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Idea Kit changes

Discussion in 'Capture the Flag' started by anto1001, Jun 20, 2018.

?

what do you think

  1. Necro rework was good

    40.0%
  2. only 1 was good

    40.0%
  3. all of them were good

    0 vote(s)
    0.0%
  4. most or half of them were good

    20.0%
  5. Dem cheese cakes

    40.0%
Multiple votes are allowed.
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  1. anto1001

    anto1001 Member

    Joined:
    Jun 22, 2017
    Messages:
    81
    Ratings:
    +12
    i'd like to have some changes to kits in ctf since they are not good enough or they are hard to play or they are just annoying or "broken", so here are my kit rework ideas
    -Archer
    well archer is already good i think they should make the punch to only 1/2 or make the sword more powerful or maybe a more complicated anti-bow Spam system or anti-close range system. This is due to that most of new archer players even old archer players start bowspamming so much even in close range, this annoying due to them most of the time being on a hill and with the knock back it becomes impossible to reach them, though being new players they still get the insta-kill hits so by making to bow weaker in close range or bowspam or making sword strong i believe that more archer players would go into the melee fight instead of just annoying you.
    -Necro
    the necro changes
    -remove the mob buff and replace it with the power to group up, controls and lead the zombies to battle so you can easier get kills with a low killstreak
    -make it summon zombies at half the speed
    -make the zombies natural range shorter which means you need to control the zombie
    -make it be able to summon twice as many zombie
    -make skeletons need 10 ks instead of 5/doubling the amount of ks you need, but if you get skeletons they will stay efter death but the killstreak wouldn't so you still have to get back those 10ks before you are back where you were
    - due to control of zombies and in 1 way more powerful zombies you could take spots that would normaly be useless, so more restricted placing of mob spawner
    -Mage
    well i only think the mage's problem is that it is impossible to flee from him or kill him in an open field unless you can outspeed him and out damage his healing and freeze spell so he can't survive despite having healing soon and the freeze ready, so the idea
    -remove every spells own "mana" and make all spells have a combined "mana"
    what this would do is that he can't keep switching between spells in such order he becomes unkillable and impossible to escape without speed, so you can still use all spells alone and with 1 other spell in-synked but if you start switching between all spells then you start losing mana so you would have to use a weaker pattern to have full power
    or you could make the fireball only light the opponent on fire and make him take knockback up and make the 2 first spells deal knockback not just up, since the fireball hurts even fire resistand kits and players right now
    -soldier
    it is very simple make the wall-climb work again by making it sensitive, why because i am sick of dying by falling into the void after spamming or clicking it with full bar on block that are marked within my range it would never happend, this isn't due to ping since i can be falling for a second with 140 ping and it wouldn't work and make it so you can use the soldier wall-climb forever, but not climb heights like you could in the old days, what i mean is that in the old days you can go with 0 block with 0 wall climb up 100 blocks now you can not even start with full and start at 100 block and end at 100 block hight, so i want that you can start with any wall climb at 1 hight and end at the same hight
    -ninja
    fix the invisibility
    very simple make it so that you can hit people with melee while they are invisible and not just with projectiles, and make it so you can not swich from fight to invis in less then a 1 /3 of a second make it to 1/2 of a second
    -elf
    nerf the offensive wind spell so you can escape it with speed and so that you can only hit a player once with pure element instead of twice which is a insta kill if they hit you a third time or fourth time
    -assassin
    make it so the assassin can block his own assassinate, what i mean is that if you use assassinate other players can also 1 shot you but what i mean is that if you block during your assassination you would nether be 1 shot



    a quick thought is about a kit like dwarf but instead of getting better weapon it gets better armour
    and a kit that charges up like a dwarf but only gets 1 hit depending on how much it has been charged will depend on how much extra damage it will deal and if it is high enough it would cause area damage it would have nearly infinat level but it takes some time to charge so if you would charge it to level 40 you could 1 shot endless amount of players in a 5 block radius since it has 20 damage on 1 hit and 20 on area damage per level 20 and 20 enough to 1 hit any player
     
    #1 anto1001, Jun 20, 2018
    Last edited: Jun 20, 2018
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