Minecraft PC IP: play.cubecraft.net
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Haii guys, I really wanted to make a blockwars suggestion not so long ago, so here I go. I am Cuteee! :3


Ahhh, here we go again, first of all let's balance the kits!

Well, blockwars meta is a bit weird, all the kits (besides from tank lololo) are pretty good in some way.
But let's balance it to make the less used kits actually useful.

Red=Nerf Green=Buff

Ninja: This kit, is also known for being the best kit of blockwars, it's competence is runner. I agree that ninja kit should be the best to capture the flag, but not for pvping. So yea, again, make it so when a ninja with invis hits someone it loses the effect.

And since you fixed the bug that ninja didn't get glowing effect when getting the flag it's all for the kit.

Tank: Credits to @Elivat https://www.cubecraft.net/threads/tank-kit-fixed.217817/#post-1047983

Warrior: Well, the starter kit. Also one of the best kits for pvp.
It's very underrated, but the thing is that it's very good to pvp. What I am suggesting is to remove it's bow and arrows. Leaving it to a just mele pvp kit.

ARCHER: Well, this kit also needs to be reworked. In a way, it is very good, and even overpowered. It's got 20 arrows and a knockback stick. The knockback stick is just fine by the way. The thing is that it's arrows don't reload (Or do very slow) so when it runs out of arrows it has to suicide to be useful again. Change it and make so it reloads 5 arrows every minute.
And for it's amount of arrows change it from 20 to 10.


Viper: Make it's poison effect from I to II, and then make it's reload speed faster from 30 seconds to 20. The idea of a passive agro is pretty good, I ain't gonna lie. But it was badly developed and at the end it just doesn't do it's function of constantly annoying the enemy team.

Builder: Well, this kit seems pretty balanced right? Well, it isn't. It's actually extremely useful and a very good option to choose instead of jumper. It has two roles, pasive and agro. Pasive is consistanly defending the base with the blocks, suiciding every time you cover the flag. Agro is to pass enemies defences using it's blocks. The agro role is just balanced, blocks don't last forever and suiciding to pass enemies defenses is not an option. But pasive is the problem. TNT kit has been a very good kit for a while. But Builder just counters it so badly, enemy just can keep on replacing blocks every time you place a tnt, while tnt has a cooldown builder doesn't. So Imma suggest to add a cooldown to builder's blocks from 0 to 50 seconds.

Summoner; This kit also needs a buff and a nerf. Let's start with the buff, let's make it clear. It's cooldown sucks, it can't be used to it's purpose and it's very annoying. So reduce the cooldown fro 45 seconds to 30 seconds.
And for the nerf, it's not a huge one. Just make so it's mobs spawned don't see invisible people.

And with this I think the game could be pretty much balanced.



Well, well well.... now let's talk about voting features and how to change it's meta (a bit)

Thanks to @Andyyy for the ideas.

The thing is that there is a clear meta to the voting options. It is HALF BLOCKS meta. There's nothing wrong with it. I also love half blocks.

But the thing is that with this feature the never changes, making some very cool voting options like jump boost or speed boost never happen.
So yea, the idea is to make Speed boost and Jump boost have half blocks instead of having the no modifier's blocks

Then maybe the meta could variate a bit according to the map :p

Now let's talk about trap blocks.

The thing is that trap blocks are also unbalanced.


Purple= Remove Red= Nerf Green= Buff

Bamboozler: uh, people now will be thinking I had a bad experience with this trap and that's why I want it removed. But the thing is that I didn't and that's the problem. It is extremely useless, it just doesn't belong to blockwars. For it's price (300 points) is very bad compared to the other trap blocks. So that's why I think it should be removed.

Default: What's wrong with the default trap you'll think. Well, it's actually the most op trap block in the meta. It can one shot you with no problem, and everyone has it so in the past when we used to see some monster trap blocks people just doesn't bother to change it now, cause the default is just op.

Zeus: Buff it's damage. Then it will be an acceptable trap block.


NEW KITS!!!

Im gonna be honest, Im very hyped for a blockwars update, so Im gonna give my best on these kits and detail them a lot.

