1. Welcome to the Brawl website! Feel free to look around our forums. Join our growing community by typing /register in-game!

Update thoughts and suggestions

Discussion in 'Hardcore Games' started by xGhale, Jun 19, 2018.

Thread Status:
Please be aware that this thread is more than 30 days old. Do not post unless the topic can still be discussed. Read more...
  1. xGhale

    xGhale HG‘s Doom guy

    Joined:
    May 18, 2015
    Messages:
    2,904
    Ratings:
    +1,393
    First off, kits:
    Since I'm working off of an old kit list I have no idea what kits are being changed and nobody's told me anything for the wiki, so here goes nothing:
    • Airdrop: Nerf the early-game spawn rate of pick-axes and iron ore, buff the spawn chances of mushrooms, add cocoa beans to the spawns, remove dirt and grass blocks from the spawn roster, add a late-game spawn of a Strength I splash potion (10 seconds), add the chance for enchanted armour late-game
    • Philosopher: Remove, sorry. The kit isn't very viable (you need 312 iron ingots for a single unenchanted set of diamond armour - those 312 ingots converted into armour will far out-last the armour you've crafted) and if buffed would *easily* become extraordinarily overpowered.
    • Toolmaster: Nerf very slightly - increase the mined blocks needed to upgrade each tool by 25 (so up to 75).
    • Achilles: Nerf a little - any wooden tools or swords used against an Achilles will lose absolutely no durability. I can remember this one fight I had against @pixelmonlover where I broke 6 Sharpness 1 enchanted wooden sword before finally killing him with a diamond sword. The damage isn't too hard to tank in the first place :v
    • Acrobat: Fine, good kit, well balanced. Maybe extend the range of the affected blocks by say 3 blocks just to push its viability up a bit.
    • Adventurer: Yikes. Remove the Speed 1 effect when full armour is reached, since the kit becomes practically unstoppable after attaining full armour.
    • Anchor: Combine with Neo, but please fix the damage bug. Anchor takes far more damage than it should do.
    • Archer: Keep, fine kit.
    • Assassin: Also fine.
    • Backup: Yes, sure.
    • Backpacker: Useless except in extended event pit fights (which we don't have at the moment). Just remove it.
    • Barbarian: Increase the amount of durability the sword levels up per kill but decrease the leveling with experience baubles.
    • Beastmaster: Eh, no real use except on nosoup. Remove.
    • Berserker: Fine as is.
    • Blink: Honestly, this kit is quite underwhelming. First off, increase the maximum uses before going on cooldown to 4. Then, tone down the cooldown from 45 seconds to 35 seconds. This will make the kit much more viable.
    • Boxer: Would probably be ok if it was working properly. As of right now, it doesn't. I've said so before, but remove this kit entirely until the cause of the issue is fixed. The thread reporting the bug can be found here.
    • Burrower: Fine, maybe buff the kit slightly by adding a chest and furnace to the safe room, and tone down the cooldown period between having new slime balls spawned into your inventory a little.
    • Cannibal: Very strong in the current game, however, it can be left as is, as the general hunger effect really needs to be addressed.
    • Chameleon: Combine this kit with Shapeshifter. HG has far too many kits around and combining certain kits would cut this down very efficiently.
    • Checkpoint: Keep, but nerf the time before being able to teleport after damage down to 8 seconds.
    • CookieMonster: Needs a slight buff, maybe let CookieMonster be able to eat cookies a little faster to compensate for the low healing.
    • Copycat: Keep as is.
    • Crafter: Combine with Miner. Both of these kits are weak on their own but very strong combined with others. Doing this particular combination also won't destroy Miner-Forger kit combos, since Forger can still smelt ores instantly.
    • Cuddler: Remove entirely.
    • Cultivator: Fine, but maybe graft it together with Souper - allows cocoa beans, mushrooms, cacti, and all forms of plants to be instantly grown. However, don't add the 4.5 hearts of healing that soup grants using Souper if these are combined.
    • Decoy: While it's a fun kit, it's pretty much useless since any trap that works with Decoy can be built without a Decoy as well. Remove, OR combine with Wisp.
    • Demoman: Start with 10x stone pressure plates and 10x gravel instead of 6 of each. This makes the kit more viable for hunting and gives it just that bit more potential.
    • Digger: Fine as is, keep!
    • Endermage: Classic kit, keep, but nerf slightly - after successfully teleporting another player you will not be able to use your endermage item for 8 seconds (so 5 seconds of invincibility are given, plus 3 seconds in which you can be hit)
