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Idea Dwarf change/revamp ideas

Discussion in 'Capture the Flag' started by Arkenssine, Mar 5, 2020.

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  1. Arkenssine

    Arkenssine Member

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    Ok so dwarfs been a rather outdated class lately working in a play style that’s rather depressing for the size of flag rooms lately along with being all around not a really fun class to get into so I’ve thought up some basic buffs along with drastic ones that don’t really stay faithful to the old concept to see if they’d be relevant for dwarf

    Burst Defense
    Slowness is a large issue of dwarf, not when it comes to its general play style outside of the flag room but in situations where flag defense can be cheesed with good mobility and maybe dealing a little knockback

    my idea would just be for medics capability to remove dwarfs slowness temporarily upon a restore to possibly add a situation where dwarf could have some emergency quick defense to catch up with offense

    Control Defense
    as a possible alternative, perhaps monopolizing on dwarfs ability to control a flag room would work to indirectly improve its abilities in handling rushers

    an idea for this would be an extra item that comes with the class, it can be called something like a “heavy weight” or something that upon activation prevents the ability of enemy players around them from sprinting for 5 seconds or so (15 second cool down afterwards) which would work to slow down the attacks on a dwarf users front

    Volatile Dwarf
    Instead of making it a really gradual class it could see a faster play style so it’s more of a class that can be switched into rather than chosen to play the entire game out

    For this I’d suggest halving the time it takes for it to max out its xp bar, but at the same time nerf the cap on its weapon stats (sharp 6, kb 1, fire aspect) or something along the lines that wouldn’t be too chaotic

    Pure Defense
    Theres always making dwarf a more stable class at the fact of making it a true absolute unit at maxed level

    for this I’d suggest extra buffs along each level
    level 2: fire resistance
    level 5: true damage resistance
    level 7: knockback resistance
    level 10: passive regen; (a quarter of the rate medic has atm)

    Reactive Defense

    The class could have a reactive response to the flag being stolen with it being a defense class

    it could have 2 states; one where when the flag is in your base you remain the same; upon the flag being stolen the class could stand-up (maybe lose a level of slowness) without losing mana or at least lose some at a lowered rate

    Full On Revamp
    In case dwarfs just hopeless, I was thinking something on the lines of a melee elf class setup considering dwarfs are known at times to be great blacksmiths; it definitely doesn’t stay faithful to the good ol crouch powerhouse

    Armor:
    Head: Leather helmet (dyed blue)
    Chest: Diamond chest plate
    Legs: Diamond leggings
    Boots: Leather boots (dyed blue)

    status effects: Slowness 1

    Hotbar:
    Slot 1: Dwarf Sword (diamond sword)
    Slot 2: Steak (x3)
    Slot 3: Broad-sword (iron sword)
    Slot 4: Short-sword (gold sword)
    Slot 5: Old-Sword (stone sword)
    Slot 6:
    Slot 7:
    Slot 8: Compass
    Slot 9: Nether Star

    Descriptions:

    Dwarf Sword (7 damage): upon shifting and blocking a wall (3x3) of particles appears and the next attack dealt on it is nullified healing the teammate with the lowest health nearby for the damage canceled
    - holding this sword shows your xp-bar which upon ability activation completely empties it taking 2x as long as elf’s ability to fully recharge

    Steak: food heals 4 hearts like usual

    Broad-Sword: holding this weapon gives the dwarf slowness 4
    - upon left-clicking there is a 2 second delay, during this delay the dwarf is given speed 1, with no slowness, after the 2 second delay the weapon swings with a small explosion at swords reach dealing 12 damage, decent knockback, and applies slowness(3 secs) to the enemy reflecting any projectiles caught in the explosion; the dwarf returns back to its slowed state afterwards

    Short-Sword (5 damage): holding this nullifies slowness
    - each hit landed on an enemy does an additional 3 damage to enemies 2 blocks from the dwarf

    Old-Sword (5 damage): holding this nullifies slowness
    - upon hitting an enemy, for a duration of 6 seconds any positive-effect they had on them is reversed
    - upon hitting a teammate any negative effect gets reversed for 6 seconds, or negated if it’s an instant effect like fire


    Well these were just some ideas I had for a dwarf fix, they may not be the best ones and I’d like to hear if any of you guys have ideas to actually make dwarf a useful class because honestly I care most about actually seeing this class become something potentially useful/with a good purpose like necro has become with its revamp

    edit: here are some dwarf thread/s you guys can also see to change the class, if you want you can share me a link to your older ones and I’ll post em here so maybe we can get like a constant update to dwarf ideas

    @Dequoy : their older dwarf concept
    https://www.brawl.com/threads/73998/
     
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    #1 Arkenssine, Mar 5, 2020
    Last edited: Apr 19, 2020
  2. notfleb

    notfleb Well-Known Member

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    I enjoyed reading through each of these :grinning:. I'm sure the rest of the team will have some good discussions on this thread.
     
