Bisu
TNT
- Joined
- Jul 13, 2011
Crafters - Shop Chest
A core spell of all crafters, useful from the very beginning and an integral part of their class. Its usage does not retire post-50 when crafters are able to choose their specialization. It helps the player generate income and collect needed materials from the rest of the community.
Healers - Bandage
A decent spell. Useful in both pvp and pve situations and even out of combat towards anyone.
Mages - Fireball
A core spell of the caster class. Useful in both pvp and pve and cost-efficient in terms of mana use. Can be used as a support spell to sword hits and stronger spells, or as a main spell to inflict direct damage.
Rogues - Sneak
One of the best skills in the game, useful from the very beginning against all players. Possibly the most sought after mechanic in the game when chasing down players or avoiding detection. Minecraft pvp is built around the key element that all players know that whoever strikes first usually wins. The game seems to favor the person chasing in all situations. Extremely useful.
Warriors - Taunt
A completely underwhelming skill. Monsters have a higher difficulty in this server so they are no longer slow and stupid. They usually already go directly for the nearest target and chase them until range is broken or until killed. There is little use for a taunt skill even for parties grinding big groups. Monsters aggro from a distance making it simple to create a "taunt" situation where the first person who catches the attention of the mobs holds their attention until killed.
Mob groups don't spawn close enough for a taunt to be worth the mana cost of using it. At the cost of 60MP I would only be able to use this spell very scarcely and it wouldn't make much of a difference by current game standards. Maybe I'd be able to taunt 4 mobs at most in the wild. I could only see this skill being useful in mob-spawner situations which are currently outlawed in the game. Anyplace else, and there are too few mobs for it to make a big difference.
Again, at 60MP a warrior can't even use this spell in combo with other spells like invuln 100MP or bladegrasp 75MP. There isn't a point to warriors taking all the damage, because other than players speccing into paladin, I know a smart Samurai wouldn't taunt mobs into his leather armor. The viability of such a skill for warrior specialization classes only falls to Paladin while the other three are left with nothing. Compare this to the other classes where their starting skill is still being used long after they specialize.
In comparison to the other starter skills, Sneak has 100% uptime. Chest shop can be used whenever, wherever. Fireball has a low cooldown and is useful in all combat situations. Healers is the same tier as fireball. Taunt comes off as a gimmicky fun spell that has very limited usage and is completely useless in pvp. Since pvp is the focus of the game and warriors are a staple class for the battlefield, either taunt needs to extend to making players lose control of their actions for a few seconds while running towards the warrior or needs to removed completely and replaced.
*Solution*
Remake #1: I was thinking that since warriors are meant to take damage (according to various posts I've come across on the forum) they should have a passive regeneration-over-time ability to make them sturdy. It would be something really low like .5 hearts/5sec to not rule out the importance of a healer, but out of combat they could fulfill their role as meat shields by being able to refresh their health between encounters.
Remake #2: If not passive regeneration, then if the plugin allows health modification, increase a warrior's maximum health by 2 hearts. Why 2 hearts?
Keep this open for reference: http://www.minecraftwiki.net/wiki/Weapons
At the current time, the Smith class is just as sturdy and durable as any warrior with the absence of warrior skills. If a warrior and a smith were to enter combat and exchange hits, a smith wielding a diamond woodaxe would take about 3 swings to kill an unarmored warrior, while the Dragoon and Samurai would take 2 hits to kill the Smith and the Paladin and Dreadknight would take also 3 swings. Now add armor... A fully armored smith would be able to absorb one more hit from a Dragoon and Samurai and two more hits from a Paladin and Dreadknight. But here's the issue, a Paladin wielding a stone sword has the same output as a Smith with a diamond woodaxe, the Paladin may be able to wear one more diamond piece than a smith, but a smith has the ability to repair his armor and in prolonged fight the Smith would eventually win because he has the ability to bring his armor back to 100% durability midfight. A samurai versus a smith is terribly one-sided towards the smith if the samurai does not catch the smith by surprise. Leather armor breaks really fast and soon enough the samurai will need to heal in-between single hits once his armor is broken. The diamond sword does two more hearts of damage than the diamond woodaxe, so a samurai with two more hearts would be able to absorb two hits unarmored to give him at least a fighting chance. Dreadknight might be ok here because of lifesteal, but dragoon still suffers because an iron sword takes 3 hits to kill a target and a diamond axe also takes 3 hits to kill. But the smith still wins out in armor ratios over the dragoon. In conclusion, two hearts increases the survivability of the warrior by 1 hit, enough to survive killing blows by non-combat classes and overall sustainability in the battlefield without being too powerful.
Let me know what you guys think, I may be wrong here but I can't be the only one who shares the feeling that taunt is completely underwhelming.
A core spell of all crafters, useful from the very beginning and an integral part of their class. Its usage does not retire post-50 when crafters are able to choose their specialization. It helps the player generate income and collect needed materials from the rest of the community.
Healers - Bandage
A decent spell. Useful in both pvp and pve situations and even out of combat towards anyone.
Mages - Fireball
A core spell of the caster class. Useful in both pvp and pve and cost-efficient in terms of mana use. Can be used as a support spell to sword hits and stronger spells, or as a main spell to inflict direct damage.
Rogues - Sneak
One of the best skills in the game, useful from the very beginning against all players. Possibly the most sought after mechanic in the game when chasing down players or avoiding detection. Minecraft pvp is built around the key element that all players know that whoever strikes first usually wins. The game seems to favor the person chasing in all situations. Extremely useful.
Warriors - Taunt
A completely underwhelming skill. Monsters have a higher difficulty in this server so they are no longer slow and stupid. They usually already go directly for the nearest target and chase them until range is broken or until killed. There is little use for a taunt skill even for parties grinding big groups. Monsters aggro from a distance making it simple to create a "taunt" situation where the first person who catches the attention of the mobs holds their attention until killed.
Mob groups don't spawn close enough for a taunt to be worth the mana cost of using it. At the cost of 60MP I would only be able to use this spell very scarcely and it wouldn't make much of a difference by current game standards. Maybe I'd be able to taunt 4 mobs at most in the wild. I could only see this skill being useful in mob-spawner situations which are currently outlawed in the game. Anyplace else, and there are too few mobs for it to make a big difference.
Again, at 60MP a warrior can't even use this spell in combo with other spells like invuln 100MP or bladegrasp 75MP. There isn't a point to warriors taking all the damage, because other than players speccing into paladin, I know a smart Samurai wouldn't taunt mobs into his leather armor. The viability of such a skill for warrior specialization classes only falls to Paladin while the other three are left with nothing. Compare this to the other classes where their starting skill is still being used long after they specialize.
In comparison to the other starter skills, Sneak has 100% uptime. Chest shop can be used whenever, wherever. Fireball has a low cooldown and is useful in all combat situations. Healers is the same tier as fireball. Taunt comes off as a gimmicky fun spell that has very limited usage and is completely useless in pvp. Since pvp is the focus of the game and warriors are a staple class for the battlefield, either taunt needs to extend to making players lose control of their actions for a few seconds while running towards the warrior or needs to removed completely and replaced.
*Solution*
Remake #1: I was thinking that since warriors are meant to take damage (according to various posts I've come across on the forum) they should have a passive regeneration-over-time ability to make them sturdy. It would be something really low like .5 hearts/5sec to not rule out the importance of a healer, but out of combat they could fulfill their role as meat shields by being able to refresh their health between encounters.
Remake #2: If not passive regeneration, then if the plugin allows health modification, increase a warrior's maximum health by 2 hearts. Why 2 hearts?
Keep this open for reference: http://www.minecraftwiki.net/wiki/Weapons
At the current time, the Smith class is just as sturdy and durable as any warrior with the absence of warrior skills. If a warrior and a smith were to enter combat and exchange hits, a smith wielding a diamond woodaxe would take about 3 swings to kill an unarmored warrior, while the Dragoon and Samurai would take 2 hits to kill the Smith and the Paladin and Dreadknight would take also 3 swings. Now add armor... A fully armored smith would be able to absorb one more hit from a Dragoon and Samurai and two more hits from a Paladin and Dreadknight. But here's the issue, a Paladin wielding a stone sword has the same output as a Smith with a diamond woodaxe, the Paladin may be able to wear one more diamond piece than a smith, but a smith has the ability to repair his armor and in prolonged fight the Smith would eventually win because he has the ability to bring his armor back to 100% durability midfight. A samurai versus a smith is terribly one-sided towards the smith if the samurai does not catch the smith by surprise. Leather armor breaks really fast and soon enough the samurai will need to heal in-between single hits once his armor is broken. The diamond sword does two more hearts of damage than the diamond woodaxe, so a samurai with two more hearts would be able to absorb two hits unarmored to give him at least a fighting chance. Dreadknight might be ok here because of lifesteal, but dragoon still suffers because an iron sword takes 3 hits to kill a target and a diamond axe also takes 3 hits to kill. But the smith still wins out in armor ratios over the dragoon. In conclusion, two hearts increases the survivability of the warrior by 1 hit, enough to survive killing blows by non-combat classes and overall sustainability in the battlefield without being too powerful.
Let me know what you guys think, I may be wrong here but I can't be the only one who shares the feeling that taunt is completely underwhelming.