    • Fireman: Either remove or combine with Pyro.
    • Fisherman: Either keep as is or combine it with Poseidon. However, Fisherman's fishing rod needs some addressing - have it be "unthrowable" for 5 seconds after hitting (not necessarily fishing) another player with the rod projectile.
    • Flash: Eh...while this kit is very good on paper and is useful in-game, it does have a few issues (long cooldown, odd interactions when teleporting into walls). I'm open to it staying if a good change is found/suggested, but as of now I'm leaning towards a removal.
    • Forger: Keep, but add a small revamp: You create (you "forge", after all) an additional iron ingot for every 3 iron ingots smelted in your inventor, in order to keep the kit in line with other farming kits.
    • Frosty: Combine with Frozen, and any snow broken (even without a shovel) will drop snowballs.
    • Gambler: Keep, but add some more prizes, such as a 1:500 chance for full iron armour + iron sword (will never replace any previously gambled diamond armour!) and a 1:500 chance for Instant damage that reduces your health down to 2 hearts automatically. There could also be some more creative prizes such as instantly broadcasting your location to the other players, or giving you certain items (such as a Fire Aspect sword that has 2 durability), or removing certain items from you for a few seconds.
    • Gladiator: Fine, keep it in. Well balanced. Possibly make the arena a bit larger and make it available for customization (custom colour palate for the glass blocks).
    • Glider: Remove. Outclassed when it comes to anti-fall damage, when it comes to mobility, and when it comes to utility.
    • Grandpa: Remove. Underwhelming.
    • Grappler: Buff from 150 uses to 300 uses, Grappler needs them. However, if you're hit by another player, you shouldn't be able to use your grappling hook for 7 seconds.
    • Grenadier: Maybe add the Grenade Launcher to Tank, but remove the option to place grenades into it to stop people from just nuking themselves with Tank all the time.
    • Hades: Remove. This kit is exceedingly hard to justify, since all mobs are easily killed by fire or lava, and the kit could easily become very strong if buffed. One suggestion on my part would be to convert any mobs into skeletons, since any followers of yours would be minions from the darkest pits of Hell.
    • Hermit: Keep, but let players select their spawn swamp/jungle at the start in a special GUI. This would open if you select the kit, but would not give any coordinates to the areas of interest to prevent easy abuse of the kit.
    • Hulk: Keep, but increase the cooldown on picking players up to 10 seconds. This kit is especially irritating to deal with as a Gladiator since a Hulk can throw you high enough up that you take forcefield damage as well as normal fall damage.
    • Jackhammer: Keep, this kit is fine.
    • Jellyfish: Remove, not very powerful and not easy to use.
    • Kangaroo: Keep, buff up to 200 uses, but as with Grappler you should not be able to use your ability at all for 10 seconds after being hit.
    • Kaya: Keep, this kit is fine. Maybe add a slight buff - right-clicking a grass block with a special item in your inventory (for instance an iron shovel) grants you said grass block straight into your inventory. Additionally, you only spawn with one grass block, but this can be placed an infinite number of times with a 4 second cooldown.
    • Launcher: Same as with Kaya - one block with a 2 second cooldown. This is mainly to prevent alt abuse with Launcher blocks.
    • Levitator: Eh, decent kit but I don't play Levitator much. I'd say keep it, but fix the knockback dealt by thrown blocks.
    • Lifeline: Remove, pretty pointless.
    • Lumberjack: Keep.
    • Madman: Keep as is, it's a great kit for taking on teams.
    • Nightlock: Remove.
    • Ninja: Nerf. Increase the cooldown from 7 to 10 seconds and reduce the timeframe in which you can teleport after getting a hit down to 3 seconds.
    • Phantom: One of my favorite kits of all time, if not the best kit. It's very strong for a reason and has some of the best mobility options in the game, but IMO it does need one additional second of flight time, but with a 70-second cooldown to balance this out. Also, the doubled-fall damage shouldn't apply immediately after the flight time runs out, but 1.5 seconds afterwards, in order to let you reach the ground in good time.
    • Portal: Remove. Endermage is so much better for cheeky trapping than Portal, and nobody walks into portals as it is. Checkpoint is a better option for teleporting between 2 areas, and saving yourself from fall damage is risky with Portal since you may find yourself launched up out and over any water source that you portal to.
