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Idea [ReadMe] Elf is still bad lul (also chemist jump boost?lul) & necro?Lul, +credit use?

Discussion in 'Capture the Flag' started by scapezar, Jun 4, 2018.

?

What do U think? (add, explain, & specify in the comments!) - nothing's personal ;D

  1. I agree with all of it. #Scape'sKewl

    26.7%
  2. I agree with most of it. #Scape'sAiight

    46.7%
  3. I agree with some of it. #Hobo'sBetter

    26.7%
  4. I don't really agree with any of it. #RebelLife

    0 vote(s)
    0.0%
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  1. scapezar

    scapezar Ex-Ban/Appeal Manager | Ex-Hack Test Manager

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    Intro/Statement of Purpose-

    Ok so having known what elf was hoped to be before its release (erring on the side of being OP, no where close to being weak or seemingly impossibly hard to generally use), I'm sure doubting its current state and its potential to play a somewhat reliable or effective role especially in competitive gameplay with the aspiration to spice up and change the meta (it doesnt appeal to the skill or gameplay of basic newbies, let alone to hardly any regular)....
    .....
    ....Since the rework, in some ways it has been just slightly easier to play with.
    I say "some" and "slightly" bc i think its previous earth shot -due to the large area it affected and ability to temporary stop a target in its tracks- was the easiest and most effective aspect of elf even relating it to what it has now ....removing this and replacing it with a much harder shot to pull off [with the current pure damage+root bow] with just the added benefit of dealing more damage - even when the primary effect of rooting a player to the ground was to let ur allies [who can esp get in the way of a consecutive arrow] catch up to that player and deal the majority of the damage to result in killing the target - atm even still rooting the player with the current pure shot gives the shooter nearly a 35% that they will make the next shot since their target can either stand still, budge to the left, or to the right, and it's maybe a 65% to make the initial vortex shot....while the previous earth shot had a near 95% of making every shot (all of which excluding the chance of teammates getting in the way of the shot)....
    .....
    So its previous and current state of its most used bows that were actually reworked (full-powered pure,vortex,+earth shots) are STILL just about equal, averaging the chance of a successful shot and the overall resulting benefit ...meaning that aspect of the rework didn't do much, esp since all else that has changed with the class is either extremely minor or hardly very beneficial due to the hinderance of a cool-down, practicality, and circumstantial use which largely stems from its weak armor (the fact of being able to be killed quickly in close combat sword pvp is not the problem that should be fixed, but tbh the main problem lies in its weak or hindered elf abilities).

    ....Elf has hardly changed from requiring a lot of skill to use effectively in very certain circumstances and thus greatly limiting ur potential to have fun - while also meaning its not a class new players would use or buy, which is a big RIP, esp after a rework, which is why i hope this rework is not yet over

    #BuffElf #BuffNecro (seriously) #BuffNation (lul its like we've been cursed ever since we nerfed classes after MCPVP so that with any bad, weak ass class that's been touched for a rework, it can never truly be buffed x ddd)


    Ideas/Suggestions-

    1st off, elf's water shot is on some pretty weak ash ground - u pull it back all the way and shoot the water, resistance, & regen which is ok but the cool-down is the killer, leaving u and ur teammates vulnerable to the fire that u were trying to counter. tbh the quick, short water shot (not pulled back all the way) should definitely not be affected by this cool-down.
    ...keep in mind that even if the elf chooses to use this short water shot, then that makes the elf temporary immobile and it's also a lost opportunity to be shooting a pure bow shot, etc - but the elf should be able to have this circumstantial choice, otherwise it leaves the class too underpowered and much harder to use as it's restricted by a seemingly constant cool-down.