Lumberjacker:

(1.9+ kit (atleast so it's useful) this kit is just agro, it's role is to defend the base and backup the flag carriers.

It's content:

Wooden axe, Wither skeleton skull named as Strenght buff (5 seconds) (Cooldown 50 seconds), wooden pickaxe, leather chestplate, leather hat.


how it should look like.png


The icon should also be a wither skull. (The reason of the wither skull is to representate it is a letal kit)

Pyromanic:

Same role as viper, annoy enemy team the whole game. (passive agro)

It's content:

Blaze rod with fire aspect 1, wooden sword, wooden pickaxe, Golden chestplate with fire resistance 2.



Blaze.png



Decoyer:

The point of this kit is to create decoys of yourself and get on their flag without being spotted. The decoy only lasts for 30 seconds and it has a cooldown of 2 minutes, doesn't respawn when dying.

(This kit idea isn't mine so if you know whose idea is this tell me right away and I will tag them!)

It's content:

Wooden sword, Leather chestplate. Leather helmet, Wooden pickaxe, Steve head named as
Decoy.

Decoy.png


(BETA) WITCH:

It's role is to team support, making imposible to the enemies to kill your teammates.

It's content:

Wooden Sword, Wooden pickaxe, Splash potion of weakness (Only affects enemies, 10 seconds last, 40 seconds cooldown) Leather Helmet , Leather boots


Witch.png


IDEAS FOR MAPS!

-Temple
-Volcano

-Modern
-Laboratory
-Farm
-Japan
-Savannah
-Taiga
-Bones (Or desert)
-Planets (one of those maps were using archer is the best option
-Flowers


Current map changes:

Purple= Remove Red= Needs a revamp

Icy Peaks: Also known for being the worst map on blockwars.

It's design is cool, ain't gonna lie, but the capacity of enemies to camp is amazing, it is very annoying and since the house where the flag is is very close to the spawn, making it imposible to go in the flag and making those games extremely annoying and boring.

Palette: The map is great, but it has a little inconvinient: It's parkour. The parkour is very difficult, making it so a lot of times you die when doing it and not being able to save your flag.

(Also, add it to the game selector menu! :p)


Nuclear: Very nice map but make it smaller.

Pirates: Again, make it smaller


All the other maps are cool.


LAST BUT NOT LEAST, ADD THIS MESSAGES:

Help them_LI.jpg



DEFEND IT.jpg


This is so players know what to do :p


Thanks for reading all the thread!!!! Feedback is very much appreciated :p


@Camezonda , @Quetzi, @rubik_cube_man , @marcoslater , @AnimalTamer1
 
Last edited by a moderator:

GalacticAC

Novice Member
Jul 25, 2018
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Any blcokwars suggestions are good! :D
The new kits addition were pretty much the same so I'm not going to talk about it now. (I like them tho)
I have some suggestion for kit balancing:
Ninja is pretty good rn, it don't need immediate nerf or buff, but one suggestion is the duration of invisibility effect decreases for 3-5 seconds every time you hit the enemy so you have to choose between stealth and damage
Tank do not need a buff or nerf, its no meant for pvp at all, its just used to waste enemy's time on killing you, I would give it a ability to remove it's slowness for a short period tho (or a ability to give temporal boost on its knockback)
Warrior definite do need need change at all, it should be the standard of all kits, not the reverse
I like archer change
Viper need a complete rework, keeping it splash poison doesn't seem to solve the root of problem, I will cover it in my thread
Builder just need a 40 sec cooldown on the block given which do not refresh on death
One of the important use of summoner is to track invisible ppl, don't remove that, cooldown is fine tho.

