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War kits list

Discussion in 'Help / Support / Guides' started by ImDeity, February 26, 2014.

  1. ImDeity

    ImDeity

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    6 Kits were added to war today. Here's the kit list (unformatted from notes):

    Code:
    standard kit
    ============
    feather falling boots
    infinity 1 bow
    5 steak
    golden apple
    fireprotection armor
    
    
    kit #2 - deer ~ The FaTn1nj4
    protection 1 leather armor
    Feather falling boots
    potion of swiftness I (3:00)
    Infinity 1 bow
    wooden sword+ Fire aspect 1
    5 steaks
    golden apple
    
    
    kit #3 - saint ~Cloud Warrior~
    Feather falling 4 boots
    knockback 2 wooden sword
    infinity 1, punch 1 bow
    splash potion of harming
    5 steaks
    1 golden apple
    
    
    kit #4 - vershye ~The Juggernaut~
    projectile protection 2 leather armor
    sharpness 4 iron sword
    infinity, fire aspect 2 bow
    5 porkchops
    golden apple (322)
    
    
    kit #5 - jacob ~Wow~
    leather armor
    feather falling boots
    splash potion of healing II
    power V bow
    iron sword
    5 steaks
    golden apple
    
    
    kit #6 ~Axeplode~
    fire protection 1 leather pants
    feather falling 2 leather boots
    splash potion of harming II
    fire aspect 1, infinity 1 bow
    stone axe
    5 steaks
    1 golden apple
    
    Kits are randomly selected when each map loads. Feel free to suggest any balance changes here after trying them out.
     
  2. Majora_Unmasked

    Majora_Unmasked

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  3. scoutdog75

    scoutdog75

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    After playing with a few of them I think only two need any major changes. These are just my personal opinions.

    #1 Base: Perfect as is.

    #2 FaTn1nj4: Fine as well (So far my favorite class).

    #3 Cloud Warrior: Should have Punch II added to the bow instead of Punch I.

    #4 Juggernaut: Should have a nerfed sword. Iron Sharpness IV rips through leather armor in a two hits and the projectile protection doesn't quite help you against a sword. I suggest nerfing the sword to Sharp II /III and / or adding Protection I to the leather to help a bit with sword - sword fighting. I think having higher level swords is great but once you get up there, leather armor is pointless. Chain or Iron would be necessary to use if you were to keep such a high level sword such as Sharpness IV Iron. I think the Flame bow is quite fun and great for this class. Possibly add 1 Instant Heal I.

    #5 Wow: Should be changed a little bit as well. The Power V bow should be nerfed to at least Power IV if not Power III or the Projectile Protection on the armor is increased to Projectile Protect I / II. I also think since this is a bow heavy class, the iron sword should be changed to stone sword to put emphasis on the bow to bow combat. To add to fun maybe add Punch I to the bow.

    #6 Axeplode: To emphasis the axe part, add Sharpness I Knockback I to the stone axe and maybe even make the axe iron. Knockback I / II on the axe could be interesting as well to make it seem like every hit of the axe really does "plode". The bow's flame should also be removed.

    Again, these are just my opinions. I believe the more I play, the more suggestions I will have in the future. Thanks for reading!

    Edit 1: Added more to ideas about #4 Class.
    Edit 2: More about Axeplode.
     
    Last edited: March 1, 2014
  4. BitOfAle

    BitOfAle

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    I personally thing the WoW class should be just a leather cap with a feather in it, and a power 5 bow, because then 1 shot and your basically dead, but if you get a good spot your invincible. If its really all about the bow in this class then you should put in a wooden sword and have 2 splash healing potions. My thoughts on your thoughts -Ale
     
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  5. Typodestoyer

    Typodestoyer

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    My thoughts:
    1: Get rid of the golden apple, so that it is exactly what it used to be, albeit with other foods.
    2: Fire aspect = bad. The rubberband that it causes is extreme, and although I love the idea, the execution just burns.
    3: Really fun kit to play with, would be great on Barry's hilly map
    4: Definitely reduce effectiveness of sword- also if apple is meant to be enchanted, it isn't
    5: Lower the effectiveness of the bow so that its not an easy 2-shot kill (agree with Scout here)
    6: Definitely remove the fire aspect. Ugh. The axe is a really ineffective weapon as well, so buff it a bit.
    Overall, I actually preferred the old war style, because it was "pure" and let people play to their strengths, instead of a specific strength. I think that the basic kit should be used more often because it makes war simple and enjoyable, with skill, not awesome equipment, making the difference, even if everyone has the same good equipment.
     
