where enemy players will get slowness 5 and weakness 2 for 20 seconds. Yet the pirate must get a 9 KS. to preform this. If Used he must reach a KS of 27 to activate it again.
    Armor: black leather helm protection 1, gray leather chest, white leather pants prot 1.
    Weapon iron sword.
    Food: 5 steak
    Debuff: Has a peg leg making him have a limp (permanent slowness 1)

    Brawler:
    Armor: Diamond Chest, Gold legs prot 1. iron boots projectile 2.
    Weapon: Gold sword, Sharp 1, Fire Aspect 2.
    Food: 8 insta Health 2 pots (Splash)
    Special: Has three Weakness 1 splash potions.
    Debuff: No helmet plus the fact that a chemist could equal as his opponent.

    Guardian:
    Special: has 2 absorption potions that also have regen 3 for 12 seconds, and also has fire resistance for 20 seconds. Also heals players like a medic but can't replenish items, yet can only heal half a players health with a cooldown of 25 seconds. also has perm speed 1.
    Armor: gold helm, White leather chest, white leather legs, gold boots.
    Weapon: knockback 3 iron sword.
    Debuff: has permanent weakness 1.
    Food: 6 steak

    Hell Knight:
    Special: Upon getting 20 hits, right click its weapon to get a strength 2, regen 2 buff for 20 seconds. Has a perm. Regen 2 buff.
    Armor: Iron helm, black leather chest prot 1, black leather legs projectile prot 2, iron boots.
    Food: 2 steak
    Weapon: Gold sword sharp 1 fire aspect 1.
    Debuff: Can be easily killed since it doesn't have enough ability to heal itself allowing it to be targeted by many.


    If anyone likes or dislikes what I've said about these changes please comment below. I am not saying that these classes will happen, but these are just some creative ideas to keep people playing and also to try getting more people to play. If they are added in then you can thank the people who did the coding and commands to set them up.
     
  2. Qurify

    Qurify Active Member

    Joined:
    Jun 12, 2016
    Messages:
    219
    Ratings:
    +44
    apply for mod man!
     
    • Informative Informative x 1
  3. blackmagic9988

    Joined:
    Jun 29, 2014
    Messages:
    6
    Ratings:
    +0
    I might but it be determined by how many people reply to this thread and also what there reason for voting up or down is and also, did you like some of the new classes I though up, there not hard to make and I've done it on single player with just command blocks in 1.10.2.

    For Everyones Information, If you don't want me as a mod then leave a comment of why you don't want me as a mod otherwise theres no point of saying no because you don't know someone. Yet also do the same for voting up. Thank you guys and have a nice day.
     
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