For trap blocks, just nerf the explosion one and its all good
(maybe give more per game and active on destroy by explosion)

I'm EXTREMELY against making everything half block, I don't like all of my defense to go down with one tnt
 
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Deleted member 436996

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Any blcokwars suggestions are good! :D
The new kits addition were pretty much the same so I'm not going to talk about it now. (I like them tho)
I have some suggestion for kit balancing:
Ninja is pretty good rn, it don't need immediate nerf or buff, but one suggestion is the duration of invisibility effect decreases for 3-5 seconds every time you hit the enemy so you have to choose between stealth and damage
It still would be op on pvp if the invisibility didn't ran out instantanely.
Tank do not need a buff or nerf, its no meant for pvp at all, its just used to waste enemy's time on killing you, I would give it a ability to remove it's slowness for a short period tho (or a ability to give temporal boost on its knockback)
So you're basically saying that people who use tank should just keep on dying like pigs? woow rude
]Warrior definite do need need change at all, it should be the standard of all kits, not the reverse
Warrior actually does need a change. It has so much value on melee fights and shouldn't be able to also participate on long rage fights.
Viper need a complete rework, keeping it splash poison doesn't seem to solve the root of problem, I will cover it in my thread
Viper's point is to keep on splashing potions of poison, removing them should mean the kit's removal.
Builder just need a 40 sec cooldown on the block given which do not refresh on death
No, if it had 40 seconds cooldown then it would basically be the same cooldown as tnt and would be an infinite fight of opening and closing.
One of the important use of summoner is to track invisible ppl, don't remove that, cooldown is fine tho.
No, that's an extra thing that you get with summoner, but it's not meant to do that. And well, having to wait 45 seconds to get the second mob is pretty weak tho.
For trap blocks, just nerf the explosion one and its all good
(maybe give more per game and active on destroy by explosion)
The explosion one should deal less damage, but can you bother at explaining why not making what I said? thanks
I'm EXTREMELY against making everything half block, I don't like all of my defense to go down with one tnt
Your opinion. I respect it. Though It could add more variety in terms of votes to the game.
 

GalacticAC

Novice Member
Jul 25, 2018
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It still would be op on pvp if the invisibility didn't ran out instantanely.

So you're basically saying that people who use tank should just keep on dying like pigs? woow rude

Warrior actually does need a change. It has so much value on melee fights and shouldn't be able to also participate on long rage fights.

Viper's point is to keep on splashing potions of poison, removing them should mean the kit's removal.

No, if it had 40 seconds cooldown then it would basically be the same cooldown as tnt and would be an infinite fight of opening and closing.

No, that's an extra thing that you get with summoner, but it's not meant to do that. And well, having to wait 45 seconds to get the second mob is pretty weak tho.

The explosion one should deal less damage, but can you bother at explaining why not making what I said? thanks

Your opinion. I respect it. Though It could add more variety in terms of votes to the game.
If the time lost its 5 seconds you can't last long before exposed, total removing the effect will kill the kit imo
When I use tank I never expected to kill someone, its used to absorb damage and buy time for your teammate
Since you can't refill arrow with warrior I think its ranged capability is good as it is (even ninja and runner have arrows...)
I would say lingering is better for viper than splash so it can be used more strategically
yes make builder cooldown 50s
Since we have the proposed nerf of ninja removing tracking on invisible ppl can work and reducing cooldown is also nice
(also, give zombie a wooden shovel and make all mobs tp back to you when they are in void and was not hit by enemy in last 5 seconds)
I kinda like bamboozler so lets keep it, idk about zeus but if its only 5 dmg from lightning then I agree to buff it.
 

Zombiepower

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Jul 1, 2016
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I love most of your ideas and I going to reply to some of them:
So yea, again, make it so when a ninja with invis hits someone it loses the effect.
I am in love with this one but 1hit and you're completely visible again sounds a bit unfair for this kit since it isn't that strong without its invis. I would give this kit the chance to hit someone 3times and it will lose his invis.

ARCHER: Well, this kit also needs to be reworked. In a way, it is very good, and even overpowered. It's got 20 arrows and a knockback stick. The knockback stick is just fine by the way. The thing is that it's arrows don't reload (Or do very slow) so when it runs out of arrows it has to suicide to be useful again. Change it and make so it reloads 5 arrows every minute.
And for it's amount of arrows change it from
I wouldn't necessarily add the ability to reload faster. I would just suggest to add more arrows to the kit. If you're a good at aiming you can easily destroy 3enemies.

