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Why do the MMR in CTF ban necro and engineer?

Discussion in 'Capture the Flag' started by Birdgirl, Feb 4, 2017.

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  1. EmperorTrump45

    EmperorTrump45 Dank Memer

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    As a Necro main I think the new Necro should not be allowed in team matches. The reason why I say that is because the class, like Engineer and Dwarf, is highly annoying, has a low risk/reward, makes CTF more about targeting it than actually capturing the flag, and is, on the whole, horribly designed. That being said, am I saying that the new Necro rework is bad? Yes I am. And it's not the staff's fault it's a bad rework. They worked with what they had instead of going for a series of full blown changes, and while that may be the more cautious, conservative route, it's also the coder-friendly one and probably less likely to make people upset (as particularly significant changes might). The issue with current Necro isn't nessecarily that the new changes aren't good, in fact they've generally improved it, but that they didn't fundamentally change the class to really make it better. Until that happens, any other changes to Necro won't fix a thing.

    Four years ago Necro, as most of you probably remember, was a completely different class. It was mid-ranged (it had splash potions of poison II which lasted a full minute), mobile (rather than campy), had no snowball mechanic, possessed plenty of utility (fire aspect synchronized incredibly well with Pyro), and it dealt a massive amount of damage (it had a wooden sword with sharpness and fire aspect). Because of how powerful old Necro was McPVP staff gave it one of the worst reworks that any class has ever received, turning it into a camping, snowballing, weak class which was wholly dependent on its mobs. Necro game-play went from active game-play which greatly depended on the skill of the player, to something along the lines of "hiding and waiting for mobs to get enough kills to upgrade spawner to get more kills. Rinse and repeat". Then even that lousy strategy was nerfed out of Necro a year or two later with successive (and well deserved) nerfs to the mobs and the temporary replacement of blazes with spiders (when me, Coasted, and several others tested potential Necro mobs in 2014, spiders were one of the worst, but a little less terrible than creepers).

    New Necro is a lot like The Hangover Part II, sure it's nowhere near as awful as whatever the hell The Hangover Part III was supposed to be, but it's not great either. There are a number of issues with it, which I had been planning to post about in a thread, but the biggest one is (as previously stated) that it does not do away with the camping or snowballing aspects of Necro. For example, with new Necro you can control your mobs relatively effectively but this has arguably made the camping nature of the class significantly worse. Previously Necro mosb weren't much of an issue because they'd just wander off and get stuck in a water pool somewhere. They wouldn't need to be killed because they'd wander out of the way. And even if they were in the way, mobs were so weak that they could be quickly dispatched, even by Ninjas. But with new Necro you can whip out your redstone torch, say "screw the limits" and march your mobs into the flagroom causing all hell to break loose (yes, I have tried this). Even worse is when your mobs have buffs, such as strength III or speed II (which are now more easily obtainable since xp snowballs due to damage dealt by Necro and by mobs); it's almost like bringing another team of players into the flag-room.

    Furthermore, placing the torch essentially creates a giant buffer zone for your mobs, and since they cannot go beyond its limits a situation is created where you, as the Necro, can camp out in a large section of the map with your mobs and function as an in-game roadblock (as Engineer does). None of this was possible with Necro before the rework. Now, Necro is almost as much of a nuisance as Engineer (which it would be if mobs didn't die as quickly as they do). It has a 'rent-an-army' which it can take anywhere on the map, tons of crowd control, even more map control, and to top it off it's hard to kill (tankiness plus sizable health-pool). Does that sound like the kind of class you want in team matches? The type of class which, thanks to the rework, is now even better at camping than ever before? As @kevshadowslayer said, that's exactly why it's banned in team matches, because the class is campy, annoying, and turns CTF into a ring around the rosie of targeting.

    One could argue that Necro is 'better' now than it used to be because the success of the Necro depends (to some extent) on how active it is in PvP. For example, if I'm playing Necro and I'm not doing a lot of damage with my pick/sword then I'm not going to get as much XP and not as many buffs for my mobs (as I might otherwise get). Therefore my mobs will be less powerful and I'll have less influence in the game. But the issue is, after those mobs are buffed Necro's "opportunity cost" (as kev but it) is significantly lowered because there's a better chance your mobs have got sh*t covered, allowing for the Necro to take a less active role in game-play (and be a pest at the same time).

    You don't need to do any "testing" to determine if new Necro should be allowed in team matches. It shouldn't. And that's because it is still (fundamentally) the same awful, campy, teamwork independent, mob dependent, snowballing class that its been since McPVP's rework.
     
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    #41 EmperorTrump45, Feb 5, 2017
    Last edited: Feb 5, 2017
  2. minecraftnoob999

    minecraftnoob999 Well-Known Member

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    You misunderstood me. Let me rephrase: "What is the point of having necro in matches."
     
  3. BrandinoB

    BrandinoB Well-Known Member

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    k. Ill give u some reasons.

    1. Autofire turret. Does a lot of damage, literally takes 0 skill.
    2. Spammable regen stand. Literally takes 0 skill.
    3. Teleporter that teleports 20 people to a flag room and basically ****s over a whole game bc the defense cant do **** due to:

    1. Autofire turret that the engi simply runs circles around
    2. Spammable regen stand that they can just set back up while they run around their turret
    3. Oh yea, those 20 people that got teleported. You have to deal with them too. Cuz theyll protect the engi.

    I will leave CTF in a heartbeat if engineer is allowed in matches. It's been done before, and it was the worst thing I have ever experienced. No. No no no no NO. Hell to the no. Hell to the ****ity **** no.

    As for necro, it's still basically useless, so whatever.
     
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  4. Lewka

    Lewka Well-Known Member

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    I like to play competitive minecraft that is why they are banned
     
  5. lnformative

    lnformative Well-Known Member

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    I'm all for this, how ever, make the class a little more balanced before introducing it since it's a little broken as of right now.
     
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