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Idea Necro Rework

Discussion in 'Capture the Flag' started by iFlaze, Oct 1, 2019.

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  1. iFlaze

    iFlaze Well-Known Member

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    I usually never make reworks because I prefer creating my own classes but, since I know that the staff is working on them at the moment, I thought it could be helpful to do one with the ideas I've had recently. I don't claim that the rework is balanced, unique, should be implemented or anything but some of the ideas might be useful to design a decent rework in the future. Also I could have been inspired by suggestions from forums or discord. So:

    Necro rework

    Role:
    Offense, Support

    Armor:
    Iron helmet
    Gold chestplate enchanted with fire protection III
    Iron pants
    Iron boots


    Inventory:
    - Golden sword sharpness II
    - 5 rotten flesh
    - Blaze Powder
    - Ender Eye


    Abilities:
    Blood Exchange:
    If the necro hits a teammate with a rotten flesh, the rotten flesh is consumed and the teammate receives 4 absorption hearts for 10 seconds (not stackable).

    Zombie Biting: Necro regains a rotten flesh for every kill it gets (caps at 5).

    Blaze Power Summoning: Right-clicking the blaze powder will pull into you all opponents within a 3.5 block radius. They will be set on fire for 2 seconds.
    Cooldown: 7 seconds.

    Resurrection as undead: When the necro is supposed to die, the sound effect of a zombie pigman spawning is generated and the necro revives at the same spot in the "zombie pigman" form: it gets a golden chestplate, a golden sword, speed II, strength I and only 2 hearts, and wears a zombie head as a hat. Each hit from an opponent or any damage income will deal half a heart independently from the damage it is supposed to deal, and in this form the necro cannot be healed in any way.
    Once it dies in this form, the necro respawns normally. It can also suicide itself to respawn back in its usual form by right-clicking the gunpowder that will appear in its inventory.

    Undead Status: The necro is invulnerable to negative potion effects.

    Power from The End: Hit a teammate with the ender eye to give them, as long as they stay in a 8 block radius, a permanent 20% cooldown reduction on their abilities as well as a passive regeneration system that will heal them by half a heart every 0.5 second and that is stackable with any regeneration potion effect. If you hit another teammate with the ender eye, the same effects will apply but the other teammate won't receive them anymore.

    Rescue Teleportation: Right-click the ender eye to try to teleport yourself to the teammate you are supporting (previous ability). You will be stunned, a suited enderman or portal sound effect will be generated and ender particles will be floating around you. If an opponent hits you before a 3 seconds delay, the teleportation will be cancelled but if nobody hits you and 3 seconds have passed, you will be teleported to your teammate.
    Cooldown: 2 seconds whether you fail or you succeed
    Maximum distance between player and teammate (at the beginning of the 3 seconds): 16 blocks
    Impossible while holding the flag


    Notes:
    - If considered too overpowered for classes like mage, the cooldown reduction could be made so it only applies to mobility and healing abilities. However, buffing mage in a way might not be a bad idea for competitive..
    - The blaze power summoning may seem like a bad/suiciding ability but the goal is to separate all opponents from one area, or one player (the carrier) and slow them down after that, which would fill the supportive role of the class. It can also be used against ninjas or assassins to pull them into you and kill them easily.
    - Respawning will reset the ender eye's target so you will have to hit a teammate again to support them.
    - Before resurrecting in your second form, you will kind of die for around 1-1.5 second so that, if you are holding the flag, it will be dropped.
    - This rework is based around support, but also has a good melee potential to increase its survivability, which has always been a problem for the current, almost only, support class, medic.
    - The invulnerability to negative potion effects would make necro somehow of a counter to chemist, that is a bit overpowered currently.

    I also tried to make a dwarf rework but as I think it might not be very unique or good enough for a whole class I will just post it below this thread in case some ideas are interesting:

    Armor:
    Chainmail helmet
    Diamond chestplate
    Diamond leggings
    Chainmail boots


    Inventory:
    - Wooden Axe sharpness III
    - 2 steaks
    - Iron Block

    Abilities:
    Dwarven Shifting:
    shift to charge xp. You get one level every second, and can’t go above 3. Each hit on an opponent will deal knockback 0, I, II or III depending on your xp level and if you unshift, the xp is instantly reset.

    Axe Throwing: Right-click the axe to throw it. It will travel quickly, stun the potential target for 1 second and deal 2 hearts of true damage. Once it lands, you get the axe back.
    Cooldown: 5 seconds if you succeed

    Heavy Guarding: Right-click the iron block to lock yourself on the block you are standing on (you won’t be able to move or get knocked back out of it) for 2 seconds.
    Cooldown: 6 seconds

    Heavy Hitter: You have permanent slowness I but you deal 2 seconds of slowness I to whoever you hit.

    Feedback is appreciated!
     
    • Like Like x 3
    • Creative Creative x 1
    #1 iFlaze, Oct 1, 2019
    Last edited: Oct 9, 2019
  2. EmperorTrump45

    EmperorTrump45 Dank Memer

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    The numbers could use a lot of tweaking (increasing health and damage on pigman - this would make it similar to Sion passive from LoL, which is cool, cutting the teleport time in half or more etc.) but this is more innovative, interesting, and fun than the one that's being tested imo.
     
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