Builder: Well, this kit seems pretty balanced right? Well, it isn't. It's actually extremely useful and a very good option to choose instead of jumper. It has two roles, pasive and agro. Pasive is consistanly defending the base with the blocks, suiciding every time you cover the flag. Agro is to pass enemies defences using it's blocks. The agro role is just balanced, blocks don't last forever and suiciding to pass enemies defenses is not an option. But pasive is the problem. TNT kit has been a very good kit for a while. But Builder just counters it so badly, enemy just can keep on replacing blocks every time you place a tnt, while tnt has a cooldown builder doesn't. So Imma suggest to add a cooldown to builder's blocks from 0 to 50 seconds.
A cooldown of 20seconds seems fair to me?


The thing is that there is a clear meta to the voting options. It is HALF BLOCKS meta. There's nothing wrong with it. I also love half blocks.

But the thing is that with this feature the never changes, making some very cool voting options like jump boost or speed boost never happen.
So yea, the idea is to make Speed boost and Jump boost have half blocks instead of having the no modifier's blocks

Then maybe the meta could variate a bit according to the map :p
Sounds like a cool idea!


Bamboozler: uh, people now will be thinking I had a bad experience with this trap and that's why I want it removed. But the thing is that I didn't and that's the problem. It is extremely useless, it just doesn't belong to blockwars. For it's price (300 points) is very bad compared to the other trap blocks. So that's why I think it should be removed.
I am disagreeing with removing this, I still know a lot of people who love to use Bamboozler and some of them actually use it in a good way and with a lot of effect.

Default: What's wrong with the default trap you'll think. Well, it's actually the most op trap block in the meta. It can one shot you with no problem, and everyone has it so in the past when we used to see some monster trap blocks people just doesn't bother to change it now, cause the default is just op.

Zeus: Buff it's damage. Then it will be an acceptable trap block.
Sounds good to me, I fully agreee that the default one is a bit too OP since everyone is using it. I am also agreeing on the Zeus one since it does less damage right now.

Pyromanic:

Same role as viper, annoy enemy team the whole game. (passive agro)

It's content:

Blaze rod with fire aspect 1, wooden sword, wooden pickaxe, Golden chestplate with fire resistance 2.



blaze-png.152227
I would remove the wooden sword from this kit since the Blaze rod with fire aspect is already a very strong thing. Setting people on fire can cause a lot of damage and it will help in big fights where you set everyone on fire and your teammates can kill everyone who's on fire.


LAST BUT NOT LEAST, ADD THIS MESSAGES:

help-them_li-jpg.152230



defend-it-jpg.152231
I totally agree with both ideas, it's something small to add but it gives more game experience to blockwars.
 

Andyyy

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Dec 7, 2016
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Warrior: Well, the starter kit. Also one of the best kits for pvp.
It's very underrated, but the thing is that it's very good to pvp. What I am suggesting is to remove it's bow and arrows. Leaving it to a just mele pvp kit.
Warrior is really meant to be the all rounder of kits so it doesn't really make sense to remove some of it's all roundy-mess. In current conditions, it really needs a buff if anything but with the proposed changes, it would be a bit stronger. I do feel that it is well balanced now and shouldn't need to change.

Tank: Tank kit, also known as the most useless kit in the game.

It's complicated to rework this kit since it may be game breaking if it gets way too buffed.


So let's start with the basics: Remove it's leggins and add a sword to it. It would make the kit be much more useful and balanced, making it able to pvp and not be completely useless. Also removing it's slowness effect.
I do think it needs to slowness removed, currently, it's just way too slow to capture flags and ninjas can still kill it in about 6 hits. I don't think that it should get a sword though as it's not really meant for damage and is meant to survive. If it was to have the slowness removed, it would probably be a bit strong then so it should also have a slight nerf in the armour.

ARCHER: Well, this kit also needs to be reworked. In a way, it is very good, and even overpowered. It's got 20 arrows and a knockback stick. The knockback stick is just fine by the way. The thing is that it's arrows don't reload (Or do very slow) so when it runs out of arrows it has to suicide to be useful again. Change it and make so it reloads 5 arrows every minute.
And for it's amount of arrows change it from
Currently, the archer regains an arrow every 20 seconds and it feels really slow. I think the best numbers to use would probably be a max arrow count of 7. I think 7 would be the best because it's much more than the other kits still but you can't spam it too much. 7 arrows can kill 2 players with good aim or a single player with average aim. I'd go for an arrow every 7 seconds so it takes 49 seconds to fill up. That would align up to similar times as other abilities.