    • Poseidon: Extremely strong, but easy to counter with kits such as Thermo. Combine it with Fisherman maybe? I can remember the time when Poseidon was the strongest kit in the game quite clearly and want to avoid that as much as possible (since back then the kit was so busted even Kangaroo and Vacuum paled in comparison), but IMO it needs a slight buff to increase viability.
    • Pyro: Combine with Fireman or remove entirely.
    • Reaper: I think the way Reaper works is a good idea in theory, but it needs to fit the idea of the Grim Reaper in person much more. For instance, Reaper could steal a part of another player's soul, reducing their maximum health from 10 to 9 hearts for a short duration, or Reaper could gather the souls of the players that he kills and unleash them (as skeletons with helmets to prevent them burning up) upon others, with a maximum skeleton count of 8.
    • Redstoner: Downright useless or downright overpowered. Remove.
    • Rhino: Remove.
    • Rider: Good mobility option, with the ability to use any horse armour that you find around (since nobody picks it up). Keep as it is.
    • Rogue: Wind down the cooldown from 60 to 45 seconds, but decrease the effect disabling mechanic from 10 to 7 seconds.
    • Scorch: Not viable in the meta. Kits such as Magma or Fireman or just generally a flint-and-steel are more worth it than using Scorch. Remove.
    • Seeker: Remove. Not very efficient for mining, other kits get their farm up faster.
    • Shapeshifter: Combine with Chameleon for some fantastic polymorphing (@GalaThundR)
    • Snail: Fine as it is, although a noise should be added for when your effect procs on another player.
    • Souper: Combine with Cultivator as mentioned earlier.
    • Specialist: This kit is extremely strong right now because there's only ever 2 other working enchanters on the map that don't need lapis lazuli. If you use Specialist you're in such a good position that other players will have to work together to take you down. Re-add lapis-free enchanting to minifeast enchanters and we're in business.
    • Spectre: Remove - player particles are far too easy to detect and can't be disabled server-side. Chameleon and Shapeshifter are much better options for concealment.
    • Spellmaster: Begone thot.
    • Spiderman: Remove, kinda pointless especially considering the number of cobwebs that spawn in the Feast.
    • Spirit: Remove, but I'll explain this one below.
    • Spy: Remove - no real advantage over others, practically no utility, plus it's pretty buggy at the moment.
    • Stomper: Another one of my favorite kits - keep, but add a 6 second cooldown to Stomping.
    • Supressor: Rename to "Native" and let your thrown spears regenerate every 15 seconds, up to a maximum of 6, which cannot be thrown more than once every 7 seconds. Add a Poison I effect to the hit player and grant a full refill of the spears upon getting a kill.
    • Surprise: Start with a random kit, but get a new, different random kit every time you get a kill (this does not include Hermit!).
    • Switcher: Change - one snowball, with a 10 second cooldown.
    • Tank: Fine, maybe change the way the explosion works though so that any kills garnered with a Tank explosion are granted to said Tank.
    • Tarzan: Remove, it isn't very viable and kits such as Kangaroo or Phantom have much better tower takedown, anti-fall damage, and mobility potential.
    • Thor: Ah, another one of my favorites. Increase the cooldown from 3 to 5 seconds, but make the damage dealt be true (armour-mitigation-ignoring) damage, but bring it down to 2 hearts flat.
    • Timelord: Fine as it is.
    • Titan: Hard to say, I didn't like the way the kit handled whenever I used it. It feels pretty clunky and not very efficient. I'd prefer Titan to have a damage reflection ability instead of a complete damage block.
    • Turtle: Ahh, I love this kit, definitely keep it.
    • Urgal: Anyone who legitimately thinks Urgal is balanced deserves to be publicly Remove, Urgal is just such a dumb kit honestly. It's so overpowered.
    • Viking: Nerf the damage dealt a little bit since it does do an intense amount of damage even to Boxer, and fix the way the durability works to where an axe takes normal sword durability damage when being used to attack players.
    • Viper: Keep, fine as it is.
    • Vulture: Remove. Very hard to justify if I'm honest.
    • Werewolf: Remove, also not very usable in the current kit line-up.
    • Woolymorph: Remove, but I'll explain this below as well.
    • Worm: Keep, but increase the healing from "eating" dirt blocks from 1 to 1.5 hearts.
    • Dwarf: Remove, explained below.
    • Ghost: Remove.
    • Miner: Keep, but combine with Forger.
    • Plague: Also explained below, remove.
