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Dwarf in 2020

Discussion in 'Guides' started by notfleb, May 24, 2020.

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  1. notfleb

    notfleb Well-Known Member

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    As it stands currently, Dwarf is at least at the back of the list for things to update for CTF, if there is even a plan for it. So, for the time being, I will do my best to explain what this forgotten freight train's purpose is in 2020.



    The Basics

    I'm not sure when exactly the class was added to the original MCPVP CTF, but it has been around for no less than 6 years, as it was already here when I started playing in 2014. Dwarf is the definition of a "Hard Defense" class, having limited mobility, but ferocious power if given enough time. While it does serve some objective purpose, the class has unfortunately been discarded from the competitive scene almost entirely, with PPMs and team matches having a dwarf limit of 0 by default. Dwarf has simply become outdated; it was designed around the old MCPVP map styles, where flag rooms having several choke points was common. The current meta & map rotations have left Dwarf out like a sitting duck, as the general standards of a flag room are now based around Pyro and Elf/Soldier's ability to navigate them.

    Dwarf's DNA

    Armor:
    • Chainmail Helmet
    • Diamond Chestplate
    • Diamond Leggings
    • Chainmail Boots
    Weapons:
    • Diamond Sword
    Natural Healing:
    • 3 Steaks
    Abilities:
    • #1: When crouching and holding its sword, the Dwarf will slowly "charge" it up with enchants. Click here for a chart that shows how long it takes to reach each level, and what enchants each level applies to the sword. Level 10 can only be held by constantly crouching, as letting up for even a second will drop you to 9.
    • #2: Dwarfs only have 1.5 hunger points, preventing them from being able to sprint.
    Default Effects:
    • Slowness II​

    Offense Capabilities

    The only objective reason to play Dwarf as an offensive class at the moment is to complete two of CTF's Achievements: "Jack of all caps" and "Slow but Steady." These both require the dwarf to capture the enemy's flag, which over time has become the only exciting part about the class from an objective standpoint; trying to make it over 100 blocks with Slowness II AND enemies being able to pin you down quickly can be quite frustrating, but luckily the community will often assist you in getting the "Slow but Steady" Achievement out of the way. Other than that, unless you are somehow able to hold a position with a medic and farm kills for the other Dwarf Achievements, it is largely agreed that Dwarf is definitely not an offense class.

    Defense Capabilities

    Dwarfs may not seem intimidating in today's meta, but they still pack quite a punch if allowed to reach their full potential. Even today, there are still maps that allow Dwarf to quite easily barricade exits from a flag room by simply swinging their sword, although experienced players can sometimes even escape the most precarious encounters with the behemoth. If a dwarf gets you into a corner and you aren't an Elf, you can just say goodbye to your flag steal right then and there. A fully charged dwarf not only has the crushing power of Sharpness 10, but the almost inescapable control power of Knockback 3, allowing them to swiftly dispose of anyone unlucky enough to be in the wrong part of the flag room when they get hit. It all sounds awesome, but sadly a majority of the maps in the CTF rotation bear flag rooms with no such setup.

    Conclusion

    Dwarf is a class that many consider to be an underdog, and they're right. Killing a dwarf is very difficult without the use of projectiles or potions, and players today simply don't know the class well enough to handle it effectively while stealing the flag. Many players have come to the forums to offer rework ideas, but only time will tell where the Developers and the CTF community bring Dwarf in the future.
     
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