Viper: Make it's poison effect from I to II, and then make it's reload speed faster from 30 seconds to 20. The idea of a passive agro is pretty good, I ain't gonna lie. But it was badly developed and at the end it just doesn't do it's function of constantly annoying the enemy team.
I really don't like the idea of viper having a really strong potion.. I know there's some skill to it but just getting 4 hearts of free damage while also giving annoying damage ticks doesn't really sound fun. I don't want to feel like I'm walking into a cactus all the time while fighting someone. Also remember that having the poison effect reduces your movement thus ability to strafe so can mean some easy kills.

Builder: Well, this kit seems pretty balanced right? Well, it isn't. It's actually extremely useful and a very good option to choose instead of jumper. It has two roles, pasive and agro. Pasive is consistanly defending the base with the blocks, suiciding every time you cover the flag. Agro is to pass enemies defences using it's blocks. The agro role is just balanced, blocks don't last forever and suiciding to pass enemies defenses is not an option. But pasive is the problem. TNT kit has been a very good kit for a while. But Builder just counters it so badly, enemy just can keep on replacing blocks every time you place a tnt, while tnt has a cooldown builder doesn't. So Imma suggest to add a cooldown to builder's blocks from 0 to 50 seconds.
50 seconds for 5 blocks is a bit much and it might be a bit too strong being able to passively gain blocks over time. I think builder would work better like how the Eggwars kits do so if you die in less than 30 seconds, you don't get your blocks. This would prevent the kit from being heavily abused for defending while still quiet viable. This would also have the cooldown displayed. If you could get blocks over time, you could do things like blocking up enemy spawns and such much more easily which can be anti-competitive.

I'd also like to add on that if you want ninja nerfed, I think it's a good idea to nerf runner as well. Runner is required in overtime, being basically the only viable kit for attacking. It shouldn't have speed 1 with the flag and should return to normal speed.

+1 on the trap blocks too
But don't remove the bamboozler, it's not really that bad.

Wooden axe, Wither skeleton skull named as Strenght buff (5 seconds) (Cooldown 50 seconds), wooden pickaxe, leather chestplate, leather hat.
Just so you know, from my quick calculations, with strength that you do 7 1/2 hearts of damage. That's literally ninja on steroids, with armour too!!!! That is gonna one shot most people if they are low from fights. I thought ninjas 3 shotting people was bad lol. Really wouldn't like any axes in Blockwars because they are just too strong.

Pyromanic:

Same role as viper, annoy enemy team the whole game. (passive agro)
You have already said what I think is wrong with this kit. People aren't going to play Blockwars if they are getting pissed off every game!
Wooden Sword, Wooden pickaxe, Splash potion of weakness (Only affects enemies, 10 seconds last, 40 seconds cooldown) Leather Helmet , Leather boots
Btw, if you had weakness and a wooden sword without critting. thats 4 damage - 4 damage which equals 0 damage. I really don't think thats balance.

(This kit idea isn't mine so if you know whose idea is this tell me right away and I will tag them!)
I think that was mine but it lowkey kinda sucks, a bit too complicated if anything.
Icy Peaks: Also known for being the worst map on blockwars.
It's design is cool, ain't gonna lie, but the capacity of enemies to camp is amazing, it is very annoying and since the house where the flag is is very close to the spawn, making it imposible to go in the flag and making those games extremely annoying and boring.
The problem with the map is the bottleneck at the door. The main door widening to like 5 blocks wide or so and should get a side door like aces does on the opposite side of the building as the spawn.

Palette: The map is great, but it has a little inconvinient: It's parkour. The parkour is very difficult, making it so a lot of times you die when doing it and not being able to save your flag.
There's a 3 up one jump which is reasonably difficult, all this needs a simple change where the jump should just be one block smaller. I also thing the bottom bit should be widened a little. It's 1 block wide most of the way round and that should be 2 blocks in the diagonal bits really.