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  3. Arkenssine

    Arkenssine Member

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    Thank you for the feedback! Good to hear they're interesting
     
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  4. Crashable

    Crashable Crashable

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    This is quite a good idea, i never thought of how unpopular dwarf can be sometimes. It has been left alone for too long and I feel you are onto something.
    Quality Thread

    Crashable
     
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  5. Arkenssine

    Arkenssine Member

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    Thanks for the feedback, I’m happy we’re at a consensus here; dwarfs at the state where in most situations it can easily be replaced and removed in favor of other means; I’m hoping it gets a more necro/engi style treatment where it gets a full on change because as much as I’d like to see the class keep to its roots, it’s hard to do so in the more fast paced state our game is.

    dwarf only shines to be honest when there’s a surplus of them, but a surplus of any class is strong in about any case
     
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  6. auromelt

    auromelt CTF Mod ʕ •ᴥ•ʔ // TF Member

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    We the CTF staff team are definitely in agreement that dwarf is in a largely unplayable state as of right now, and we definitely plan on changing dwarf and helping it have a unique place in the game.

    Your ideas definitely have lots of potential and display the large number of possibilities we could take while trying to revamp or rework dwarf. I personally would like dwarf to have more of an active playstyle rather than just sit in the flagroom and wait for enemies to come in and steal the flag for it to be useful, I like the revamp idea that you're suggesting which is having multiple swords which have different abilities. The abilities are definitely interesting and would definitely make dwarf a more useful class in general but I feel like having multiple swords would feel clunky.

    Instead, I was thinking of giving dwarf the ability to sift through different 'phases' which would basically come with different abilities. This could be done easily through right-clicking different items in the dwarf's hotbar which would subsequently change the sword, the sword's abilities and status effects (namely the slowness). Different phases or changes could be signified through a change in the colour of leather armor (the helmet and boots) for easier recognition. More abilities could be added on too if possible! Between phase changes there could also be some sort of cooldown so as to prevent abuse of these phase changes.

    I also really like the idea of having the main abilities be in the swords themselves, because that just makes the class less complicated to understand. I feel like if we were to head in this direction of using these multiple swords then we could still incorporate the charge meter (which would charge by shifting) so as to unleash empowered abilities (such as giving a longer debuff, having a bigger heal, etc). If dwarf were to have the ability to switch weapons and thus abilities, this would definitely make this class more versatile and incorporate many different playstyles which I feel is pretty key to creating a good class/rework. Not to mention it would be super refreshing to see dwarf become useful again.

    Overall, I really like your ideas and yea! Keep up the good work c:
     
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    #6 auromelt, Mar 18, 2020
    Last edited: Mar 18, 2020
  7. Arkenssine

    Arkenssine Member

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    Thank you for all the feedback! I can agree with you on the fact with the multiple swords adding a klunkyness to it; dwarfs a powerful yet simple class in nature so I’d feared that’d be the primary concern when I made a revamp concept considering I’m suggesting we go from a shift in the flagroom class to a melee elf sort of vibe

    I really like your idea of having the class shift it’s phases! That’d definitely add a whole new category of versatile class gameplay and it’d still stay faithful to some of the basic fundamentals of the class while keeping things more simple

    I’m so happy the community seems to agree on a consensus with dwarf needing a full revamp, it’s seemed so neglected at this point that it surprises me engineer had gotten a revamp before it did; even now whenever I’m playing it’s rather shocking to see a dwarf actually play and not have to live a play rate that’s at a low in our usage.
     
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  8. auromelt

    auromelt CTF Mod ʕ •ᴥ•ʔ // TF Member

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    Yea definitely, dwarf has definitely been in a sad state for far too long :frowning: interesting what you said about a melee elf, like having different abilities but having it be melee-based would be super cool I guess I see now where u were going with the diff swords because elf has diff elements that transform into bows too :0 I forgot that elf did that lmao.
     
