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Idea Non-Instakill Archer Proposal

Discussion in 'Capture the Flag' started by EmperorTrump45, Aug 13, 2017.

?

what do you think of this archer rework?

  1. +1 it could work

    4 vote(s)
    80.0%
  2. +0 needs some changes

    0 vote(s)
    0.0%
  3. -1 bad

    1 vote(s)
    20.0%
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  1. EmperorTrump45

    EmperorTrump45 Dank Memer

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    gonna throw an idea out here. tell me what you think

    remove archer instakill
    replace with true damage bleed

    how bleed works:
    -bleed stacks based on how many fully charged shots you hit under 30 blocks
    -can get up to 5 stacks of bleed
    -each stack of bleed (default, you have 1) deals 2 hearts (+25% attack damage) true damage to enemies
    -bleed applies when Archer lands a shot at 30+ blocks (aka a headshot)
    -each additional stack of bleed deals an additional +25% attack damage as true damage(edited)
    -max bleed = 2 hearts (+125% attack damage) true damage to enemies
    -attack damage is based on Archer's sword
    -stone sword, deals 2.5 hearts damage per attack. 25% of that is approximately 0.625 or 1/2 heart damage (rounded down)

    -max bleed, in other words, = 2+ 3.125 hearts true damage = 5.125 or 5 hearts true damage
    -archer headshots do 7.5 hearts true damage without bleed
    -max damage w/5 stacks of bleed = 12.5 hearts true damage
    -bleed ticks 1.5 hearts every second at 1-3 stacks, 2 hearts at 4-5
    could also add a slow but that seems a little unnecessary

    oh, almost forgot. remove the punch on the bow(edited) and decrease headshot range from 30 blocks to 25. lower reward for landing headshots so make it easier to do

    thoughts?
     
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    #1 EmperorTrump45, Aug 13, 2017
    Last edited: Aug 13, 2017
  2. CommunistBelgian

    CommunistBelgian Well-Known Member

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    The idea in general seems really good to me, looks a lot like the previous idea you and @Proterozoic posted, but more elaborated and fitting in the current meta. However, in the current meta, there are some maps on which you'd actually need a headshot in order to recover a flag. For example Blackout (again), you're in an official match and there's a stalemate. Usually people send ninjas to target the pyros or pyro will defend their own flag carriers meaning that offense fully relies on archer / ninja / soldier. If a soldier is holding the flag on the opposite team, you'd need a fleet of soldiers to
    conquer the bell tower actually do stuff on recovery without a headshot. It's basically impossible to recover on Blackout without an archer being able to do an instakill, soldier can either run from other soldiers, wallclimb up to avoid ninjas, in case you were thinking about assassin for recovery, it's useless in a stalemate on Blackout (most of the time there are exceptions). As I said on earlier threads I would prefer just removing the Punch I for now and see how the rest of the game changes and then try to find something that would fit in there.

    If this idea is to be pushed through though, would the bleed give some kind of particle effect so it'd be visible for other players (friendly medic..? / enemy whatever class he/she's playing) and would if yes to my first question, would this give some sort of slowness? To like, make it slightly more realistic?
     
  3. Salty_Ivan

    Salty_Ivan Well-Known Member

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    Too complicated for a free class.
     
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  4. ACE_BLUE2

    ACE_BLUE2 Sup'

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    You could make use of the exp system, increasing in level to account for bleed stacks. I'm not gonna lie, I did have to read that a couple times xD; coding this would certainly be a pain. I've always been a fan of the bleed system, this particular idea might lead to plenty of bugs, if you can't explain your task to a five year old, you can't explain it to a computer, at least that's what I was taught. This idea is feasible, don't get me wrong, but seems a bit complex for a free class.

    In game, this could work. It could effectively support a defense while giving an offense a chance to get across the map. This system would also shine as a recovery class, outside of stalemates, especially if there was slowness added to the bleed. A rework like this would also remove the incentive to spawn shoot. However, a stalemate would be the downside; an archer would have to pull off multiple shots to take down a flag carrier who already has some serious support. It'd take a lot more timing, and honestly, luck, to be effective. I'm going to counter myself for a sec here, but saying this won't be a good rework because it makes archer weaker isn't a valid argument, as that's the literal point of the rework. As long as there's a way to properly implement this, I don't have an issue with this being added at some point.
     