    Last edited: February 27, 2014
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  6. BurnoutBoz

    BurnoutBoz

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    What I like: Better food (I would of been happy with just that).
    -----------------------------

    My suggestions/opinions:

    • Way too many OP classes, some styles of play are benefiting way more than others.
    • Fire Aspect and Knock-back need removing unless serious balancing.
    • An option to select a class before the game starts would be nice, like some sort of lobby before the 3 rounds start which allow the user to select a class before the game, AFK players will just have one picked from random.
    -----------------------------
    Classes should be simple, just begin with Damage/Armour benefits first:

    • Warrior: Wooden Sharpness II Sword and Bow [Full Leather Armour]
    • Archer: Wooden Sword and Power II Bow [Full Leather Armour]
    • Tank: Wooden Sword and Bow [Full Leather Armour, include part(s) with Protection I and Projectile Protection]
    Those classes clearly all have the ability of killing each other without issues and cater more to specific play styles. Classes such as Mage/wizard, Ninja and Medic could easily be implemented alongside these.

    -----------------------------

    • Or keep the classes but keep only to one method of attack which they're specialised in, e.g. OP bows are fine assuming that they only have a bow, OP swords are fine assuming that they have reduced armour. The classes currently have high stats in both swords/bows so can evade any type of attack.
     
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  7. Dragonslayer314

    Dragonslayer314

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    Honestly, I'd prefer the 3-simple class option, as the simplicity of war is one of its better qualities. I think that if you can switch classes mid-game (costing a death, of course), having just three, very simple yet effective classes to choose from would be perfect :D
     
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  8. Vershye

    Vershye

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    The kits aren't going to be selectable. They are going to be set up as they are now, randomly picked before each round/map so that all players are equal and nobody has an equipment bonus over the other team.

    Suggestions and such are encouraged so that we can work out any balancing that needs to be done.
     
  9. Dragonslayer314

    Dragonslayer314

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    With mid-game-changeable, simple kits, there would be no equipment bonus - you could just take a death and pick a different kit... Theoretically you would pick a kit before the start of the game, and if not you would get the default (warrior) kit.
     
  10. ImDeity

    ImDeity

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    The problem with picking kits is that we'd have to balance every kit against each other. Otherwise anyone whos played a few times will figure out what the most advantageous kit is and stick to that while the new players stick with whatever is default or pick weaker kits.

    By randomly selecting a kit for everyone, no one has an advantage even if the kit selected is OP.
     
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  11. scoutdog75

    scoutdog75

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    The issue with changeable kits is exactly what Deity said it would be too hard to balance all the clases and even then people would complain about some classes being too op. As golden apple go I think it gives game play a new feel and makes it more fun. Instead of having to wait ages for your health to regen you can have your health regen a bit as well as helping you out against the new perks like fire and sharpness. Golden apples
     
    Last edited: February 27, 2014
  12. Typodestoyer

    Typodestoyer

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    Not necessarily. If there are a small number of kits (3-5) and they give small enough advantages (e.g. Prot 1 full leather, Sharp 1 stone sword (as opposed to iron), Power 1 Bow (but maybe stone sword), golden apple(s)), then people could play whatever their strengths are. There is an advantage with certain kits and certain people, because it forces a style of play that maybe a person isn't good at, or doesn't particularly want to play (like if you are great at swords but are stuck with the wow kit). Simple is best, and classes won't be OP if the benefits are relatively minor, while still enough to make it interesting. Right now, War is a game of being good at a particular kit, not good at PvP necessarily, and I wish that it was more of a test of skill overall than a test of skill in a forced area.
     
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  13. scoutdog75

    scoutdog75

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    Well what you are saying Typo is true until they balance the classes. Once the classes are balanced a bit more, each one will bring its own appeal to certain people. I'm not saying it should be selectable but some classes are sword / bow heavy while others have more interesting potions and what now. Forcing this style of play as you say is good. I understand that you may be frustrated and so am I. Some aspects of my pvping are not good so when those classes pop up, I always die. This variety makes it more fun and adds a new element to the game which before it didnt.
     
  14. Typodestoyer

    Typodestoyer

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    To be completely honest, I'm not saying this because I'm worried about my PvP skills :p I can use a bow and a sword pretty equally, and its all okay by me. What I am worried about is the other people who specialize and then are forced into other types of playing. The advantage of letting people choose their kits (which is great if they are balanced) is that they can choose how much they want to mix it up. If you are not very good at potions and want a kit with harming and healing, go ahead and take a kit that does that (that's a really good one that would be fun to challenge with), however, if a person just wants to play what they're good at, then they can do that too, without feeling forced to fighting with bows or swords. I am a defender of free choice, and with the basic kit, you could choose how you wanted to fight. However, with kits like juggernaut and wow, you are being forced into a style of PvP. I don't mind because I have issues fighting with either one. However, I like to have my choice of switching between the two, and those two kits in particular detract from my ability to choose freely.
     
