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Idea [Class Idea] Juggernaut

Discussion in 'Capture the Flag' started by THECOMMANDER5643, Mar 29, 2017.

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  1. THECOMMANDER5643

    THECOMMANDER5643 Well-Known Member

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    Name: Juggernaut
    Command: /juggernaut

    Free/Premium: Premium
    Intended Niche: In the current CTF scene, there is no tanky offensive class that offers a specific point around which an offense can rally around to attack a flag or other location. Currently, an offence rushes in and scatters, trying to bring the defense away from one another to create an opening. This scattered offence means that each individual offensive teammate is easier to kill, where they would be safer if they were able to pick a spot as their territory and fight the defense as a group. The Juggernaut provides that rallying point, allowing the offence to stand their ground and not have to scatter, increasing survivability and likelihood that someone can escape with the flag.

    Intended Role: Offensive Support, Team Anchoring, and Enemy Displacement
    Possible Roles: Midfield Harassment, Defensive Lockdown, Environmental Kill Hunter

    Class Description: A defensive powerhouse on the battlefield, the Juggernaut cares not what you throw at it. With its heavy armor and increased health pool, the Juggernaut allows teams attacking the flag to have a central point around which their team can focus their attack. When left alive, the Juggernaut can help its teammates by displacing key enemy defenders as well as provide a powerful resistance II buff to all allies within its radius. When the enemy decides that the juggernaut has provided too much support, it requires a lot of damage to bring down, bringing the focus away from its supporting teammates. This lack of additional damage allows your other teammates to grab the flag and escape scott free.

    If your familiar with the game Rainbow 6: Siege, the Heavy is to Blitz as the Juggernaut is to Montagne.

    Armor:
    Head: Iron Helmet - Protection II
    Chest: Diamond Chestplate - Protection II
    Legs: Iron Leggings - Protection II
    Feet: Iron Boots - Protection II

    Hotbar:
    Slot 1: Juggernaut's Baton x1 - Stick - Sharpness II and Knockback III
    Slot 2: 6 Steak
    Slot 3: Mobile Cover - Obsidian Block x1
    Slot 4:
    Slot 5:
    Slot 6:
    Slot 7:
    Slot 8: Compass x1 - OP needs nerf
    Slot 9: Class Selector - Nether Star

    Item Descriptions:

    Juggernaut's Baton - The juggernaut is not supposed to be able to get many kills. It is supposed to disrupt the enemy team's positioning to provide openings to escape or enter a location. As such, the juggernaut is equipped merely with a stick with sharpness 2 but with knockback 3.

    Steak - Self explanatory.

    Mobile Cover - The juggernaut is an offensive support class that is supposed to be an un-killable rallying point for offenses on the flag. While holding the Mobile Cover, the Juggernaut is applied with slowness 5, but all allies within a 5 block radius are buffed with resistance 2 for the duration that they are in the AoE effect. This resistance negates fire-based true damage that otherwise cuts through your allies armor. This means that while a pyro's frenzy ignores your armor when dealing damage, the total damage dealt is mitigated by the resistance buff. Instant kills and/or true damage from other sources (assassin, archer, elf) are not mitigated by the Mobile Cover ability.

    Class Specifics:

    The Juggernaut has permanent health boost 2, meaning its maximum regeneratable health is 40 points, or 20 hearts of health.

    The Juggernaut has resistances against a few sources of damage.
    • The Juggernaut is immune to poison potions.
    • The Juggernaut takes 20 points of true damage, or 10 hearts of true damage when hit by an assassinate. This means it takes 2 hits from a powered assassin to kill a Juggernaut.
    • The Juggernaut takes 30 points of true damage, or 15 hearts of true damage, when hit by a headshot. This means it takes two headshots from an archer to kill a Juggernaut.
    • *NOTE* Pyro's still full normal damage to Juggernaut's who are not using Mobile Cover.

    In order to help balance out the high defense, in combination with the low damage output, the Juggernaut also has custom mobility rules as follows.

    While walking, the Juggernaut has slowness 1. When sprinting, the slowness 1 is removed for the duration of the sprint.

    The Juggernaut has a certain amount of stamina with which it can use to sprint. This is denoted by the experience bar and the level indicator. When the Juggernaut is able to sprint, the level indicator reads as Level 1. When sprinting, the experience in the exp bar drains, with a completely filled bar equaling 5 total seconds of sprinting. A completely empty exp bar takes 10 seconds to completely refill. If the Juggernaut completely empties the exp bar, the level is reduced to 0, and the Juggernaut cannot run again until the bar has been filled 80% (8 seconds after emptying the bar). When the bar has reached 80% after being completely empty, the level is once again changed from 0 to 1, meaning the Juggernaut can sprint again. If the exp bar is never fully drained, the juggernaut can continue to sprint, stop, sprint, stop, and repeat as many times as it can without penalty, as long as the exp bar never fully drains.

    When in combat, the juggernaut cannot be healed by medics, chemist potions, engineer cake, or mage spells. It can be healed by its own steak while in combat.

    If a juggernaut picks up the flag, it receives a special kind of poison as long as it holds the flag. This is denoted by the health bar displaying the poison effect. While holding the flag, the Juggernaut takes poison damage at twice the normal rate, and cannot be healed by medics, chemists potions, engineer cake, or mage spells as long as it holds the flag. It can still heal itself with its own steak while holding the flag.

