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Dwarf Rework

Discussion in 'Ideas' started by obikenobi21, May 18, 2019 at 2:40 AM.

  1. obikenobi21

    obikenobi21 Delta Force Jedi

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    Dwarf Rework

    Armor

    upload_2019-5-18_1-32-31.png

    Inventory and Abilities
    upload_2019-5-18_1-31-46.png


    Exp Bar (Dwarven Rage): Dwarf can have up to 5 levels of rage. Dwarf gains one level of rage per hit on an enemy or crouching for 5 seconds. Rage decays one level per 5 seconds, and does not decay while crouching or in combat. If Dwarf has full rage (5 levels) he cannot be lit on fire and is immune to all negative potion effects.

    Iron Axe: Regular iron axe with sharpness I. If Dwarf has full rage, he can right click the axe to cause his rage to fully deplete over 5 seconds and to call down a lightning bolt on top of him (like mage lightning) which knocks back enemies and deals damage. While his rage is depleting, the axe gets Sharpness II and Fire Aspect II. Dwarf cannot regain levels of rage while it is depleting.

    Iron Door: At any point, right clicking with the iron door will cause all levels of rage to be converted to hearts of absorption (Max 5 hearts). Absorption does not deplete over time.

    Steak: Restores 4 hearts



     
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  2. plat03

    plat03 Member

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    I like this but there are problems and flaws I see in this changes or the new feature which will render the current class useless or even changing the whole meta entirely.

    I love the idea as this introduce a new play style entirely for the Dwarf with no longer being the sitter and actually walking, however here are the problems
    1. Lightning is kinda like Frenzy just more stupid
    - Potential Dwarf capping
    2. No swords
    - All it takes is a Assassinate to destroy Dwarf now
    3. No more reliable Flag Defender
    - Actually wasn’t always the problem but it at least intimidates the opponent and force the opponent to change class in order just to counter it which could effect the team play drastically

    So yeah might be wrong but those are my opinion towards this change. Even though I would like it, I feel like this would better off being a new class instead of a rework. Could be call ‘Thor’
     
  3. Cardona360

    Cardona360 Well-Known Member

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    This is a very neat rework that actually keeps the core dwarf mechanics while making it less overly campy and immobile. I personally think that it feels like an alternative to a flagroom pyro or even a cooperative class that strengthens pyro. If needed, it could probably see the addition of a gold sword for blocking (that's to balance it in case assassin is too much) similarly to the rework posted by @Daveeeeeeeee.

    Along with these changes, I think it could be cool if a bonus damage system based on the amount of hearts a dwarf has would also be cool (it could go either way, from amount of absorption hearts to lack of normal hearts (kind of like a desperation zone where the dwarf gets powered up when it has 1-3 hearts remaining). +1
     
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  4. Foodcourt

    Foodcourt Member

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    Like @Cardona360 said, I am in favor of a rework that makes dwarf more mobile and less campy. The absorption idea is interesting and makes this a bulkier class, which I also like. With the advent of scout and prevalence of ninja, it would be nice to see a another tanky class become prominent alongside the squishier classes. My main and only concern is that without the sword, it is very vulnerable to assassins. For the rework you are suggesting, dwarf is still centered around gaining power over time. Although much more relevant to current dwarf than this rework, one assassinate ruins your XP bar, making you start all over. Other than that, I like this rework a lot, +1.
     
  5. obikenobi21

    obikenobi21 Delta Force Jedi

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    The point of the rework is to replace the current class. What changes do you see for the meta?

    1) Is potential Dwarf capping a problem?
    2) Yeah, I thought about that and really just gave it an axe for the aesthetic. It can very easily be changed to a sword or dwarf is just given a golden/wooden sword purely for blocking.
    3) hopefully the reworked Dwarf is also viable as a flagroom defender, but only testing can really see that


    Thanks! I was hoping to keep the core of Dwarf the same but make it more viable and interactive for both teams. I agree that perhaps it needs a sword for blocking (although with an eventual assassin rework hopefully thats not the case).

    The damage system sounds interesting. Are you saying that the lower health dwarf is the more damage it does?

    Yeah, I was hoping to keep Dwarf as the defensive wall it currently is. Like I said above, I agree that it is vulnerable to assassins. Perhaps giving it a weak sword or just changing the axe to a sword could fix that.
    Yeah, it is centered around power over time. Its true that death does ruin the progression, but I think that unlike current Dwarf its pretty easy to get the rage back.
     
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  6. scapezar

    scapezar aka Scape

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    Tbh i'd prefer if it had its rage charged based on the times the class got hit - so like the opposite of pyro

    this would make it little more noob friendly and would be more offense oriented, which would be a plus

    good ideas tho
     
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  7. obikenobi21

    obikenobi21 Delta Force Jedi

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    Why do you prefer dwarf getting hit as opposed to hitting enemies? Personally I feel like it punishes players for landing combos: why combo a Dwarf if he just lightnings your face and why as a dwarf should you combo someone if you can just stand there taking damage until your lightning is ready. As far as noob friendly, I feel like matching an ability already in the game should make more sense to newer players as well. I'm not against the idea, it just seems harder to play.
     
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