If u have some idea about how to improve the suggestion or you want to criticize me for making another bad suggestion feel free to always comment, I'm open to criticism :3
(This is actually expanded from the last thread I made)
Part I: Kit Balancing
Archer: This has been talked about for like 10+ times, but I still need to say that bow spamming with this kit is annoying, please reduce the max arrow limit 10 and get 1 arrow every 5 seconds.
Runner: When used by good player, this kit is one of the best kits in game, while I think this kit is good as it is, nerfing it by removing its speed when carrying the flag will be better.
And WHY ON EARTH does runner have more armor than warrior?
Jumper: This is a good kit, but its stupidly OP in maps like double helix, I suggest to let this kit take fall damage again, and add a low level of feather falling to the boot,
Builder: The main problem of this kit is ppl abusing it and get infinite block, the solution to this is to make "getting 5 block" an "ability with cooldown" that does not refresh the timer upon death (like TNT for bomber), the cooldown can be 30 seconds.
(You will still only have 5 blocks max)
Healer: This kit is ok, but I would suggest adding another healing potion and make the cooldown 25 seconds to make it better.
Viper: This kit is BAD, to make it not a literal meme maybe it can change the poison to level II and shorten the duration, also reduce the cooldown to make it more useful.
Three proposals from me:
1. Poison II (0:05) - 45 seconds cooldown
2. Lingering Poison II (0:01) - 45 seconds cooldown
3. Poison I (0:08) - 30 second cooldown
Summoner: This kit is decent, but a few bugs are annoying, I purpose two changes:
1. Tweak the mobs AI so it don't wander into void randomly, or make the mob tp back to the owner when its in void (and it mustn't be knocked into void by another player)
2. Zombie is much weaker compared to other mobs, giving it a wooden shovel can solve the problem
Ninja: This one isn't that op imo, but it need to get glowing effect when the player have the flag.
(Tbh have both stealth and damage on one kit is stupid, but I don't think ninja needs a nerf tho...)
Part II: New Kits
Ok I know you guys will prob have problem with this, if you have problem with the kits, plzzz tell me in the comment, I will try to fix it.
Part 2.1: Basic Ideas
Squid
Kit role: Support/Control
Kit icon: Ink sac
Kit item:
Wooden sword
Wooden Pickaxe
Chainmail Chestplate
Ink bomb: Blindness (0:08) Slowness (0:08) (45 second cooldown, timer does not refresh on death)
Preview:
Discussion:
While being a decent fighter, the special thing about the kit is that you can use the ink bomb to blind and slowdown the enemy, which can aid a lot in battle, the kit can be used either offensively or defensively, being able to blind ppl camping or ppl trying to run away.
(idk if this is op or not, maybe we can decrease the length of effect if its too op)
Blaze
Kit role: Fighter/Damage over time
Kit icon: Blaze rod
Kit item:
Blazing Sword: Golden Sword (2 attack speed, 3 attack damage) Enchanted with fire aspect I
Wooden Pickaxe
Golden Chestplate, Enchanted with fire protection II
Preview:
Discussion:
This is my version of a fire kit, the unique thing about it is that its sword have a faster attack speed and lower attack damage which can bring new dynamic to pvp, idk how will this turn out but this might work ;3
I stole the idea of the following two kits from @Cuteee 's post
Axeman
Kit role: Fighter/Damage
Kit icon: Wooden Axe
Kit item:
Leather Legging
Wooden Axe
Rage ability: Strength I for 5 seconds, 90 second cooldown
(Another idea can be golden axe with no ability)
Preview:
Comments:
Axe kit, some may like it, some may not, but imo we should give it a chance to try. This kit can be good if used by players that have perfect timing, however this can be hard to use since axe have a slow cooldown.
Witch
Kit role: Support/Control
Kit Icon: Brewing Stand
Kit item:
Leather Helmet (Protection II)
Wooden Pickaxe
Wooden Sword
Weakness potion (10 second duration, -4 attack damage, 45 seconds cooldown)
Preview:
Discussion:
No damage for wooden sword for 10 second, this might be the worst debuff you'll see in this game, this kit is very deadly for a support game, especially when dealing with campers, but watch out since its weak in defense.