    And seeing how the vortex shot is atm, it seems really like a waste - better to have just kept the previous wind shot and increase its effectiveness tbh, bc this vortex does -exactly- the same thing as the root in the pure element...
    Since elf is hardly OP atm, mainly due to its weak armor it dies to a ninja in a second, id look into increasing the radius for what the vortex shot pulls in, since it has like a radius of 1 block, if that, atm (this would also really help differentiate the two shots -the pure root & wind vortex- a bit more)

    Also elf shield is a trash counter to archer, its not even a counter - its just what u use to -hope- to not get headshotted since u r immobile using it so u have to just spam it once and then move if u dont want to die to something else - which is why i think it should be reworked around the fact that it lingers a bit after it is used so the elf can comfortably at least pvp and shoot in its shield bubble while providing indisputable temporary cover for allies around it, which i dont see and i never see used bc its just not effective or practical
    -----or better yet, edit it so u have to shift and block to activiate it and then it stays active until the juice (xp) runs out, so u can move with it (may have to nerf the duration, etc, but, with a bit more mobility, it at least would be effective and more practical temporary counter to archer's shots).

    Other stuff to think about...slightly buffing some protection levels, and/or giving it another row of hearts, both of which to give it a bit more cushion and let it in on a bit more action :thinking:


    NOW ON TO CHEMIST!11....
    Jump boost is pretty bad, i thought itd be better, @Flaze__ was saying the same and it's pretty obvious, i think the boost level should at least increase by 1 (which may have to be custom coded), or revert it back with modification - all that had to be done before was increase the potency and slightly the duration of the weakness pot.
    ...now its only practical use is to throw it on the pursuing recov so they cant jump (itd slow them down slightly) which is so lame lmao, might as well be a slowness pot
    ...there's basically never a 2.5 block high thing in the immediate path that some1 needs to go over, and if theres a 1.5 or 2 block high thing or elevation in the way, then the jump boost would actually slow the chemist down since more often than not the boost would still be active as they try to run+jump away seconds or so after (using the jump boost to gain a bit extra kb is under the same boat since the chemist can't run+jump immediately afterwards but it also doesnt guarantee to be hit at all even in the desired direction to start with)....if the jump boost was 4 blocks high for ex then there would be some better, actual use, or at the very least increase the chance/potency of 'chaos' for the better or worse if the chemist was so desperate to gamble with the use of jump boost III-V mid-combat


    OTHER IMPORTANT STOOF....
    With all this said, I do still believe adding a CTF credit shop, custom tags/clans, prestige/ranking system, and credit gifting with the availability to spend irl cash $$ on some -if not all- of these joint features should be of as much importance atm as another way of gaining revenue, bc who doesnt need the money lol (@us with 5 billion credits xd)
     
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    #1 scapezar, Jun 4, 2018
    Last edited: Jun 5, 2018
  2. Hamzas

    Hamzas Well-Known Member

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    Imo you are under estimate the current elf, a lot of people consider the vortex OP and I think when it is added to match server, some teams develop some strategy based off of this. However I do not play elf I only has seen it against me, so a elf player maybe has different opinion.


    Using the elf shield requires the archer either wait to shoot or shoot and move around after they shot. Both of these are better than the archer is able to sit there and fire arrows (assuming nobody is target them.) For this reason, I don't think the shield is trash as the archer need to be prepare for the shield, but I would be open to a slight buff towards it. However once again I am not elf player, so all of this I has experience while play archer or seed it.

    I has see chemists use jump boost to escape people, so I no think it is 'bad'. But I be open to test the increase of 1 level and see how it is.
     
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  3. puhdgy

    puhdgy ♡·⋰˚× ᴍᴇᴅɪᴄ ᴍᴀɪɴ & ᴇx-sᴛᴀꜰꜰ ×˚⋱·♡

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    > I really like your ideas to change the shield, I think either option would be good and also give the class more ability to support rather than cap(offense support bias sorry !).


    > I would be open to seeing changes with this. As Hamza said, I don’t think it’s utterly useless, but I also think it could be better. So a minor buff like you suggested or changing it to something else possibly, could be good ideas.

    As for everything else, I can’t say I really agree with your opinion on water element(keep in mind I don’t use elf, so I can be wrong with this one especially since it’s not really an element that grabs my attention when I’m watching a game).

    As for vortex, I don’t have a solid opinion on it right now. I feel like when people are smart with it, it can be used pretty well which isn’t all too difficult. I do wanna see vortex used in matches because of its recovery potential, maybe then I’d have a solid opinion on it.