  5. EmperorTrump45

    EmperorTrump45 Dank Memer

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    League of Legends has dozens of champions with far more complex mechanics than this. It's one of the most popular video games in the world.

    With proper presentation anyone can understand a true damage + scaling bleed concept. And yes, I'll admit I didn't present it in the most coherent way, mainly because I was tired and copied a lot of it from a thing I wrote on discord.
     
  6. Salty_Ivan

    Salty_Ivan Well-Known Member

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    Right now we should be keeping the playerbase we have without losing it. Otherwise CTF would die.
    The age range for League is much different from the age range on CTF. The newer players and all players in general on League would most likely be in their mid teens or young adults while we have some people who have not hit puberty yet.
    Elf's concept is very complex. At first it seems like just a random assortment of abilities, and it truly is. However, some people have mastered it but not a lot compared to something like Chemist. It's more difficult to use less than 10 words to describe the function of elf without being vague and confusing compared to other classes. For example, Pyro: Hit players on fire to deal massive damage. Soldier: Climb walls to run away with the flag. Elf, however, there's nothing to say about it. Support other players? Use a variety of elements with different abilities? That doesn't say much.
    Why did I just mention Elf? Well, this is one of the, if not the most complex class on CTF. It's premium so new players will not have access to it. If people don't know what it does, why would they buy it? Archer, on the other hand, is a free class.
    It's also the only ranged class that is free, so naturally new players who are better with a bow will be inclined to use it. With the reduction of arrows, the idea is still the same. Shoot people, 30+ blocks is instakill.
    I don't want to go further but I hope you get my point.
     
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  7. EmperorTrump45

    EmperorTrump45 Dank Memer

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    No duh

    The CTF playerbase has aged quite a bit over the years. It's not drawing in too many new people and most of the oldies (who were 12-15 back in 2012-2013 or whatever) are now in their mid to late teens or twenties. I am one of them.

    Yes it is. In fact, it's a lot more complex than what I'm suggesting.

    Yes, Elf was not a well made class.


    That is because Elf has no function. It just exists


    Elf being complex and, coincidentally, worthless has nothing to do with this Archer rework.

    I have been playing CTF for over five years Ivan. Why do you consistently feel the need to state the obvious?

    Yes, and the sea is blue.

    And it's a dumb idea. Simple, effective, totally unfair, and almost gamebreaking depending on who the Archer is, what map is being played (underground pathways became nessecary on some maps because Archer camping made aboveground crossing impossible), and how many Archers there are. That is why I have made numerous posts about the need to get rid of instant kills and just as many suggestions as to what they should be replaced with.

    I'm not sure I do get your point, Ivan. I assume it's "well Elf is complicated as hell and complete trash - therefore since this Archer rework is somewhat complicated it must also be trash". Is that your point?

    If it is I'd love to hear some rationale backing that up. Why? Because Elf being complex has nothing to do with it being trash.

    The problem with Elf is that all of its abilities are weak, hard to use, and don't work to any particular goal (which you have mentioned) meaning that it ends up being bad at everything (except, arguably, flying away with the flag). You can't recover with Elf because of low damage output and inability to quickly burst down enemies - i.e. you have to land 2 consecutive shots with pure element to actually get some good damage off. You can't support with Elf because the only ability that's angled towards support is the water element and it has puny range and, if you do it hit, gives a max 8 second resistance I buff. That is 20% damage reduction for 8 seconds and its much harder to land than any of Chemist's splash potions - which do a lot more. And, ofc, you can't offend or defend with Elf because of low damage output, squishiness in melee, and garbage knockback from wind element (literally 3-5 blocks).

    That's what happens when most people play Elf. Sure some dudes like Skarm or cliff can make mad plays with Elf and be virtually unkillable most of the time, but no one wants to put in the ridiculous amount of time needed to be able to do that.