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  15. Lord_Mart

    Lord_Mart

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    I really like these changes, it gives the war a more broad experience.
     
  16. scoutdog75

    scoutdog75

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    I get what you are saying. This is possible but all the classes would have to be balanced out which would basically remove the majority of the perks. I'm not saying I don't like this idea, but I'm saying unless we want DeityWar to turn into kitpvp then we should stick to not being able to choose these classes. It could also be possible that certain maps allow you to choose certain classes but that would take a lot of effort. For the meanwhile, I think this is working well but the classes just need to be balanced a bit like what I posted above in my suggestions.
     
  17. TiitanX

    TiitanX

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    Some people really enjoy standard war while some would really enjoy random kit war, so why not incorporate the best of both worlds? :)

    One round of war could be a standard, another round a kind of "Basic" kit war(No potions/golden apples/enchants but differing weapons/armor/food), and a final round an "OP" kit war(Potions, golden apples, enchants)?

    P.s.
    Just some ideas for aspects of kits totally separate from my idea above:
    - A couple spider webs to place (Once you die they disappear to prevent web-traps) as a sort of crowd control ability [Close or long range classes]
    - Flint and steal (Limited uses/lowered durability?) for a buff to marksmen [Marksmen] **

    ** = Swords are obviously OP in vanilla minecraft, so a great way to give an advantage to bowmen could be placing two or three flames.
     
    Last edited: February 28, 2014
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  18. Typodestoyer

    Typodestoyer

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    Well what's wrong with DeityWar being more of a kitpvp? :p I think that the major issue with this is that, as I've said, you don't really have a choice on how you fight anymore- it is randomly chosen for you. For example, with the Juggernaut kit, Barry can't be Barry. With the cloud kit, I can't play the way I want to. For someone who abhors fighting with the bow, the wow kit makes sword pvp underpowered, almost to the point of uselessness. Also, it's not just the balancing of fairness- if a kit is going to get a power bow, and it is chosen for you, a bow is better than it normally would be, and you are pressured into choosing to fight with a bow. I think that as long as all kits are equal, having a kitpvp of sorts is quite fine. For balancing, it really is not that hard to balance if you just keep all perks at relatively small levels- enough to give the advantage, but not enough to completely change the game, while still mixing it up. I think that the flaw with this new system is that choices are made for you, and you can't do anything about it. You can't even just not play ever again, because it only happens some of the time. You are forced to "suck it up" and play a round without having as much fun.
    Also,
    I don't know what world you come from, but swords are not OP in vanilla minecraft to any major extent. Bows have advantages on more open maps (e.g. trenches, the front), maps with one or two main points of conflicts (Forbidden Temple, Candyland, Creeper's Lair), or where there is higher ground and to kill with a sword you have to go up (Hidden Ridge, Barry's map (#1)). That's not to say that swords are worse than bows- you just have to know when to use each one. (Note: This assumes old war style where iron swords without enchants.) I think that a majority of kills, especially in bigger games, happen with bows, not swords. Also, giving people fire to spam is a really bad idea, because of the abuse that would follow. Back to the OPness of swords, they both take 4 hits to kill, swords are melee (and so are harder to use when there are a bunch of people), swords are faster. You can also hide when you are low on health in a bowfight. I'm curious why you feel this way, because I find that you have to use both a sword AND a bow to be OP. I generally shoot people full power once to get a health advantage and then charge for the kill. A major difference between swords and bows is that with a bow, if you are good, you don't get hit basically at all, but you still usually get hit with a sword, and that is just the learning curve, not anything about how they actually work.
     
  19. BitOfAle

    BitOfAle

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    Oh no, no no, I as you know a a bw addict and i hardly get any kills unless its a 3v1 or in "hidden ridge" Usually players go in for the swords and bows support, but not kill. The flame aspect is kinda dumb, i agree, because you can shoot once, wait till they bun, then shoot again and 1 shot with sword, its very op.
     
  20. scoutdog75

    scoutdog75

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    I get what you mean and that might be a good idea. Possibly a rotation between pre-chosen classes and selectable classes may be good or, as you said Typo, have 3-5 selectable classes with certain perks that are minor like 1 potion or a better bow / sword. Neither swords nor bows are op. When you could spam bows in old Minecraft, then they were Op. At this point bows and swords depend on your skills, the first relying on better accuracy and skill. Either we balance the current classes to have both good bows / swords or go with the selectable classes idea. As I said earlier, some of these classes are too pro-sword or pro-bow like Wow and Juggernaught, both which need to be fixed.
     

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