  9. tlsdelay

    tlsdelay Member

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    I suggest giving dwarf an anvil. I also suggest lowering the slowness by a level and removing hunger-exhaustion from dwarf. If the dwarf sneaks and doesn't block with their sword, their experience starts to rise. Killing players will guarantee one level and one book. Killing flag carriers guarantees 5 levels and 5 books. Their sword will not level up.

    Once the dwarf has gained 40 levels worth of experience total (even after spending it), they cannot catch on fire and fall victim to a pyro's frenzy. After 100 levels, assassins deal 19.5 hearts of damage instead of instant-kill.

    The rate of exp must be high enough so the class is not a letdown. I think it should also be a little higher than our comfort zone of "not-overpowered" to kick it off with a bang (a nerf can always happen of course). I'm talking 20 levels after a minute (of course this doesn't mean 40 levels after the second minute due to the second derivative for level-per-exp).

    I did a little experimentation on survival with command blocks providing me experience and I don't think I can get full protection 4 armor unless I explicitly root for protection books only. It's still really difficult to become full prot4 and sharp5 with various monsters chasing me around and what not. I suppose that if a player pulled it off, they were either hiding somewhere in the back of the map or defending the flag with support nearby. I don't think the camping would fly in PPMs anyway, so flag defense sounds like a better suit for the class.
     
  10. Arkenssine

    Arkenssine Member

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    While definitely an interesting idea I personally find it a little more complex than what I believe dwarf to be; as of now im hoping we go more in direction of a revamp simplifying its gameplay while keeping it interesting because Ive always visualized dwarf as a class as deadly as it is a purely simple concept
     
  11. Dequoy

    Dequoy Active Member

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    I've had radical ideas for a completely reworked Dwarf in the past, but I've brainstormed a few tweaks that may allow the Dwarf to remain quite familiar but possibly gain a bit more use in fast-paced CTF matches:


    Dwarven Skin: Dwarf heals 1/2 heart for every 1.5 seconds that they crouch without moving or blocking...and they can have up to 15 hearts (up to 5 hearts of absorption can be healed this way - anything beyond 15 hearts from something like a Necro buff overrides this healing effect until the buff expires or the total life drops below 15 again). At level 10, the Dwarf is immune to fire and negative potion effects.

    Dwarven Defense: When the Dwarf is at at least level 5, it can block a snipe. If the block is successful, the Dwarf still suffers the normal damage from the Archer's arrow but is not instantly killed from it. XP remains unchanged (minor buff). A Dwarf that is blocking would only achieve the same degree of damage reduction as any other class gains when they block (minor nerf).

    A Dwarf can completely block an Assassin's assassination just like any other class (minor buff).

    Dwarf sword XP builds up at 5x the current maximum rate while the Dwarf is blocking (regardless of whether or not the Dwarf is also moving and/or crouching while blocking).

    The Dwarf sword loses an entire XP level each time it is swung (so each swing would be pretty critical).

    Dwarf sword XP does not drop in any way except from when it is wielded and swung.

    Same low food bar no-sprinting limitation.

    Same constant Slowness II debuff.

    Same Diamond Sword.

    Same 3 steak.


    Sword abilities and Dwarf immunities gained each level progress the same way they currently do.


    I predict it would still be far more defensive than offensive, and it would require more help to maintain effective flag defense, but that would only inspire team play. On their own, each Dwarf would be more effective since they would be able to reach higher levels much sooner, but they would not be insanely overpowered because as they swing their level drops dramatically...so they could easily start a fight at a high level but end the fight at a much lower level as a result of dishing out their built up power.

    I sort of envision this as a Dwarf gathering strength in preparation for battle, and having that strength actually exhaust a bit as they use it to fight. To balance it, they wouldn't take nearly as long to build up strong power after they swing unless they're flailing wildly, losing levels like mad, and never blocking to gather more strength.

    Thoughts? :slight_smile:
     
  12. Arkenssine

    Arkenssine Member

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    I’d say this would be a step up from what dwarf is, as of now it usually gets a single hit on flag carriers anyways; it’d definitely make it faster to get into and use but with the way flag-rooms are anyways I feel like the style we’re familiar with using dwarf for isn’t going to be able to fit well with our maps; that’s why auromelt and I are considering full on revamps where it retains defensive properties but gains a natural fast pace similar to how Necro and engineer have had their play styles sped up from revamp as an example
     
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