    100% agree, here’s a waffle.

    [​IMG]
     
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  4. fatmog

    fatmog Active Member

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    One thing I noticed with elf's water element is how you you get another 4 seconds of regen if you stay in the water aura until the first 4 seconds of regen finishes. If you move a bit, you don't get another 4 seconds of regen.

    @redslime Is this intentional?
     
  5. rayquaza611

    rayquaza611 CTF something

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    ALRIGHT ITS TIME

    As it is now elf is a BAD support class (aside from vortex) but an ALRIGHT playmaker class. I see it like this, running a support elf on offense/defense should be as good as running a buffing chemist or a support medic in that in a 2v2 or 3v3 situation, the side with a support class should win, and support elf CANNOT do this. Of course you can go the way elf is currently going down, the playmaker route, where it caps, it fights, it kills, etc, but i will suggest what it should change if it were going down the support route.

    Lets start with the first point, Water Element.
    Never have i been in a situation where water elements regen and resistance MADE the difference between living and dying and there have been plenty of times where i have been not extinguished because it DOESNT extinguish in a sphere/cube.

    Solution?
    Buff the Regen and Resistance if you're gonna keep it only 12 seconds, u might as well increase both anyway because it never does anything.
    Also make it extinguish in sphere/cube please im tired of getting hit upwards and getting insta-frenzied and not being able 2 extinguish an ally because the flag is on a step upward. (if ur gonna have the timer be 15 seconds, make it worth it)

    Next point, Wind Element
    Wind element is highly polarizing in the current meta, its stupidly overpowered and has NO counterplay options, u just get anchored in place and die, then the elf that shot u has 2 wait 2 seconds and anchors another person in 2 seconds, stupid.

    Solution?
    Instead of this complicated stuff, make it so when it shoots an area, it makes an aoe effect like water where allies get speed 1 or 2 for a few minutes, and enemies get slowness 2 or 3 for 5-10 seconds in the aoe (also deny soldier climbing in the aoe), allows fleeing allied flagholders 2 get away from recov, and allows allied recoverers 2 catch up to fleeing enemy flagholders. (of course large cooldown implemented)

    finally Shield
    Current shield is cool and all, but have u ever fought ninjas that egg u every 2 seconds and mages that just spam u while u sit down for a tea and shield?
    Mobile/Lasting Shield would be great as it would make ninja and mage interactions MUCH more do-able and not a 1-sided kill.

    Instead of activating from blocking and shielding, make it so u use your item drop key and it activates, and you press it again and it deactivates. This would allow you to pvp while shielding, cover allies, and make mage and ninja interactions alot more interesting.

    Sidenote: Keep pure as it is, its ALOT easier to use right now and i don't think it need a buff/nerf. maybe if u want to put the deny soldier climbing somwhere put it here? make it so soldiers cant climb for a short while after being full draw pure'd? I dont know what to do with it.
     
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  6. redslime

    redslime Lead Developer

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    yes
     
  7. Icarus_82

    Icarus_82 Well-Known Member

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    Ok so I've been playing a fair bit of elf since its rework and I'd like to give input on some of the thoughts posted here. I think the main point that many seem to miss is that elf's abilities should generally not be considered as separate from another, but rather as working in tandem. Individually, all of elf's elements are weak (and I think that's how they should be), but it is the versatility of the kit when all the elements are combined which gives elf its strength - for example, the pure shot will never be as high damage as archer headshot, the water element isn't as effective as a medic restore.

    I definitely see elf as a support class, both on offence and defence. On offence, elf can extinguish a pyro frenzy, heavily delay the recov with wind, and block potential headshots from archer. On defence, elf can wind enemies to make them easy targets for heavies/ninjas/pyro/mage/archer, provide regen and resistance to the entire defence in an enclosed flagroom, and contribute with its own damage (especially on classes that aren't soldier). All of this comes with quite a high skill cap, which is why calling for changes at this point is incredibly premature imo - no-one has had near the time to master the class.

