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Bard and Other Game Changes

Discussion in 'Ideas' started by Raging_, Jan 7, 2019.

?

Bard???

  1. Yes

    69.2%
  2. No you suck lol L

    30.8%
  1. Raging_

    Raging_ Well-Known Member

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    Hey lads, it’s your boy, Raging_, back at it again with some ideas for gameplay changes. Well not really, this is my first idea post ever. Anyways, let’s get started shall we.


    Adding a new Class- Bard

    For a while now, I’ve thought that the addition of bard from HCF (Hardcore Factions) would be a good idea. For those who don’t know what bard is, bard is a HCF Kit that is used as support. In traditional HCF, the bard would have Enchanted Gold Armor corresponding with the protection values of the map (If the HCF map at the time was Protection 2 Sharpness 2, the bard would have protection 2 armor if possible.) It also gives buffs like Strength, Speed, Resistance, Jump Boost, Regeneration and Fire resistance as well as debuffs, like poison or wither. As for itself, it always gives itself Speed, Regeneration, and Resistance. Bard also has Energy which is used to amplify the effect it is giving, meaning Speed I to Speed II and so on. Now how would this make its way into CTF? Well here’s my class idea for Bard.


    Armor

    Leather Helmet, Leather Chestplate, Chain Leggings, Gold Boots.

    Since we already have classes that have full gold, leather, and chainmail, it would confuse a lot of people when trying to identify the class. Protection values can be added if the class is too weak, though I do not think that would be the case.

    Inventory slots

    Slot 1- Wood sword

    Slot 2- 3 Steak

    Slot 3- 2-3 Ghast tears

    Slot 4- 1-2 Blaze Powder

    Slot 5- 3-4 Sugar

    Slot 6- 1-2 Iron

    Slot 7- 1-3 Spider Eye

    Slot 8-9 Compass and Class Selector

    Abilities

    Passive- Has Regen I, Speed I, Resistance I

    When spawning in, bard has 0 Energy represented by the XP bar. Every 1 second bard will generate 5 Energy. Energy cap will be 100. All effects will be given in a 6-8 block range. *Note- All effects will still have effect when out of range. All effects will last 4-6 seconds if player leaves the range of the Bard. Example- Bard holds speed I giving effects to player 1. Player 1 moves out of range, player 1 will still have speed I for 4-6 seconds.

    Ghast Tear- When holding, it will give Regeneration I to all team members, when right clicked Regeneration II will be applied to all team members for 4 or 6 seconds. When right clicked 40 Energy will be used.

    Blaze Powder- When holding, it will give Strength I to all team members, when right clicked Strength II will be applied to all team members for 2 or 3 seconds. When right clicked 45 Energy will be used.

    Iron- When holding, it will give Resistance I to all team members (Except maybe heavy for obvious reasons.), when right clicked Resistance II will be applied to all team members for 3 or 4 seconds. When right clicked, 40 Energy will be used.

    Sugar- When holding, it will give Speed I to all team members. When right clicked, Speed II will be applied to all team members for 6 or 7 seconds. When right clicked, 20 energy will be used.

    Spider Eye- Holding it does nothing. When right clicked Poison II will be applied to self and all Enemies within 6-8 blocks of the bard for 2-4 seconds. When right clicked, 35 energy will be used.


    What does this mean for Chemist?

    I believe that chemist should stay as its own class. As people in the CTF Community discord have suggested, chemist should have drinkable buffs and that is what should happen if Bard is implemented into the game.


    Why even add Bard?

    Well it’s simple really. A new class is needed, and it should be a support class. There are already more than enough classes that deal damage, but not enough that are support. With bard implemented, the issue of people always having buffs and people complaining about things like buffed heavy will be minimized. And there will be a new support class woohoo


    Flag Poison Testing

    Overall, I think the health reduction should be kept. It definitely helps with stalemates and no one likes those. Also adding bard would mean that ninjas with strength won’t be invis camping flag carriers. Other possible change to this would be giving the flag carrier Resistance I when they are at 5 hearts regardless of the class. This could make it so that there is some more tankiness while still having little health.

