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Class Idea ? !

Discussion in 'Ideas' started by auromelt, Dec 2, 2018.

?

Would you want to see this class in the game?

  1. Yes !!

    9 vote(s)
    100.0%
  2. No thanks :(

    0 vote(s)
    0.0%
  1. auromelt

    auromelt Well-Known Member

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    auromelt#4560
    Helo people of the forums ! I was bored one day so I started coming up with some class ideas : ) I realised that we don’t really have a recovery/defense class that is free, so I wanted to create a class that would solve that problem. Hopefully encouraging new players to play the objective than rather than going around killing people and to somewhat counter heavy cappers : )

    Introducing the ROGUE!!!!
    Name: Rogue
    Command: /rogue
    Type of class: Free
    Armor: Leather helmet, leggings and boots with an iron chestplate
    Items: Iron Axe (equivalent of a stone sword), 3 steak
    Abilities: Speed (modified) ; Passive speed 1, after a kill, the speed is increased to speed 2 for 10 seconds, another kill will refresh the duration of the speed 2, allowing the speed to last for a longer time.
    Unique Trait (modified) ; deals an extra of 1 true heart of damage per hit to flag carriers, this damage increases by 0.5 hearts of true damage for every hit on the same flag carrier (if the person hits another player, or when the flag carrier/rogue is killed, the stack is lost, or if the rogue does not hit the same player for a duration of 10 seconds)
    Intended Role: It is supposed to be a free recovery/defense class, excelling in defending in closed-off maps like VOR, being able to dish out consistent damage to flag carriers while also being able to keep up with them. The axe makes it vulnerable to assassins, but it is much tankier than a ninja/assassin while not maas it has more armor and steak) This would be a decent defense class, but wouldn’t be that great on maps like Blackout where flag carriers can get out of the flagroom quickly. I think this class could potentially help with stalemates, as it can do a fair amount of damage to the flag carrier.

    Please give any sort of feedback on the class idea! I’m welcome to any good changes to make this into a better class!! Feel free to reply on this thread or message me on Discord (aurosucks#4560)

    2/12/18 - Thread posted!!
    3/12/18 - Modified the unique trait to make the damage stack, modified the speed to increase with a kill !
    4/12/18 - Modified the unique trait of the damage stack to clear a few doubts (thanks @Dequoy!)
    Credits to: @Paddy__M, @Stelians, @Falsest, @Choowie, @MrBubDub and many more for giving me great feedback about the class!
     
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    #1 auromelt, Dec 2, 2018
    Last edited: Dec 4, 2018
  2. CrazySchnetzler1

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  3. Kayrex

    Kayrex Well-Known Mineman!

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    Kayrex#9118
    A simple but still creative idea. I love it, +1!
     
  4. auromelt

    auromelt Well-Known Member

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    Thanks! :smile:
     
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  5. Jul13n

    Jul13n aka Scape

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    i like it being able to deal more damage on flag carriers, but maybe it's still bit too simple?
    what if it gets a grappling hook like something from WarZ where it can reel itself on/toward players (during which it takes no knockback) or to help climb buildings (can't go as high nor as quick as soldiers, but could still be an option xP) which in the end would help its recov potential - might need a cooldown esp if the Rogue has the flag
     
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  6. MrBubDub

    MrBubDub Member

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    i would like it alot if it had a fishing rod
     
  7. yairster

    yairster Active Member

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    I'll start off with the fact that this class is free. I absolutely agree with you that CTF is lacking in free classes. The downside, CTF is full of extremely creative and unique kits. This certain class seems a bit too simple for the game mode? What if every time it got a crit hit, the amount of true hearts dealt increased. This will bring a bit more excitement to the class.
     
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  8. Dequoy

    Dequoy Member

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    I like the idea of a new free class, but I'm among those who feel like the class could use a bit more. "Rogues" typically fight dirty when that term is used for a class in combat games, so it's tough to think of a dirty trick that is unique from ninjas and assassins.

    But here's a funny idea I came up with that might work for rogues:
    What if the rogue can straddle, or piggyback on a target for something like 2 or 3 seconds (if there are enough air blocks above the target to fit the rogue)? While piggybacked, the rogue would be immune to direct melee and projectile damage (and medic healing) from anyone else except attacks coming from the target (if the target player below attacks straight up). In addition, the rogue would not be able to attack any other player except for the player directly below. This way, the rogue would have a few seconds of virtually uninterrupted combat against a single target and during that time the target could still receive healing if healers are nearby (and still suffer more damage from other enemies). In addition, the target would be distracted and less aware of the surroundings if looking straight up to fight back against the rogue and wouldn't be able to fit through lower overhangs during this time. Of course only one rogue could do this to a given target at a time, and there would need to be a restriction, a cooldown, or a major drawback when doing this.

    Restriction possibility: It could cost some limited item that would require a medic to replenish (Saddle? Leash/Lead? LOL). If only one is allowed though, it might prove too weak. However, if too many are provided, they could easily become overpowered by simply using one after the other. Perhaps 2 or 3 of them maximum?

    Cooldown possibility: It could have something like a 10 second cooldown after being used. This could have the easiest learning curve for new players, but it requires another timer for the server to keep track of for each rogue player (probably negligible, but worth mentioning in case it matters as a deciding factor).