Guardian (Beta idea)
Kit role: Fighter/control
Kit icon: Prismarine shard
Kit item:
Wooden Sword
Wooden Pickaxe
Leather helmet
Leather chestplate (Thorns II)
Potion of Curse: Mining Fatigue III (0:10) 50 second cooldown, timer does not refresh on death
Preview:
Comments:
This kit brings two new ideas: armor with thorns and mining fatigue potion ( Pretty much disables mining and also slowdown your attack)
This makes the kit capable of fighting, but also great for defense. (Im not very sure how will this turn out, plz tell me your opinion below)
Mage (Super Beta idea)
Kit role: Damage/Area of damage
Kit icon: Beacon
Kit item:
Stone Sword
Wooden Pickaxe
Smite Ability: Strikes yourself with lightning, dealing 5 damage to enemies around, 35 second cooldown (does not cause fire)
Preview:
Comments:
Damage, Damage, with the cost of extremely low defense, this kit makes it up with a nice sword and a ability to deal area damage, which is useful if you are forced to face multiple enemies, but since this is a super beta idea, I still don't know fully how this will work, so Im open to criticism ;D (and plzzzz help me to think of a better name for the kit)
Part 2.2: Experimental Ideas
Here is some extremely experimental idea that is going to have a major impact on the game and might not work
Hacker:
Role: Fighter/Mobility
Kit item:
Golden Helmet
Golden Boots
Golden Sword
Ability: Fly (Gives levitation 255 for 5 seconds, allowing you to walk in air, cooldown 60 seconds
Enderman:
Role: Mobility/Control
Kit item:
Leather boot (Feather Falling I)
Wooden Sword
Wooden Pickaxe
Ability: Teleport (Teleport to the nearest enemy/the enemy you are looking at within 8 blocks, you will lose 3 hearts and for each block you pass through you will lost an additional heart, cannot teleport to flag carrier and you can't teleport when you have the flag, cooldown 60 seconds)
Golem:
Role: Tank/Support
Kit item:
Wooden Sword
Iron Chestplate
Iron Helmet
Ability: Fortify (Gives resistance 1 to all ally within 3 blocks for 6 seconds, cooldown 45 seconds)
Part 3: Gameplay Changes
(Credits to @Elivat for some of the ideas)
1. Revamp or remove nuclear, its way too big
2. Trap blocks are useless now, give more of them to players (4 will be good, even 8 will work imho)
3. Maybe make trap blocks activate when a enemy player steps on it?
4. New modifiers:
Health boost: +8 extra health (4 hearts)
Momentum: +25% Knockback resistance
Trapping: x2 Trap Blocks
Overpowered: All power ups have +1 level when activated
5. New power-ups
Shield: +8 Absorption Heart for 10 seconds
Regeneration: Regeneration I for 10 seconds
Glowing: all enemy players receive glowing for 10 seconds
Curse: all enemy player receive mining fatigue for 6 seconds
6: New voteable option: Core Sentinel
Firstly it will appear at pre-game as a activated/deactivated option
If activated mode is voted then players will be able to vote for their own team's sentinel in the build phase
Here are some possible sentinels
Glowing Beacon: Give all enemies near the flag/core glowing
Laser turret: Occasionally attacks enemies near the core/flag with guardian laser
Missile: Occasionally fires shucker bullets (No levitation but still have damage) to enemies near the flag/core
Potion: Occasionally Inflict enemies near core/flag with negative effects
Spawner: Occasionally spawns monsters to help defend the flag/core
Lightning Rod: Occasionally strikes lightning on enemy players near the flag/core
Shockwave: Occasionally deals damage and knockback on enemies near the flag/core
Inferno: Occasional lights the enemies near the flag/core and dealing damage
A particle effect will appear around core/flag when it's activated, and each sentinel will have different particles.