    I think it's difficult to know how effective elf will be in competitive considering it hasn't been released, but I'm excited to see what teams try out and think it could shift the meta from PvP-oriented quite significantly.

    Pure shot has become much easier to hit than pre-rework, chaining earth and pure was near impossible, whereas chaining wind>pure> pure is much easier.

    As elves become better with judging strafe patterns I think the pure element accuracy will increase, but 35% isn't terrible considering the other benefits it brings to the table

    It still requires a lot of skill, but I think it has changed drastically in terms of the situations it can be used in - the old water and wind were incredibly situational, and using sword often gave higher damage than pure. I think elf can cater to many more situations than before.

    I'd agree with Ray here in that any buff should be to the strength of the effects as the cooldown gives it a higher skill ceiling. That said, I think this element has been intentionally watered-down (heh) due to vortex being quite strong, so I'd hope that this would be buffed if vortex does end up getting a nerf.

    The old wind element was kinda gimmicky; the most common use I saw was people shooting it into spawn (aside from a few who used it to help pvp combos or knock people off the map). The new wind provides instantly more crowd control to delay enemies and enable your teams damage and your own. The vortex is way more effective than the pure element - it is area of effect, lasts longer, and easier to hit.

    I disagree, elf shield is a very good counter to archer when used to protect teammates from being headshot (especially in stalemates where archer is one of the best recovery classes). It's only a bad counter if the elf is by themselves out in the open (which I don't see much reason for)

    It should be used more :smile: Flag carriers die to headshots all the time.

    Yeah I think it isn't worth using in combat for the elf, but the 20% reduction can help out a lot when used on a heavy or soldier who is being being attacked by ninjas and such.

    The last thing I'd like to mention which Ray has already is that elf should probably counter soldier harder - it was originally introduced to counter soldier and hardly does anymore as earth has been removed and vortex doesn't prevent wallclimb.

    TL;DR Elf is cool and fun and useful and I'm excited to see it in matches yay :grinning:
     
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  8. EmperorTrump45

    EmperorTrump45 Dank Memer

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    #BuffNation
     
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  9. scapezar

    scapezar Ex-Ban/Appeal Manager | Ex-Hack Test Manager

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    great feedback!! i exaggerated points for the attention, but for all of them id think only a small buff or edit would be necessary - elf is technically OK atm, but tbh its just below or off the bar for where it comfortably should be - so either slightly buffing or manipulating the power/hindrance b/w its abilities could help, assuming the essentials will stay the same

    ill play around with the vortex shot a bit more, but the main point i was trying to make was that it's basically just a slight buffed version of the root on the pure element which i see as being redundant - although it can be effective atm

    @rayquaza611 a spherical/cuboid water zone should definitely be worth looking into, that's if nothing is done with the cool-down for the quick shot - i havent yet experienced or thought of getting hit into the air to then be frenzied since ur in the air near half the time with vertical kb or just jumping, but it's not a fair handicap for something already quite limited

    @Keelb00 i was just comparing the previous earth element to the current pure element/vortex, thinking about how much of a 'buff' or useful change it's really been since the earth element had a much greater area of effect

    and i agree with the rest of your points Keel, but in regards to the elf shield, tbh it looks good on paper, but in practice, a flag-carrier is hardly ever able to sit still - they always have to move or get knocked around due to other recov, so with continual archer fire, an elf trying to play body guard for the flag-carrier in that mess while getting knocked or killed quickly him/herself with a pretty small sized shield that depletes is hardly much help and doesn't fully protect the flag-carrier from archer at all in this typical circumstance with even the full time-span of its shield - it'd make a team or player think that switching to a healing or bulkier-high damage class or a class that could actually stop the archer from firing (by killing the archer) would be the most useful and effective choice or else a recov would be bound to happen....ofc everything's circumstantial but elf fits that weird little niche that not only is very hard to pull off but another class tbh would be more reliable and effective for the job at hand - in rare cases would other (combo of) classes be just as good if not a bit worse

    and even with vortex/root, a better soldier wall-climb counter added in like from before would be nice

    to conclude, i do agree it's still very early in the game and it'd be good to see how elf plays out in matches, but at least it's good to keep an eye out with these concerns, mainly tbh if it's too high a skill cap or too unreliable or ineffective than another class for a role on the team
     
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    #9 scapezar, Jun 5, 2018
    Last edited: Jun 5, 2018
  10. ArcticGalaxy

    ArcticGalaxy Leader and Representative of The Crusaders

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    Elf vortex-
    Honestly I would have to disagree, the ability to pull the flag carrier back is a huge advantage and is definitely going to be used once the tournament is over. Being pulled back and rooted is basically a death sentence for any flag carrier. Personally I hate it but would be an interesting addition to the game. Although elf has weak armor that by no means makes it a “weak class” as it has the potential to do major damage as a support or defense class.


    Adding an armor buff- not completely against this idea, might make elf less of a risk to run on a roster. Although the amount of damage it does is kinda scary.

    Credits-

    Heck YEAH! Please I have so many it's not even funny.
     
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  11. scapezar

    scapezar Ex-Ban/Appeal Manager | Ex-Hack Test Manager

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    Another idea for the water zone would be to increase its time-span for like 3-5 more seconds, so an elf could place it in a main doorway of the flagroom for example so another teammate can enter through this with just enough time to exit through it with the flag hypothetically, which would better justify the large cool-down it has.
     
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  12. EmperorTrump45

    EmperorTrump45 Dank Memer

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    [​IMG]

    tl;dr

    elf sucks
    elf has always sucked
    elf rework sucks
    elf still sucks

    playing elf is a lot like playing pantheon lategame. You've got a lot of abilities and none of them do anything because ur useless af. i don't know how anyone has played more than 3 hours of this ****, I'd lose my goddamn mind lul (and I did)

    problems with elf:

    -wind element = discount soldier wallclimb
    -water element = sh*tty AOE heal, cooldown, no duration unless you afk in it, marginally better than pre-rework (discount medic heal)
    -pure element = discount archer headshot
    -earth element = oh wait this doesn't exist anymore. PRAISE
    -less tanky than medic

    other issues

    2 arrows for abilities mechanic is stupid
    people worried about Elf buffs when archer exists
    people worried about Elf buffs when strength 2, speed 1 heavies exist
    people worried about Elf buffs when mage exists
    people worried about Elf buffs when engineer exists
    people worried about Elf buffs when dwarf exists

    like we've got all this broken sh*t in ctf and yall are worried about making Elf less garbo becuz LUL HIGH SKILLCAP

    is that not true for any other class lol. you have to use your abilities in tandem to get kills, objectives or whatever. Like Ninja eggs, stealth & sh*t. Or mage spells. mage/elf is actually a good comparison. the only difference is mage and ninja's abilities are actually useful and y'know.. work

    guys i've got a great idea. let's make a class whose abilities all suck. then we can make players come up with these really complicated ways to use them in tandem to possibly do something because that's definitely what every player wants to do. poggers!!!

    Wow it's almost like pure element is discount headshot and water element is discount medic heal

    Wtf lol. Elf is not Thresh (from League). Sure both have high skillcaps and are probably (not 100% about Elf's case) rewarding when you play enough of them. The difference is, Thresh is fun. Even when you suck with him at least you can still do sh*t if you channel your inner madlife and land a hook. With Elf even if you land pure elements or that CLUTCH water element to stop a pyro/dwarf the impact is pretty lame by comparison

    ofc I don't play much Elf because I hate it, but I've taken the time out to become good at Thresh - 1,000+ games on him - because he's enjoyable to play. You actually feel like ur doing something instead of trolling everyone (including your team)

    not saying some people can't find elf enjoyable. punishment can be enjoyable, if you're into that sort of thing. but most people don't because they don't play competitive and actually want to have fun

    saying 35% accuracy pure element accuracy 'isn't terrible' is like saying my 51% lab score in chemistry is 'a pretty good grade'

    here's an idea: instead of adding a bunch of high skillcap bullsh*t to be abused by regulars, why not make sh*t (like all of Elf's abilities) less stupid and easier to use so new players don't get instantly rolled in game?

    i'd hope this (water element) would be buffed regardless because it f*ckin sucks.

    also why tf are you talking about nerf/buff tradeoffs for Elf. This Elf we're talking about, a class so useless it's mentioned in the same context as Necro lul

    fixed it for you

    imagine a world where no one moves. like ever. then you can hit consecutive pure elements, land a vortex, actually heal with the water element, and block headshots.

    wow elf is so good

    it's almost like elf wind element is discount soldier wallclimb

    Screen Shot 2018-06-06 at 9.53.47 AM.png

    I took this from b0s' thread on the Elf EMP Update

    this is the problem. It is not a rework when you leave the basic setup unchanged or 'almost unchanged'. Like that's not a rework, that's a tweak. Elf doesn't need tweaks. It doesn't need some fixes here and there. It needs a complete rework similar to what's been suggested on this thread by @Jul13n and @rayquaza611 (shorter cooldown on water element, longer duration, maybe more healing + making elf shield mobile instead of static) & some of the sh*t that was posted on the feedback 6 months back

    B U F F
    N A T I O N
     
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    #12 EmperorTrump45, Jun 6, 2018
    Last edited: Jun 6, 2018
  13. scapezar

    scapezar Ex-Ban/Appeal Manager | Ex-Hack Test Manager

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    Another thing to keep in mind with the vortex shot (& even comboing with a pure element) - it keeps some1 at bay for at least a second and a half, but so would any other player knocking back or fighting the target, esp if it's a ninja with its eggs or mage with a constant barrage of spells. I've been playing around with it keeping the comments in mind and dont see it on the same level as any other class - its only outstanding feature is its wind fly ability, giving it the quickest cap option under ninja (although its cushion makes it less optimal than a soldier in most cases, even with its "potential" to deflect headshots and frenzy).

    @Admiral_Mas0n mage damage spell (esp with the combo of it's other spells) tbh is also a discount of elf's pure element+vortex - although elf can shoot longer range, the likelyhood of making such shots, esp consecutively, is unlikely, while short range, mage is superior or near the same level
    (admiral oml x'D ur highkey hilarious & savage but with good legit points, as always xd)
     
    #13 scapezar, Jun 6, 2018
    Last edited: Jun 6, 2018
  14. Pizze

    Pizze Well-Known Member

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  15. Northernlreland

    Northernlreland Well-Known Member

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    The wind vortex is not a waste, the vortex is quite OP. You can stop flag carriers and make them stay still, not only is this giving time to your team to catch up too the carrier, but also leaves the carrier open for free headshots. If you arnt spamming wind element "*fly* then it is hard to lose arrows, as the arrows regen at a fast enough rate, along with the new update that you get 5 arrows per kill.

    I also agree with rayquaza's point on how the shield should be activated and deactivated, as you PvP.

    Water element is ok, it just needs a slight decrease of cooldown time.

    Elf is an "ok" kit to use if you don't know how to. But when you do, it becomes quite strong. You have literally two weakness, mage and ninja
     
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    #15 Northernlreland, Jun 6, 2018
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  16. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Is there literally any kit that isn't strong when you've played over 40 hours of it
     
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  17. Northernlreland

    Northernlreland Well-Known Member

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    Well I think every class is strong for a start, but you must of miss understood my point that people think elf is "ok" but in reality it is a very good kit.
    Other kits take less time to master, whereas elf takes alot to be effective.
     
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  18. hayns

    hayns Member

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    Necro is already amazing dude
     
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  19. Kayrex

    Kayrex Ex JMOD

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    I feel like people complain about elf because they either don’t know how to play the class properly, or just because of it’s gear. (add prot 2 pls)
    Elf is a very hard class to master, DEAL WITH IT.
     
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    #19 Kayrex, Jun 7, 2018
    Last edited: Jun 7, 2018
  20. Northernlreland

    Northernlreland Well-Known Member

    Joined:
    Dec 27, 2016
    Messages:
    229
    Ratings:
    +86
    agreed, hard to master but extremely powerful in all areas of the field.
     
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