    In order to help keep the capping potential of the Juggernaut in check, the Juggernaut follows the same restriction as ninja, and must stand next to the flag for 2 seconds before it is picked up. When the Juggernaut drops the flag, it cannot pick up the flag again for another 5 seconds.

    ______________________________________________________________________________

    I've had this idea running through my head for the past few weeks, and I just thought of the movement ability and supporting ability that would pair well with this class in order to give it its signature supporting role, as well as keep it relatively balanced. Hope you like the class idea. Post your thoughts, suggestions, and criticisms below.

    Also, regarding the intended niche, I do realize that heavy is the closest thing that the current CTF classes offers to a rallying point, but heavy is more focused on damaging out the opponents and scattering them, where the Juggernaut is more intended to keep your teammates alive and scatter enemies.

    Changelog:
    3/29/17 - Initial Topic Posted
    4/10/17 - Reduced the knockback on the Juggernaut's Club from V to III. Additionally added a mechanism that restricts the capping potential of the Juggernaut.
     
    • Like Like x 1
    #1 THECOMMANDER5643, Mar 29, 2017
    Last edited: Apr 10, 2017
  2. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    Is this a joke? Literally read the first sentence, what about buffed heavy.
     
    • Agree Agree x 1
  3. Wingurr

    Wingurr Member

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    There is no need for this class, pretty much its a troll class. Having a knockback tool... with that sort of value is too much! But, with its increased health pool? That being its free its going to be used way too much, should come with debuffs as well?! There is also a "juggernaut" of a Heavy with speed and strength buffs.. what more do you want. Then other to implement a class that is a buffed heavy with knockback. ???
     
  4. THECOMMANDER5643

    THECOMMANDER5643 Well-Known Member

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    Literally read the last sentence. This is supposed to be a class that can replace heavy in team compositions for those who like a more defensive play-style. A buffed heavy is a damage dealer that's hard to kill. A juggernaut is a tank.

    Also @Wingurr, since this is a class idea and nothing is final, do you think that the knockback is too much? What do you suggest it be changed to?
     
    #4 THECOMMANDER5643, Mar 29, 2017
    Last edited: Mar 29, 2017
  5. window456123

    window456123 New Member

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    Neat suggestion,

    But de Knockback 5 would destroy the patient gem of Dwarf's knockback.

    Also, making yer team more tanky with resistance 2 is ridiculous. Classes like chemist, mage, engie, ... must have low armor to be kill-able cuz of their annoying, high-dmg abilities. Full leather armor with resistance 2 can take 56.8% less dmg.

    It's dang hard to kill a heavy carryin flag with his mates around. Now dis, giving resistance 2 to full dia armor (takin 80% less dmg) is now takin 88% less dmg = almost invulnerable. Not to mention dem healin bodyguards.

    The class is a little dull with having no other abilities than being a wall. Need more abilities.
     
    #5 window456123, Mar 30, 2017
    Last edited: Mar 30, 2017
  6. 9016

    9016 Member

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    Heavy is already annoying as it is to kill, this is basically a buffed version of it, plus making Dwarf slightly obsolete, like what Window said earlier.
     
  7. lasertagfighter

    lasertagfighter Well-Known Member

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    Interesting....interesting.... The huge problem I have with this, is the knock back V, and the health. That is unfair. One hit from the stick, you are, I'm guessing, 30 blocks away. The health, on the other hand, you probably want rethink the life you have been given. I totally love the concepts, (some ideas I haven't thought of) but you increased the op factor a little over the top. I can probably recreate this class on one of my worlds and see how it can be balanced. But it most likely will not be added anytime soon in the next 3 years or much longer.
     
  8. Salty_Ivan

    Salty_Ivan Well-Known Member

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    Have you considered that this would be an amazing capping class?
     
  9. THECOMMANDER5643

    THECOMMANDER5643 Well-Known Member

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    @lasertagfighter The knockback can easily be adjusted. Knockback 2 is about 4-5 blocks of knockback, and I was thinking between 8-9 blocks. So whatever the equivalent knockback level that is required to achieve that is the one that should actually be on the stick. Also, the point of an idea is to be changed. What level of knockback do you think would be balanced for this class?

    @Salty_Ivan Yes i did.

    This prevents the Juggernaut from being healed while in combat.
    When in combat, the juggernaut cannot be healed by medics, chemist potions, engineer cake, or mage spells. It can be healed by its own steak while in combat.

    And this prevents the Juggernaut from being healed while carrying the flag.
    If a juggernaut picks up the flag, it receives a special kind of poison as long as it holds the flag. This is denoted by the health bar displaying the poison effect. While holding the flag, the Juggernaut takes poison damage at twice the normal rate, and cannot be healed by medics, chemists potions, engineer cake, or mage spells as long as it holds the flag. It can still heal itself with its own steak while holding the flag.

    It also increases the damage that the Juggernaut takes from flag poison.
     
  10. Salty_Ivan

    Salty_Ivan Well-Known Member

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    Too complex, would love for other classes to be reworked first. COUGH MAGE COUGH
     
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