7: Insane modifiers
Similar to 6, you need to vote for yes/no in pre-game, but at least 2/3 of votes need to vote for yes for this to be on
The voting for exactly which modifier will be in build-phase
Here are the possible insane modifiers:
Storm: Lightning frequently strikes ground
Meteorite: Fireball falling from sky
Creeper Infestation: creepers spawn in the arena
Corruption: the arena starts to be taken over by nether blocks and nether mobs (weakened in health and attack) will spawn
Instability: When a block is broken by an enemy, there's a 25% chance to trigger a random trap block effect, this even applies to blocks destroyed by explosion!
Gravity Shift: Occasionally you will be thrown in the air by levitation effect (will not cause fall damage when you fall back)
8. Add more maps and open up custom map submission (Blockwars map are easy to make tbh)
9. Give a reward for losing (8 points and 15 exp). However, no reward will be given for draws to prevent camping
10. Give a bonus reward for best player of the team (5 points will be good)
11. Increase the point gain for capping flags from 3 to 5
12. For core mode, breaking blocks to damaged core might be a little boring, Imo it should be changed to a entity that you can damage (a shulker with no AI fits the best because it looks like a block and can be dyed)
13. Actions against leaving mid-game: you will not be able to join another game if you left mid-game, every time you tries to join another blockwars game you will be connected to the game you've left.
Part IV: Anti-Op Party Actions
(also refer to this thread by @Andyyy, super detailed and offers some excellent solution
https://www.cubecraft.net/threads/blockwars-fixes-massive-detail-with-explanations.206732/)
YES op parties are killing this game
Why do blockwars deserve a special treatment when all other games have similar problem?
Simply put, there are only 2 teams in blockwars.
Serval ways to solve this:
1.Disable team selection and balance team based on people's stats
(On no circumstance should the difference between number of people on two teams are greater than 1 when the game starts, 7v8 is acceptable but 6v8 is not)
2. Max party of 4, anything over this will be split and put in two teams
3. And most importantly, the community should act together to fight this
A win is only meaningful when defeating enemy of equal skill.
That's all I have for now, I may update this at anytime, help me to improve ;D
(This is actually expanded from the last thread I made)
Part I: Kit Balancing
Archer: This has been talked about for like 10+ times, but I still need to say that bow spamming with this kit is annoying, please reduce the max arrow limit 10 and get 1 arrow every 5 seconds.
Runner: When used by good player, this kit is one of the best kits in game, while I think this kit is good as it is, nerfing it by removing its speed when carrying the flag will be better.
And WHY ON EARTH does runner have more armor than warrior?
Jumper: This is a good kit, but its stupidly OP in maps like double helix, I suggest to let this kit take fall damage again, and add a low level of feather falling to the boot,
Builder: The main problem of this kit is ppl abusing it and get infinite block, the solution to this is to make "getting 5 block" an "ability with cooldown" that does not refresh the timer upon death (like TNT for bomber), the cooldown can be 30 seconds.
(You will still only have 5 blocks max)
Healer: This kit is ok, but I would suggest adding another healing potion and make the cooldown 25 seconds to make it better.
Viper: This kit is BAD, to make it not a literal meme maybe it can change the poison to level II and shorten the duration, also reduce the cooldown to make it more useful.
Three proposals from me:
1. Poison II (0:05) - 45 seconds cooldown
2. Lingering Poison II (0:01) - 45 seconds cooldown
3. Poison I (0:08) - 30 second cooldown
Summoner: This kit is decent, but a few bugs are annoying, I purpose two changes:
1. Tweak the mobs AI so it don't wander into void randomly, or make the mob tp back to the owner when its in void (and it mustn't be knocked into void by another player)
2. Zombie is much weaker compared to other mobs, giving it a wooden shovel can solve the problem
Ninja: This one isn't that op imo, but it need to get glowing effect when the player have the flag.
(Tbh have both stealth and damage on one kit is stupid, but I don't think ninja needs a nerf tho...)
Part II: New Kits
Ok I know you guys will prob have problem with this, if you have problem with the kits, plzzz tell me in the comment, I will try to fix it.
