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Idea Rogue - Free Recovery Class

Discussion in 'Capture the Flag' started by Cardonation, Sep 30, 2020.

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  1. Cardonation

    Cardonation CTF JMOD | CMS Leader

    Joined:
    Oct 8, 2015
    Messages:
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    Ratings:
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    This is an idea I had a long time ago to introduce a free recovery class. Feedback is very much appreciated.


    Class: Rogue
    Free Class - No Credits Required!
    Role: Recovery/Defense


    Armor+Inventory

    Leather Helmet (Black)
    Leather Chestplate (Black)
    Leather Leggings (Black)
    Leather Boots (Black)
    (Total of 3.5 Armor Bars)

    Slot 1: Wooden Sword (Rogue Sword)
    Slot 2: 5x Steak (Rogue Steak)
    Slot 3: Fishing Rod (Flag Snatcher)
    Slot 8: Compass
    Slot 9: Class Selector

    [​IMG]

    Note: The following numbers and stats are easily modifiable depending on balance issues

    Weapon: Rogue Sword

    • Rogue Sword always deals true damage upon landing melee hits (2.25 hearts)

    • Right clicking with the sword allows the Rogue to quickly dash forward 7 blocks (dash not affected by gravity); the dash deals 4.5 hearts of true damage to anyone caught in its path (idea based on @Keelerr's assassin rework)

    • During the dash, the Rogue is invincible

    • The dash can be used before or after double jumping

    • The dash has a cooldown of about 5 seconds, represented by the EXP bar

    • The dash will instantly be recharged if it registers as the killing blow on an enemy

    • Dash uses Smoke particles


    Passive: Double Jump

    • Rogue can jump a 2nd time while in the air by pressing the jump key a second time; this jump is 6 blocks high and negates fall damage; can double jump after a sponge is taken



    Utility: Flag Snatcher
    • When right clicked, a fishing rod bob will be sent out at a fast pace

    • If the projectile touches a dropped flag, the Rogue will recover that flag (this effect also happens in a 3x3 area around a dropped flag)

    • If the projectile touches an enemy, they will be Snatched and receive 2 hearts of true damage; the Rogue will receive a message in chat: “Gotcha! [Name] has been snatched”

      • Snatched effect lasts for 15 seconds; if the carrier ever drops the flag, the Rogue will instantly recover it (helpful considering headshots, flag poison, ninja caps, passes)

      • Snatched cannot be removed (Medic restore doesn’t remove it) unless the Rogue is killed, ends when Rogue dies

      • During a Snatch, Rogue’s armor will glow with Protection II

      • Works on invisible Ninjas
    • Players can only be snatched by 1 Rogue at a time; Rogue can only snatch 1 player at a time


    Passive: Looting

    • If the Rogue recovers a flag, it will restore 10 hearts and 1 steak worth of health (includes Flag Snatcher recoveries)

    Here are some other alternatives for the class layout:

    • Replace weapon with normal diamond sword (or sharp I?) instead of true damage on a wooden sword (similar to Ninja since it can deal with squishy classes like Elf better. Keep in mind true damage also ignores absorption from a Necro)

    • Looting passive can give a different buff instead of healing (can't think of any good ones for the time being)
    • Flag Snatcher can be changed to only work on Flag Carriers (although this removes its usefulness against Ninja's premature pearl steals)
    • New Passive: Rogue can see steak/health pot count of other classes

    • Dash ability could be nerfed or removed while holding flag in case it's too powerful on offense

    • Dash ability could deal less damage, but can store 2-3 charges (less of a finisher, more mobility / evasion) (this would be denoted by the EXP bar as well, with the level count representing the amount of charges)
    • If the class needs something else, it could probably make use of seeing flag carriers (both enemy and ally) through walls
    • Could also keep things simple and add throwable poison daggers (up to 3 in inventory, regenerates overtime, light damage, Poison III for 2 seconds) (removes regeneration on hit??????)
     
    • Like Like x 4
  2. Salty_Ivan

    Salty_Ivan Well-Known Member

    Joined:
    Aug 26, 2015
    Messages:
    535
    Ratings:
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    Discord:
    Whale#7514
    For a free class, this has way too much mobility and true damage output during any situation. It's about as tanky as pyro, but has terrific mobility and about half the pure damage but to all enemies regardless of whether or not they're on fire, not to mention an ability that does half health with no initial charge needed (like Frenzy does) or any indication of when it can be activated (enchanted axe).

    The sword and health pool are okay for what it does. Without any of its abilities, the class is weak for its damage output against classes that can tank more pure damage (Medic, Chemist, etc.), but can shred through Heavy. It would also really struggle against Ninjas without the abilities.

    However, the ability to double jump at any given time, with no cooldown as well as its dash, are incredibly OP compared to all other forms of "extra non-speed movement".
    The other forms of "extra movement" I would say are:
    1. Ninja's pearl: makes the ninja very mobile, but ninja doesn't move with the pearl (in other words, ride it) so you can kill the ninja before the pearl lands. Also requires good aim and it's hard to aim. Also has the downside of dealing 2 hearts of damage.
    2. Elf's wind: best out of the capping classes imo, but is very limited in usage and each usage doesn't propel you very far at all.
    3. Soldier's wallclimb: somewhat limited in usage, but can only go upwards, a single direction. Useful, but technically is pretty situational (the situation is just very often on some maps).
    4. Scout's swap: requires another enemy player to activate, and a projectile must be hit on that player. If you miss, nothing happens.
    5. Chemist jump boost: super situational, just a way worse wallclimb.

    The common trend with all of these extra forms of movement is that they are limited in some way, or there are other quirks to the class that counter the strengths (Ninja's low health pool, Elf's squishiness, etc). A class that can dash forwards with damage almost comparable to frenzy, with a relatively low cooldown and potentially zero if you get a kill, is already pretty good. The ability to double jump, with more vertical distance than soldier's wallclimb and probably the equivalent of 4-5 Elf winds fits well with something like Smash Mobs but not CTF.

    How I would fix this: remove the ability to double jump, lower damage of Dash to prevent chaining Dashes with kills, or increase the cooldown.
    Oh, also, I haven't even mentioned how good this would be on offence if you manage to steal.

    The snatched effect is pretty unique, but I think it needs a better name and a rework. Something like this would work better if Death Tag wasn't already in the game, a sort of "status effect" that isn't easily removable. Additionally, if a snatched player drops the flag, the recover message should be something like "X snatched and recovered the flag" to indicate that the flag was recovered by a Rogue.

    How I would fix this: make it do something to help recover than to just recover off headshots and stuff, which an invisible Ninja can do fine. I don't exactly know, but I feel like something like this wouldn't be really useful at all.

    The main problem I have with the class right now is its mobility which far exceeds any other class in the game, and maybe even Ninja's in certain situations.
     
    • Agree Agree x 1
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