    Spawn Changes

    Nin has already made a thread and I replied on it with saying that there should be a PvP Timer of sort. Maybe around 20-30 seconds of getting attacked from an enemy, you’re not allowed to get back into spawn. As for flag carriers walking into spawn, it should be the opposite, if you have the flag you’re not allowed to walk into spawn, however when you have PvP Timer you may be hit into spawn so hitting people into spawn as a tactic to recover can still be utilized.

    Make sure to leave a like and subscribe thank you all for viewing this thread! :smile:

    EDIT- As for people who vote No on the poll, I request that you add why you say no instead of just voting it. Thank you :smile:
     
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    #1 Raging_, Jan 7, 2019
    Last edited: Jan 8, 2019
  2. scapezar

    scapezar aka Scape

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    do ppl actually like playing bard? x d in hcf
    it'd defin work and be used in comp, but idk if itd be a class ppl would want to purchase

    for me at least, the fun of it was just trying to stay alive ...so, maybe we could incentivize the class by making it slightly more unique and exciting by taking away the resis I and some armor and give it high passive regen - so lets say if 3-4 hits are not done exactly consecutively (assuming from a single class), then the bard would regen the hearts back and continue running around, thus it'd have an infinite health pool but would also be easily killable, as a bard naturally is
     
  3. Raging_

    Raging_ Well-Known Member

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    Of course that's a possibility, but with the low armor and low damage output, I'm more than certain a ninja can easily take out the bard. Bard is strictly a support class (In this situation) meaning it's not really made for capping but you have the ability to do so
     
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  4. scapezar

    scapezar aka Scape

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    @Raging_ and the buffs would work for the bard itself as well, right? and the spider eye would poison just the bard too, not fellow teammates as well, right? and no jump boost VI ??;-; xDD
     
  5. Raging_

    Raging_ Well-Known Member

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    Buffs will work for bard itself yes, spider eye will only poison the bard and enemies, and no jump boost because not enough inventory slots and swapping them out could be a little complicated for new people. But jump boost can be implemented instead of the poison.
     
  6. DTJ5511

    DTJ5511 Member

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  7. Admyral_Mynson

    Admyral_Mynson Dank Memer

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    while this is a great, well thought out class idea i am noticing a shocking lack of negative comments on this thread. now life, as we all know, isn't sunshine and rainbows. You will have days where you'll want to play fortnite. You'll have times when you want to subscribe to keemstar. you may even be so incredibly depressed that you'll start listening to Tseries instead of pewdiepie. There might even be moments where you'll play Necro because you're that dead inside. yes, you will have bad days. we've been there

    now im not a fan of cyberbullying. I believe in constructive feedback for constructive threads. but I am also a realist. and a thread without at least one sh*tpost is, sadly, not realistic.

    -1
     
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  8. scapezar

    scapezar aka Scape

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  9. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    I think this would be a good addition, perhaps the bard could spawn in with maybe 20-25 energy other than that I think it would be a nice alternative to medic. I think some aspects could need tweaking but if this were to be implemented, I assume there would be thorough testing, therefore +1.
     
  10. Dequoy

    Dequoy Member

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    I like the way you suggest that one item being held at a time offers a different type of buff, and at the cost of some passage of time they can boost the buff effect when a bard chooses to "use" an item. I can already foresee a good strategy for a bard would be to follow a cluster of teammates and cycle through the basic buffs within range of everyone so that they can effectively stack all the passive (non-item-use) benefits before the timer runs out on ones that they received a moment ago and keep resetting the buff timers (plus this cannot be done very easily during combat, so it would also act as its own limiter/balance).

    I do have a few suggestions to offer though, starting with a simple one. Since I've proposed the kinetic class and "kinetic energy" was a term I thought was fun for the class relating to calling their meter "energy" -- what if the bard had a meter for something like "muse", "motivation" or "inspiration" rather than calling it energy? :grinning:

    As for something on the more "constructive criticism" side, perhaps the passive regen, the steak, and the ghast tear regen abilities may prove a bit redundant. Granted, the total steak being carried is limited and the damage output from a wooden sword as the most powerful attack weapon option is near suicidal for CTF, but removing the steak altogether could free up that slot for another buff/ability if so desired as a result.
     
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  11. Raging_

    Raging_ Well-Known Member

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    I like that actually excellent work thank you for taking the time to read over the thread :smile:
     
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