    The difference between Elf and this Archer rework is that you can actually do stuff with Archer without having to be too skilled at it. The bleed will, most of the time, get a kill for several reasons 1) bleed ticks for 1.5 hearts every second so in 2 seconds, if someone does not or cannot steak, they are dead. 2) if someone is not full health, they are dead, 3) headshot range is reduced 5 blocks so multiple headshots are easier to land, and 4) stacks aren't hard to farm.

    It is true you won't get as many kills with this Archer, which is the whole point of it. Right now, Archer is way too successful at the expense of everyone else and that is a problem. This rework aims to fix that problem without destroying Archer (which is what removing & not replacing instakill, increasing headshot range to 40+ blocks, or replacing instakill with 'body specific' headshots would do). If you think that's what it does then maybe I didn't do a very good job with the rework. Maybe it still doesn't do enough damage to guarentee a kill, most of the time at least. If that's the case, that is an issue.

    But the concept of a true damage bleed w/stacking bleed is not complicated. I agree I didn't present it in the easiest-to-understand manner, but just because I threw in some scaling doesn't make this "too complicated" for noobs to understand. Most people who play CTF are solving equations and maybe even finding the zeroes of a fifth root polynomial right now, in math class. If they can do that they can certainly figure out that shooting ppl at short range will make their long ranged shots do more damage (there could be some kind of icon for this, or an in chat - similar to what we have with medic/assassin - that says 'attention archers! shooting enemies at short range causes your long ranged shots to do more damage!').

    Noobs are new players. Not idiots.
     
  8. Salty_Ivan

    Salty_Ivan Well-Known Member

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    You don't get my point. I elaborated on elf because new players don't play it on Fridays at all due to it's rather complex nature. Bleed is complicated enough for players who join for the first time. I won't say it's hard to understand for a 16 year old but maybe so to an 11 year old. The player base isn't going to grow without them. Minecraft as a whole wouldn't have grown without them.
     
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  9. Spades_

    Spades_ Former CTF Mod

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    It really depends on how much time the newer player spends playing the game. Given enough time, players will adapt and learn to any change. The problem lies with how much time someone is willing to spend to learn a class inside and out. I don't think it's too complicated, but someone who doesn't use the forums and doesn't know why they suddenly don't get headshots would be confused. (If that makes any sense) they'd either have to figure it out, or be told how the nerf works.

    So, I believe it really depends on how well the players are informed. The change isn't incredibly complex, the players just need to know what's going on. @Armiral_Mugman @Salty_Ivan
     
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  10. EmperorTrump45

    EmperorTrump45 Dank Memer

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    You weren't very clear.

    That is nonsense. If players wanted to play Elf they would have taken the time out to figure out how to do it. They do not because Elf is a terrible class that isn't fun to play unless you've dedicated a ridiculous amount of time to mastering it
    No it's not lol. The damage values themselves aren't obvious but the concept is not hard to understand. Bleed means you lose blood/health. Anyone who has cut themselves or is older than 4 knows that.

    Why don't we remove medic healing then. Hitting someone with a sword to heal them probably isn't too clear to this hypothetical 11 year old either.

    Let's also remove Soldier because right clicking on a wall/the ground is totally intuitive as is the actual function of the xp bar.


    So you're saying that if we have any concept that approaches the realm of complexity, on a free class, CTF will die (or, at least, not grow any further)? Come on.

    People play CTF, or any game, because it is fun to play. Yes, you can make things so complex that no one will be willing to take out the time to play them, and that will kill off a gamemode. However, adding a bleed with scaling damage to replace one of the most busted mechanics in the game is not one of those concepts. Ideally, this rework would leave Archer in a good enough state to where it is still fun to play

    Also people don't need to know the exact damage values or how all that works. The only thing that the average player needs to know is that landing shots on enemies within 25 blocks will cause your 'headshots' to do more damage. As @Spades_ has said, the changes themselves don't matter as much as how aware players are of those changes (so they actually know what's going on). That would be easy to do and could be done through some in game announcements and on screen messages, which I have already mentioned above

    Aside from the occasional complaint, these changes will not hurt CTF's playerbase and certainly won't kill it. Look at what happened with the Pyro rework or Medic sharp 1
     
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    #10 EmperorTrump45, Aug 14, 2017
    Last edited: Aug 14, 2017
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