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Idea Midlane Fighter Necro Rework

Discussion in 'Capture the Flag' started by Dragoarg, Jul 27, 2019.

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  1. Dragoarg

    Dragoarg Well-Known Member

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    I think something that needs to be looked at is midfield. Why roaming defense is so strong, is because there often is nothing in the middle to stop offenses. Of course most of the time defense is associated with midfield, but i think they're different.

    Archer is a midfield class, along with how mage is supposed to be played. But those are both ranged, weak melee midfield classes, not super strong when confronted. Now introducing the new self sustaining Necro rework:

    Armor: Same as before, not too squishy not too tanky

    Hotbar:

    Slot 1: Diamond Axe (Sharp 1)
    When right clicked, you can switch back and forth between giving regular knock back, or giving no knock back, losing the sharpness enchant when there is no knock back dealt.

    Slot 2: 4 steak
    Simple enough

    Slot 3: Lead
    When right clicked, it releases a smoke particle that travels 7 blocks in the direction it was clicked. Any enemies caught in this will be pulled toward the Necro. Necro will have a 10 second cool down on this, but enemies will have a 30 second cool down, resetting on death.

    Passive: Reap
    When Necro kills an enemy, Necro restores half of it's missing steak, rounding up.
    So if it's missing 4, it gains 2
    Missing 3, it gains 2
    Missing 2 it gains 1
    Missing 1 it gains 1
    Necro can't go over 4 steak


    Basically what i designed this to do, was to be a class that could help recover the flag, as well as do nice melee damage to people at midfield, without being too broken. The no knock back would be great, as it really helps you get a lot of damage off on someone for free, and when you turn knock back on you get more damage. With the pull mechanic, you can grab someone, turn off your knock back and just slam them with damage, and you can become a self sustaining class without the need to respawn or get a medic, allowing you to constantly roam far away.

    Sorry if i stole someone's idea from the past.
     
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  2. 19Cameron91

    19Cameron91 Well-Known Member

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    It's a cool idea, but it doesn't seem to fit the theme of necro. The steaks aren't anything like soul fragments They're just medicine.
     
  3. Dragoarg

    Dragoarg Well-Known Member

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    I think the theme of necro is kind of dead. AI mobs aren't ideal or maybe not even possible ATM. This is a solid solution. I didn't put the description i would have liked, but I wanted the steak restore on kills to be like you're reaping people's deaths. And the pull mechanic was supposed to be like you're pulling them into the grave. I tried to make it necro related, while adding a useful class to the game
     
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  4. EmperorTrump45

    EmperorTrump45 Dank Memer

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    This, basically.

    Like old Necro (2012 Necro w/the poison pots for those who remember) was good because it barely even used mobs. Then it got reworked (and mini reworked twice after that) and, excepting the hilarious infinite mob spawner glitch, Necro has been bad ever since. As you said, the concept just doesn't seem fitting for CTF.

    Since McPVP's CTF was based off of TF2 it'd make a lot more sense, imo, to rework Necro into a different class sticking with the TF2 theme (and because of the issue with any mob based class) like Demoman. Engineer sort of fills that role already after losing its turret but who knows. It's kind of weird that Engineer has TNT anyway.

    Also I like this rework. It's simple and straightforward with a clear emphasis on recovery w/the smoke mechanic. Add a sword and it'd be good. As Gehenna said, it doesn't fit with the Necro theme which is w.e. It reminds me of new Mordekaiser more than anything else.
     
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  5. Dragoarg

    Dragoarg Well-Known Member

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    Yeah I literally though if Necro like pulling people and originally thought a scout like projectile would be cool, then thought of mord and thought this was better.

    The way CTF is shifting mobs and turrets don’t fit, and I think a rework like this is a step in the right direction for an undead ish type of class.

    Why do you think the sword is necessary, would you like it just to be like wooden for blocking assassin, or as the main damage output tool? Ooh or maybe the axe does no kb but the sword is normal
     
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