Part 2.1: Basic Ideas
Squid
Kit role: Support/Control
Kit icon: Ink sac
Kit item:
Wooden sword
Wooden Pickaxe
Chainmail Chestplate
Ink bomb: Blindness (0:08) Slowness (0:08) (45 second cooldown, timer does not refresh on death)
Preview:
Discussion:
While being a decent fighter, the special thing about the kit is that you can use the ink bomb to blind and slowdown the enemy, which can aid a lot in battle, the kit can be used either offensively or defensively, being able to blind ppl camping or ppl trying to run away.
(idk if this is op or not, maybe we can decrease the length of effect if its too op)
Blaze
Kit role: Fighter/Damage over time
Kit icon: Blaze rod
Kit item:
Blazing Sword: Golden Sword (2 attack speed, 3 attack damage) Enchanted with fire aspect I
Wooden Pickaxe
Golden Chestplate, Enchanted with fire protection II
Preview:
Discussion:
This is my version of a fire kit, the unique thing about it is that its sword have a faster attack speed and lower attack damage which can bring new dynamic to pvp, idk how will this turn out but this might work ;3
I stole the idea of the following two kits from @Cuteee 's post
Axeman
Kit role: Fighter/Damage
Kit icon: Wooden Axe
Kit item:
Leather Legging
Wooden Axe
Rage ability: Strength I for 5 seconds, 90 second cooldown
(Another idea can be golden axe with no ability)
Preview:
Comments:
Axe kit, some may like it, some may not, but imo we should give it a chance to try. This kit can be good if used by players that have perfect timing, however this can be hard to use since axe have a slow cooldown.
Witch
Kit role: Support/Control
Kit Icon: Brewing Stand
Kit item:
Leather Helmet (Protection II)
Wooden Pickaxe
Wooden Sword
Weakness potion (10 second duration, -4 attack damage, 45 seconds cooldown)
Preview:
Discussion:
No damage for wooden sword for 10 second, this might be the worst debuff you'll see in this game, this kit is very deadly for a support game, especially when dealing with campers, but watch out since its weak in defense.
Guardian (Beta idea)
Kit role: Fighter/control
Kit icon: Prismarine shard
Kit item:
Wooden Sword
Wooden Pickaxe
Leather helmet
Leather chestplate (Thorns II)
Potion of Curse: Mining Fatigue III (0:10) 50 second cooldown, timer does not refresh on death
Preview:
Comments:
This kit brings two new ideas: armor with thorns and mining fatigue potion ( Pretty much disables mining and also slowdown your attack)
This makes the kit capable of fighting, but also great for defense. (Im not very sure how will this turn out, plz tell me your opinion below)
Mage (Super Beta idea)
Kit role: Damage/Area of damage
Kit icon: Beacon
Kit item:
Stone Sword
Wooden Pickaxe
Smite Ability: Strikes yourself with lightning, dealing 5 damage to enemies around, 35 second cooldown (does not cause fire)
Preview:
Comments:
Damage, Damage, with the cost of extremely low defense, this kit makes it up with a nice sword and a ability to deal area damage, which is useful if you are forced to face multiple enemies, but since this is a super beta idea, I still don't know fully how this will work, so Im open to criticism ;D (and plzzzz help me to think of a better name for the kit)
Part 2.2: Experimental Ideas
Here is some extremely experimental idea that is going to have a major impact on the game and might not work
Hacker:
Role: Fighter/Mobility
Kit item:
Golden Helmet
Golden Boots
Golden Sword
Ability: Fly (Gives levitation 255 for 5 seconds, allowing you to walk in air, cooldown 60 seconds
Enderman:
Role: Mobility/Control
Kit item:
Leather boot (Feather Falling I)
Wooden Sword
Wooden Pickaxe
Ability: Teleport (Teleport to the nearest enemy/the enemy you are looking at within 8 blocks, you will lose 3 hearts and for each block you pass through you will lost an additional heart, cannot teleport to flag carrier and you can't teleport when you have the flag, cooldown 60 seconds)
Golem:
Role: Tank/Support
Kit item:
Wooden Sword
Iron Chestplate
Iron Helmet
Ability: Fortify (Gives resistance 1 to all ally within 3 blocks for 6 seconds, cooldown 45 seconds)
Part 3: Gameplay Changes
(Credits to @Elivat for some of the ideas)