Pirates: Again, make it smaller
The probably with pirates is the same as icy peaks. The single bridge acts as a bottleneck which is ripe for camping. I think they should just add a second bridge to the ships instead of revamping the whole map.
Nuclear: Very nice map but make it smaller.
Yes
LAST BUT NOT LEAST, ADD THIS MESSAGES:
I feel like it would be unneeded clutter. Some new players don't know these things but every time anyone takes the flag ever is a bit overkill. You don't need to know it 1000 times. If it was put in the action bar for players who have played less than 10 games, that would be better.


This is very nice tho :D
 

Andyyy

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Dec 7, 2016
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I'm EXTREMELY against making everything half block, I don't like all of my defense to go down with one tnt
Voting half blocks is just about as common as voting no projectiles in skywars and it got removed. Bombers can be stopped quite easily but I do see your point. On the other hand though, When not in half blocks, using kits that aren't bomber to mine in can be really difficult especially when respawns can be 2 or 3 seconds so you can only mine a single block before they come back to kill you. This can be really slow and frustrating, making bomber a requirement when you don't have really good luck in them not seeing you mine in.

I am in love with this one but 1hit and you're completely visible again sounds a bit unfair for this kit since it isn't that strong without its invis. I would give this kit the chance to hit someone 3times and it will lose his invis.
Wait until you see the pros just getting 45 kills in a game with ninja. Hitting someone 3 times to lose it is still enough to kill them so it doesn't really solve any problems.
 
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Deleted member 436996

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I will respond each of you when I have time, Im playing right now! :)
 

Zombiepower

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Voting half blocks is just about as common as voting no projectiles in skywars and it got removed. Bombers can be stopped quite easily but I do see your point. On the other hand though, When not in half blocks, using kits that aren't bomber to mine in can be really difficult especially when respawns can be 2 or 3 seconds so you can only mine a single block before they come back to kill you. This can be really slow and frustrating, making bomber a requirement when you don't have really good luck in them not seeing you mine in.


Wait until you see the pros just getting 45 kills in a game with ninja. Hitting someone 3 times to lose it is still enough to kill them so it doesn't really solve any problems.
True thing but I would suggest that the person you hit only sees you and not everyone around the person so that you're still invis for the person's around the player you're fighting with but that the player you're fighting with sees you.
 
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GalacticAC

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Just so you know, from my quick calculations, with strength that you do 7 1/2 hearts of damage. That's literally ninja on steroids, with armour too!!!! That is gonna one shot most people if they are low from fights. I thought ninjas 3 shotting people was bad lol. Really wouldn't like any axes in Blockwars because they are just too strong.


You have already said what I think is wrong with this kit. People aren't going to play Blockwars if they are getting pissed off every game!
You are using 1.8 values to calculate this, it should be 10 damage (which is still high tho), I would prefer the idea to switch to a golden axe with no ability, and axe is difficult to play with (not a lot of people use them in 1.9 pvp lol) I don't think axe is op, its usually worse than sword of the same material
Fire is overrated lol
I like the weakness kit tho, very useful when breaking through camper
 

Andyyy

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True thing but I would suggest that the person you hit only sees you and not everyone around the person so that you're still invis for the person's around the player you're fighting with but that the player you're fighting with sees you.
That would be very confusing and kinda difficult to implement tbh
 
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Andyyy

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You are using 1.8 values to calculate this, it should be 10 damage (which is still high tho), I would prefer the idea to switch to a golden axe with no ability, and axe is difficult to play with (not a lot of people use them in 1.9 pvp lol) I don't think axe is op, its usually worse than sword of the same material
Fire is overrated lol
I like the weakness kit tho, very useful when breaking through camper
I was assuming a crit but forgot to mention that
It also really doesn't make a difference how long the hit cooldown is when you one shot them anyway
 

GalacticAC

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Jul 25, 2018
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I was assuming a crit but forgot to mention that
It also really doesn't make a difference how long the hit cooldown is when you one shot them anyway
That's why I propose to change it to golden axe with no ability
plus getting full charged shots with wooden axe is hard...
 
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