    Major drawback possibility: It could have a drawback where the rogue immediately dismounts when the player below hits straight up with anything, and no matter what, the hit from the player below would cause an additional 3 hearts of true damage. This way, even if the rogue keeps piggybacking, the rogue would lose the element of surprise and keep suffering 3 extra hearts of true damage from the target each time they're hit as a rider and dismounted again. This option wouldn't require any timer but it would definitely force a rogue to weigh the risk.

    One thing that comes to mind as a possible issue is when a rogue piggybacks the flag carrier. I'm not sure if the visual for the banner being held is because something is already piggybacking the player or if there would be a way to have a flag carrier also piggyback a rogue player without it looking funky or putting the rogue above the flag and messing with height and possibly range/reach.

    Thoughts? :grinning:
     
    • Like Like x 2
    #8 Dequoy, Dec 2, 2018
    Last edited: Dec 2, 2018
  9. auromelt

    auromelt Well-Known Member

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    auromelt#4560
    I think this would be a cool idea (I’ve used this before in MC-WarZ) and after reading all these responses I will probably add a mobility ability to the rogue :smile: THAnk fOr fEeDbAc
    @Falsest suggested that I make the damage increase by a certain amount of hits, making it a combo class :smile: I think I might add a mobility ability to the class. ThAnK foR FeEdbAck :wink:

    Being a free class I would think that many players would be playing this at once, and this would be ultimate chaos : )
     
  10. Dequoy

    Dequoy Member

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    How about the ability to sneak-run? Their nameplate wouldn't be able to show through walls and they'd be moving in at normal speed for a better chance to surprise a flag defending group. Maybe allow them to accomplish the mobility ability while crouching and moving at normal speed too? :smile:
     
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  11. auromelt

    auromelt Well-Known Member

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    auromelt#4560
    It’s supposed to be a flagroom defense/recovery class xd and crouching and moving at normal speed might be mistaken for erm.. hacking ?
     
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  12. Dequoy

    Dequoy Member

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    Ha ha, that would seem like hacking behavior (however, they wouldn't be wearing full diamond gear LOL)
    I was just thinking it would help with flag recovery by having their approach less obvious is all.
     
  13. auromelt

    auromelt Well-Known Member

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    auromelt#4560
    I think the class has sufficient armor and steak to survive : )

    I've modified the passive abilities, does anyone have any ideas/thoughts on the changes?
     
  14. Dequoy

    Dequoy Member

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    I know, I keep piping up with input, ha ha. This suggestion is a simple one though, and it doesn't change up what you mentioned TOO much. Rather than 1 more heart added to the stacking true damage output against a flag carrier every OTHER hit, it might be simpler to have 1/2 more heart added to that stacking true damage output for each and EVERY hit against a flag carrier. It could still start at 1 true heart (instead of starting off at 1/2 true heart) of additional damage, but it would be one less thing for the server to keep track of for each rogue playing in the match. This might even be exactly what you were thinking, but I took it to mean a damage output of +1, +1, +2, +2, +3 (totaling 9 additional hearts of true damage after 5 hits in a row, likely killing most classes even if being fully healed the whole time) ... rather than thinking of it as +1, +1.5, +2, +2.5, +3 (totaling 10 additional hearts of true damage after 5 hits in a row, guaranteeing a killing blow to any class even if being fully healed the whole time) ... This would over time make each attack in a row a tad more powerful by comparison and it would encourage players to "body shield" the flag carrier more eagerly.

    I have a few questions to consider too: If a rogue were to hit the flag carrier, and nobody else, and they built up (let's say) 5 hearts of true damage per hit but did not kill the flag carrier...then the rogue runs off and wanders away for heals or something, would the next hit on that same flag carrier much later be greater than 5 hearts of true damage or would it reset after so many seconds?

    Another question: If an enemy flag carrier manages to get away from a rogue for awhile who has been able to stack (let's say) 4 hearts of true damage per hit, and the enemy passes the flag to one of their teammates, would the true heart damage stack immediately apply to the new flag carrier or would passing the flag reset all true damage stacks for the all rogues?
     
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    #14 Dequoy, Dec 4, 2018
    Last edited: Dec 4, 2018
  15. auromelt

    auromelt Well-Known Member

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    lol thats a great idea

    I think it would still reset after a set amount of time, maybe after 10 seconds but not too short so that rogue maintains its burst damage for recovery uwu

    the stack only applies to the specific player, and is not universal for all flag carriers. So yes, there would be a reset for all true damage stacks.

    Also as an addition to your previous question @Dequoy, I wouldn't think that this class would be hiding while recovering since it does not have sudden burst potential ^u^

    Also I was thinking of keeping the mobility of this class just as it is, and not make it too complicated and not too hard to understand by newer players. :smile: @Jul13n @yairster
     
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  16. CrazySchnetzler1

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    I think a new free class is a very good idea (as many already said). As soon as i started so play, i played archer alot. Coming from other gamemodes like bedwars or whatever gamemode with bow, i used it. But I never played medic or someother free class bc most of them were off and I hated off during this time. So a new class (free class) for defense is still a good idea!
    One question:
    Did you tested the stuff with the damage of the swore and the armor? If no, pm me i can help u testing it.
     
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