    • Salvager: Also explained below, remove.
    Right, now to some of the kits that I specifically said are to be removed as kits:
    1. Salvager - Add the ability to get raw materials out of crafted items to special anvils found at minifeasts (new minifeast spawns found below), these anvils are not usable as anvils for repairing gear or adding enchantments to items.
    2. Woolymorph: Add as a special item that can be found in minifeast chests, in the Feast chests, and in any naturally spawning structural chests. Item can only be used once, turns another player into any random mob for 3 seconds - no blocks may be placed in a 6 block radius around them by anyone. Will morph back into a player early if hit.
    3. The Plague: Probably my favorite idea in a while. Basically, every player is infected with the Plague, automatically. If, after 30 minutes (=after the bonus Feast spawns) more than 10 players are alive OR 5 players are alive but over 100 blocks away from all other players, the Plague will begin its deadly work. Anyone too far away from another player will begin to suffer the disease, being hit with the slowness and weakness effects for 30 seconds at a time, every 120 seconds until you either fight another player or get a cure. These cures can be found in minifeasts, in the Feast, and, once again, in natural chests.
    4. Dwarf,Ghost, Spy, Spiderman - can all only be found in the Feast. Dwarf will push any enemy players near you back by 25 blocks, Ghost will let you leave your body and explore the map, Spy will let your compass track 5 players' kits and locations - but only 5 times! Any snowballs found in the Feast will automatically spawn a 2x2x2 cobweb trap at the thrown location.
    5. Specifically: Dwarf would spawn an aura around that will push players that are within 10 blocks from you up to 25 blocks away (from you, not from their original position). This would have uses for dealing with towers (just let yourself be maged up, use a Dwarf ability, and jump straight off without the risk of fall damage if timed well), for keeping overly geared players and strong teams at a distance and possibly allowing you to get away from them, or even for taking on a trap (since you'll be giving yourself a short breathing window in which you can safely get out of the trap.
    6. Ghost: On further thought - even when not given as a separate kit this would be quite useless. Ignore this one :v
    7. Spy: Using a Spy ability would let your next 5 compass tracks work as Spy tracks, giving you the name (as always), location, distance, and kit of the player you're closest to.
    8. Spiderman's ability was pretty useless as a kit, since you often couldn't regenerate the snowballs due to MC bugging out, but in this case, you activate the ability and it instantly transforms into 5 snowballs that can be used to spawn 2x2x2 areas of cobweb to trap other players that are running away or whatever.
    And finally, Spirit:
    • Spirit would be a booster that any player could activate for themselves (at a decent price, to be confirmed). Spirit boosters would also be available in the kit store in-game for at least 10'000 credits and be automatically disabled during events.
    Feast changes:
    1. "The crater": 2018-06-19_13.41.50.png 2018-06-19_13.41.35.png This is one of the 2 new Feast types that I'm proposing here (thanks to @xxMineSheepxx and @DeadRhos for helping me with WorldEdit).
    2. The sky Feast - long ago proposed, here we are! 2018-06-19_13.56.44.png 2018-06-19_13.56.31.png Notices:
    3. You can't die of fall damage after falling from this particular Feast, and therefore Stompers cannot stomp you from atop the Feast, the Launcher pads used to get you up there are not editable and cannot be broken or turned into fall damage pads using non-solids (these will not be placeable onto said sponges).

    I had a few more ideas but this is enough to go on for now.
    Thoughts?
     
    • Like Like x 5
    #1 xGhale, Jun 19, 2018
    Last edited: Jun 19, 2018
  2. NoRiskyyy

    NoRiskyyy Member

    Joined:
    Mar 2, 2018
    Messages:
    2
    Ratings:
    +4
    Discord:
    NoRiskyyy#2924
    Schreib doch mehr
     
  3. xGhale

    xGhale HG‘s Doom guy

    Joined:
    May 18, 2015
    Messages:
    2,904
    Ratings:
    +1,393
    Warte ich schick dir auf Discord noch die anderen Threads
     
Loading...
Similar Threads Forum Date
Update on thoughts about poppy Wild West Jan 20, 2018
First Thoughts on the Update Capture the Flag Jan 1, 2016
Thoughts on the updates.... Discussion Sep 13, 2014
Thoughts on New Update MC-WarZ Oct 2, 2013
Complete Dead End (Updated) Map Submissions Aug 22, 2022
Thread Status:
Please be aware that this thread is more than 30 days old. Do not post unless the topic can still be discussed. Read more...