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Elf Tweaks v. 2

Discussion in 'Ideas' started by Cardonation, May 10, 2019.

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  1. Cardonation

    Cardonation Captain

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    I have posted a couple of threads in the past to suggest some tweaks to the Elf class. Based on the feedback I have collected overtime, this is a more complete list of changes that could make the class better and more played overall.

    Changes:
    • Sword has Sharpness II (depending on the strength of the overall class with the tweaks done to the individual elements, this could be omitted)
    • Wind element is reverted back to the previous version, with small tweaks to make it more valuable (see tweaks on the attached PDF, explanations and credit for these tweaks goes to @915)
    • Water element loses Regen and Resistance effects, instead being able to "empower" players inside of it (if you are knocked outside of it, the boost disappears)
      • A new kind of damage booster that works from a distance
      • All teammates within the water will receive an extra 1-1.5 (subject to change) hearts bonus damage for any damaging projectiles (whether or not this is true damage is undetermined for now)
      • The elf that casts the water element themselves will get a more powerful boost, allowing every full charged shot from pure element to deal 6-7 hearts of true damage (as long as they are inside of the water)
      • Water still retains its ability to put out fires and the same cooldown, but possibly lasts longer to allow the elf and other ranged teammates to get off more shots / damage
      • Wind element could also potentially receive a buff during a water element, having a bigger radius or better potency
    • Hitting a teammate directly with the wind element as they fall from a high place will reduce all fall damage

    Leave any thoughts/concerns as comments; any additional/alternative changes you see fit are also welcome
     

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    #1 Cardonation, May 10, 2019
    Last edited: May 11, 2019
  2. auromelt

    auromelt Well-Known Member

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    I think a sharpness 2 tweak would be good c: Anyways, the damage booster ability is interesting. Is this so as to buff elf as a defensive class (coupled with pyro/mage)? The only other thing I would be slightly concerned about would be the difficulty level of hitting people in mid-air but I think it would really be the differentiating factor between mediocre elves and good ones. I feel like with this kit it'll could be a viable defensive/midfield class (was that intended in the creation of these elf tweaks?) That's all I'm gonna ask for now ~~ thanks for readin c:
     
  3. Cardonation

    Cardonation Captain

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    Thank you for the feedback!
    The main purpose of the damage boosting ability is to introduce an entirely new mechanic into the game that not only fits elf as being so unique but also allows the elf's abilities to have better synergy with one another, like other classes such as mage, pyro, and ninja. This would become an overall buff to elf in any position (as a good enough elf can fit in any position the game, even if it doesn't work optimally compared to other classes), but specifically focusing on offense and recovery. It will allow elf to deal significant damage from a range, allowing it to support or clear out flagrooms as well as pick off archers. It can also be used to strengthen classes such as chemist in the enemy's flagroom and pyro in its own. So overall no specific position in mind, instead a specific mechanic: ranged support / ranged strengthener
     
  4. auromelt

    auromelt Well-Known Member

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    Oh I see. Interesting mechanic tho... So the motive behind introducing this mechanic is to not make water element useless besides putting out fire? (just clarifying, if you had a different motive behind replacing water element effects please correct moi) I think this is a really good change compared to what water element does now ;u; and it would definitely help buff the entire class as a whole (providing widespread and more damage angles for both the elf and ranged attackers) c: and no problem for the feedback I'm just rly intrigued abt ur idea :>
     
  5. Cardonation

    Cardonation Captain

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    Yes that is part of the motive, along with providing a more solid role for elf overall and giving the elements more teamwork with each other (right now, you can only really do wind + pure occasionally). Thank you for the feedback too! :grinning:
     
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  6. auromelt

    auromelt Well-Known Member

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    Yeeee I think this synergizes really well with elf's ranged kit c: np for the feedback again haha I hope this gets implementedd (elf needs more love ;u:wink:
     
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  7. scapezar

    scapezar Tzar of Scapes

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    I feel like the splash zone would make pure element little too OP while more often being used for just the Elf him/herself – maybe if it converted all of its bows into Power II on top of whatever ability it does? idk

    I really like the last point with the wind safe fall! Would you have to hit the target, or could you hit the floor below them to make a temporary air gust (temporary stemming out in all directions) to cushion the fall and reduce all fall damage?
    ––This could be an even greater differentiator between lightning for the "gust" to linger for a second, while the lightning doesnt.​

    All the others, yess
     
  8. Cardonation

    Cardonation Captain

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    I think pure element would remain fine inside the splash zone with these changes; it is meant to be powerful in places such as offense support from afar (via mobility) and recovery, but getting knocked outside of the zone completely nullifies it too, keep that in mind. Power II on each bow I feel wouldn't be great because you're only going to use pure for damage in the splash zone; wind would be used for disruption and rarely hits its target spot on I find. Water may be used for solely the elf more often, but think of it like Chemist buffs or Mage heal almost in terms of supportive items.

    2nd stanza, that would actually be really neat to add on :grinning: it would have a risk/reward system of being able to hit your target mid-air or just the floor below them to be safer. I would definitely add this onto my suggestions!
     
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    #8 Cardonation, May 15, 2019
    Last edited: May 15, 2019
  9. scapezar

    scapezar Tzar of Scapes

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    @Cardona360 ya i think the splash ability has great potential thinking about it. Like most optimally it would increase its Pure shot effectiveness mid-far range which is where it's quite weak...while hardly being much of a buff close range (where enemies could knock it out of the zone) where it's already quite strong.

    - I only mentioned Power II (or whatever level) as a nerfed damage output version instead of the immediate 5-6 Pure shot damage, but ur idea might just be simpler


    EDIT: what if it acted as a frenzy type ability where XP showed as recharging mana where if u left clicked your Pure element bow, it would create this 2x2 zone around you to buff your Pure shots as you mentioned and give slight buff to to ur team in some way if they step inside (like projectiles deal 2 hearts of extra pure damage and/or the same lingering regen/resis effects and/or a lingering 4 sec speed II effect)
     
    #9 scapezar, May 15, 2019
    Last edited: May 15, 2019
  10. Northernlreland

    Northernlreland Active Member

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    Excellent.
     
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