1. Revamp or remove nuclear, its way too big
2. Trap blocks are useless now, give more of them to players (4 will be good, even 8 will work imho)
3. Maybe make trap blocks activate when a enemy player steps on it?
4. New modifiers:
Health boost: +8 extra health (4 hearts)
Momentum: +25% Knockback resistance
Trapping: x2 Trap Blocks
Overpowered: All power ups have +1 level when activated
5. New power-ups
Shield: +8 Absorption Heart for 10 seconds
Regeneration: Regeneration I for 10 seconds
Glowing: all enemy players receive glowing for 10 seconds
Curse: all enemy player receive mining fatigue for 6 seconds
6: New voteable option: Core Sentinel
Firstly it will appear at pre-game as a activated/deactivated option
If activated mode is voted then players will be able to vote for their own team's sentinel in the build phase
Here are some possible sentinels
Glowing Beacon: Give all enemies near the flag/core glowing
Laser turret: Occasionally attacks enemies near the core/flag with guardian laser
Missile: Occasionally fires shucker bullets (No levitation but still have damage) to enemies near the flag/core
Potion: Occasionally Inflict enemies near core/flag with negative effects
Spawner: Occasionally spawns monsters to help defend the flag/core
Lightning Rod: Occasionally strikes lightning on enemy players near the flag/core
Shockwave: Occasionally deals damage and knockback on enemies near the flag/core
Inferno: Occasional lights the enemies near the flag/core and dealing damage
A particle effect will appear around core/flag when it's activated, and each sentinel will have different particles.
7: Insane modifiers
Similar to 6, you need to vote for yes/no in pre-game, but at least 2/3 of votes need to vote for yes for this to be on
The voting for exactly which modifier will be in build-phase
Here are the possible insane modifiers:
Storm: Lightning frequently strikes ground
Meteorite: Fireball falling from sky
Creeper Infestation: creepers spawn in the arena
Corruption: the arena starts to be taken over by nether blocks and nether mobs (weakened in health and attack) will spawn
Instability: When a block is broken by an enemy, there's a 25% chance to trigger a random trap block effect, this even applies to blocks destroyed by explosion!
Gravity Shift: Occasionally you will be thrown in the air by levitation effect (will not cause fall damage when you fall back)
8. Add more maps and open up custom map submission (Blockwars map are easy to make tbh)
9. Give a reward for losing (8 points and 15 exp). However, no reward will be given for draws to prevent camping
10. Give a bonus reward for best player of the team (5 points will be good)
11. Increase the point gain for capping flags from 3 to 5
12. For core mode, breaking blocks to damaged core might be a little boring, Imo it should be changed to a entity that you can damage (a shulker with no AI fits the best because it looks like a block and can be dyed)
13. Actions against leaving mid-game: you will not be able to join another game if you left mid-game, every time you tries to join another blockwars game you will be connected to the game you've left.
Part IV: Anti-Op Party Actions
(also refer to this thread by @Andyyy, super detailed and offers some excellent solution
https://www.cubecraft.net/threads/blockwars-fixes-massive-detail-with-explanations.206732/)
YES op parties are killing this game
Why do blockwars deserve a special treatment when all other games have similar problem?
Simply put, there are only 2 teams in blockwars.
Serval ways to solve this:
1.Disable team selection and balance team based on people's stats
(On no circumstance should the difference between number of people on two teams are greater than 1 when the game starts, 7v8 is acceptable but 6v8 is not)
2. Max party of 4, anything over this will be split and put in two teams
3. And most importantly, the community should act together to fight this
A win is only meaningful when defeating enemy of equal skill.
That's all I have for now, I may update this at anytime, help me to improve ;D
Last edited: