Hi! I come with a suggestion for BlockWars, all the ideas that I am going to present were thought for BlockWars CTF.
I see that BlockWars becomes more monotonous because it does not have such a large player base and because there is not much to vote, in addition to that people usually use the same kits, so I hope that with these changes can change that, I hope you like it!
I had to investigate if some of these ideas had already been submitted and did not find any similar threads.
I found this thread made by @Eli https://www.cubecraft.net/threads/blockwars-kit-revamp.220074/, I absolutely loved it! Although my ideas of changing the kits are not as radical as in that thread, they are a little simpler to encourage people to use other kits and see the potential they can have.
I also wanted to talk about team balance, but there were some similar threads that were already published:
There are many similar threads with very similar ideas, so there was no point in giving the same ideas in this thread, Camezonda in one thread said that he was speaking to one developer to ensure the correct balance in BlockWars, but I think the balance in BlockWars should go beyond the number of players per team, such as kits.
I also wanted to give ideas for kits in bedrock because I also like to play CTF on bedrock but I found this thread https://www.cubecraft.net/threads/kits-for-blockwars-ctf-repost.282519/ made by @Andyyy and honestly I couldn't have done better!
And in this thread https://www.cubecraft.net/threads/blockwars-revamp.280812/ made by @Sammiee there are some interesting ideas, especially for core
Changes in Kits
I've seen threads talking about adding new kits, but in my opinion, you can't invent new kits without thinking about how to fix the ones we currently have! here are some ideas.
Warrior
I think it is the most balanced kit, ideal for defending and also for attacking, I don't think it needs a change.
Archer
It has stick with knockback I, wooden pickaxe and a bow with 20 arrows, it obtains a new arrow every 20 seconds when it has less than 5 arrows and up to a maximum of 5, If you want to have 20 arrows again, you better kill yourself.
Runner
An extremely powerful kit not only if the one using it is good at fighting, but also because of the large number of unfair advantages it has. It has speed 2, if you vote for Speed Modifier, increase its speed to 3 and all the other kits to speed 1, there is a big difference between speed 3 and speed 1, but that's fine. You can also have another extra point of speed if you or someone of your team take the Speed Powerup, so a runner can reach up to speed 4.
That is not such a big problem, the problem is when a runner takes the flag, the runner loses a speed point for taking the flag, so if the runner had speed 2 when took the flag the runner will still have speed 1, now imagine; if the runner had speed 3 when took the flag then will still have speed 2 which makes it difficult for other players to kill runners. On the other hand the other kits get slowness when they take the flag…
Miner
It is a good kit, you get the blocks that you mine and it has a stone pickaxe but it needs extra abilities.
Medic
A very important kit when working as a team, it receives a Splash Health Potion every 20 seconds after using it (you cannot have more than two potions), the potion can heal up to 6 hearts, it does not have much armor so it is relatively easy to kill. You respawn with the potion every time you die.
Builder
An interesting kit that if you know how to use it at the beginning of the game you can capture in less than 1 minute. It appears with 5 blocks of yellow clay each time it dies, it can become quite powerful since no matter how much you go with bomber kit, someone from the team can constantly kill themself to cover their flag, which ends in completely boring games.
Viper
No words, just remove it, it doesn't fit with BlockWars.
Bomber
It gets a bomb every 40 seconds after placing it (you can’t have more than 2 bombs) and the cooldown time does not reset when you die, unlike the summoner or the ninja so you don't respawn with a new tnt every time you die.
The bomb is nerfed so it does not break so many blocks, but if 3 players from the enemy team go bombers the first time it is more than enough to destroy the your defenses so it is a powerful kit, bombs can't destroy your team's blocks.
Tank
A pretty useless kit, it has iron chestplate, iron leggings, shield, wooden pickaxe with sharpness I and slowness II.
Jumper
A very underrated kit but extremely good on maps like double hélix, bridges, positive, maybe… too good. It has jump boost III, does not have pickaxe and does not take fall damage.
Summoner
It has the ability to spawn mobs (quite clumsy) every 45 seconds and you cannot have more than two mobs at a time, in my opinion it is a long time to wait!
Ninja
A very unbalanced kit and probably the most powerful kit in the game, it has an iron sword, it has no armor but it can turn invisible every 30 seconds for 15 seconds! It is true that it has a cooldown of 45 seconds, but it has 15 seconds of invisibility, that means that it can become invisible again every 30 seconds, so it needs some changes
So as you can see, ninja, summoner, medic and tank can use their ability directly after dying, builder, archer and bomber have a cooldown for their ability and does not count towards the respawn time
Changes in Powerups
I do not know exactly how often powerups appear on the maps since there are some maps in which when you take a powerup and another one appears immediately (most likely a bug) and the powerup must be taken before another appears. Powerups affect your entire team.
All powerups lasts 10 seconds, currently we have: Jump Boost, Speed, Strength, Haste
I think it would be good to add some more powerups, for example:
Changes in Modifiers
Currently we have No modifier, Half Blocks, Double Blocks, Low Gravity and Speed, this means that there is not much variety when playing BlockWars since most people vote for half blocks, so I got the idea to separate the modifiers by game phases.
Build Phase Modifiers - Gold+
Fight Phase Modifier - Diamond+
All fight phases will lasts 7 minutes.
NEW - Super Powerups
Powerups now appear every 25 seconds only during Fight Phase (in overtime no more powerups will appear) and there will be new powerups only available in this modifier apart from the normal ones, if another 25 seconds pass and the previous powerup was not taken, it will be replaced by a new one.
In this case I will split the powerups into those that affect the entire team in a positive way, those that affect the enemy team in a negative way and those that affect only the person who takes it to make this modifier more interesting and funny.
Powerups that affect the entire team in a positive way (They are basically the ones we all know)
Overtime Phase Modifiers - Emerald+
Well, I think that was all, I know it's a long thread that I don't think many people will read unless they like BlockWars a lot but I hope those people who read it like these ideas!
Remember react with if you like the suggestion, if you are not sure and if you are completely disagree.
I see that BlockWars becomes more monotonous because it does not have such a large player base and because there is not much to vote, in addition to that people usually use the same kits, so I hope that with these changes can change that, I hope you like it!
I had to investigate if some of these ideas had already been submitted and did not find any similar threads.
I found this thread made by @Eli https://www.cubecraft.net/threads/blockwars-kit-revamp.220074/, I absolutely loved it! Although my ideas of changing the kits are not as radical as in that thread, they are a little simpler to encourage people to use other kits and see the potential they can have.
I also wanted to talk about team balance, but there were some similar threads that were already published:
- https://www.cubecraft.net/threads/blockwars-fair-teams.280100/ made by @siepp
- https://www.cubecraft.net/threads/w...to-solve-team-balancing-in-block-wars.282655/ made by @MancoStan
- https://www.cubecraft.net/threads/blockwars-core-ctf-autobalance-change.280537/ made by @_mightykiwi
There are many similar threads with very similar ideas, so there was no point in giving the same ideas in this thread, Camezonda in one thread said that he was speaking to one developer to ensure the correct balance in BlockWars, but I think the balance in BlockWars should go beyond the number of players per team, such as kits.
No 8v5 etc isn't fair. But dragging someone from a different team to balance a team mid-game is also unfair. Another issue is, the balancing system will ignore parties, and it doesn't want to split parties up to keep friends together. So 8v5 can happen if it's a party of 8. I'm currently speaking to a developer about this, to ensure that BlockWars Java has correct balancing. It will still NOT split up mid-game nor split up parties if possible. Parties might also be the lowest priority and are split up last, moving single users first, not sure.
I also wanted to give ideas for kits in bedrock because I also like to play CTF on bedrock but I found this thread https://www.cubecraft.net/threads/kits-for-blockwars-ctf-repost.282519/ made by @Andyyy and honestly I couldn't have done better!
And in this thread https://www.cubecraft.net/threads/blockwars-revamp.280812/ made by @Sammiee there are some interesting ideas, especially for core
Well I think that was a very long introduction, let's start with my ideas!
Changes in Kits
I've seen threads talking about adding new kits, but in my opinion, you can't invent new kits without thinking about how to fix the ones we currently have! here are some ideas.
Warrior
I think it is the most balanced kit, ideal for defending and also for attacking, I don't think it needs a change.
Archer
It has stick with knockback I, wooden pickaxe and a bow with 20 arrows, it obtains a new arrow every 20 seconds when it has less than 5 arrows and up to a maximum of 5, If you want to have 20 arrows again, you better kill yourself.
Changes
- Waiting 20 seconds for a new arrow it just ridiculous, it's better to just jump into the void and reappear with 20 arrows. So you would not respawn with 20 arrows every time you die… increase the number of arrows to 25, once you have throw all your arrows the cooldown to obtain 25 arrows again will starts, the cooldown would be 25 seconds. Respawning seconds will not count towards cooldown time. You will respawm with the same amount of arrows you had when you died.
Runner
An extremely powerful kit not only if the one using it is good at fighting, but also because of the large number of unfair advantages it has. It has speed 2, if you vote for Speed Modifier, increase its speed to 3 and all the other kits to speed 1, there is a big difference between speed 3 and speed 1, but that's fine. You can also have another extra point of speed if you or someone of your team take the Speed Powerup, so a runner can reach up to speed 4.
That is not such a big problem, the problem is when a runner takes the flag, the runner loses a speed point for taking the flag, so if the runner had speed 2 when took the flag the runner will still have speed 1, now imagine; if the runner had speed 3 when took the flag then will still have speed 2 which makes it difficult for other players to kill runners. On the other hand the other kits get slowness when they take the flag…
Changes
- When a Runner takes the flag it loses two speed points, not 1; the kit will still be as good in combat but not as good at the moment of take the flag and capture. Losing two speed points means it will run at the same speed as the other non-runner players and it would be fairer for all players.
Miner
It is a good kit, you get the blocks that you mine and it has a stone pickaxe but it needs extra abilities.
Changes
- Change its Stone Pickaxe to Iron Pickaxe
- When you break a trap block the trap does not activate and therefore does not warn the player of the opposing team that their trap was activated
- It does not receive the mining fatigue effect when you are taking the flag, only the clay
Medic
A very important kit when working as a team, it receives a Splash Health Potion every 20 seconds after using it (you cannot have more than two potions), the potion can heal up to 6 hearts, it does not have much armor so it is relatively easy to kill. You respawn with the potion every time you die.
Changes
- Change its leather chestplate to golden chestplate
- Increase the AoE of the potion at least double
- It should heal up to 8 hearts instead of 6
Builder
An interesting kit that if you know how to use it at the beginning of the game you can capture in less than 1 minute. It appears with 5 blocks of yellow clay each time it dies, it can become quite powerful since no matter how much you go with bomber kit, someone from the team can constantly kill themself to cover their flag, which ends in completely boring games.
Changes
- Add a cooldown time to get yellow clay blocks, the cooldown would work as in the archer kit, you would not respawn with 5 blocks every time you die, the cooldown would be 40 seconds, every 40 seconds you get 5 blocks again, not 1 block, but you must place your 5 blocks before the 40 seconds cooldown start. And same as the archer kit respawning seconds will not count towards cooldown time.
Viper
No words, just remove it, it doesn't fit with BlockWars.
Bomber
It gets a bomb every 40 seconds after placing it (you can’t have more than 2 bombs) and the cooldown time does not reset when you die, unlike the summoner or the ninja so you don't respawn with a new tnt every time you die.
The bomb is nerfed so it does not break so many blocks, but if 3 players from the enemy team go bombers the first time it is more than enough to destroy the your defenses so it is a powerful kit, bombs can't destroy your team's blocks.
Changes
- Add the cooldown time in the experience bar, just like the ninja and the summoner. Respawning seconds will not count towards cooldown time (remember that bombers do not respawn with a new tnt every time they die)
- Change the leather chestplate for leather pants
- Increase cooldown from 40 to 45 seconds
Tank
A pretty useless kit, it has iron chestplate, iron leggings, shield, wooden pickaxe with sharpness I and slowness II.
Changes
- Change slowness II to slowness I
- Add a new ability, it could be an iron bar in the hot bar, when you right click it gives you resistance 1 for 10 seconds, when you left click in one of your teammates, it gives them resistance 2 for 5 seconds. It would have a cooldown of 45 seconds. Respawn with the ability every time it dies, just like the ninja or summoner.
Jumper
A very underrated kit but extremely good on maps like double hélix, bridges, positive, maybe… too good. It has jump boost III, does not have pickaxe and does not take fall damage.
Changes
- Its bow now will have power I but It will still have an arrow
- Not taking fall damage its powerful, it would take at least 25% of the fall famage, preferably 50%.
- So, if you are runner and your team take speed powerup you get +1 speed, but if your team take the jump boost powerup all kits except jumper get +1 jump boost, it's very inconsistent so give the +1 jump boost to jumper when take the jump boost powerup.
Summoner
It has the ability to spawn mobs (quite clumsy) every 45 seconds and you cannot have more than two mobs at a time, in my opinion it is a long time to wait!
Changes
- Reduce the cooldown to 30 seconds and increase the number of mobs you can have at a time to 3
- Improves radically their artificial intelligence, practically all mobs die because they fall into the void
- Change the mobs that appear each time, what do I mean? Separate the mod by tiers!
- Mob Tier 1: If you don't have any mobs alive, you have a mob tier 2 and tier 3 or you have a mob tier 3 then you can summon: Zombies, Squeleton, Wolf
- Mob Tier 2: If you have a mob Tier 1 alive then you can summon: Baby Zombies, Creepers, Spiders
- Mob Tier 3: If you have a mob Tier 2 alive then you can summon: Charged Creepers, Cave Spiders, Cats (as Lucky Islands) and Wither Skeletons
Ninja
A very unbalanced kit and probably the most powerful kit in the game, it has an iron sword, it has no armor but it can turn invisible every 30 seconds for 15 seconds! It is true that it has a cooldown of 45 seconds, but it has 15 seconds of invisibility, that means that it can become invisible again every 30 seconds, so it needs some changes
Changes
- Increase the cooldown to 1 min but keep the invisibility time at 15 seconds, that means that it can become invisible every 45 seconds and not every 30
- When you hit a player while invisible, the invisibility is removed. This also applies if someone hits you or if a mob from the summoner kit hits you.
- If you take the flag and have the invisibility effect, you will not get the glowing effect until the invisility effect ends
So as you can see, ninja, summoner, medic and tank can use their ability directly after dying, builder, archer and bomber have a cooldown for their ability and does not count towards the respawn time
Changes in Powerups
I do not know exactly how often powerups appear on the maps since there are some maps in which when you take a powerup and another one appears immediately (most likely a bug) and the powerup must be taken before another appears. Powerups affect your entire team.
Changes
- Make a powerup appears every 40 seconds, if another 40 seconds pass and the previous powerup was not taken, it will be replaced by a new one
All powerups lasts 10 seconds, currently we have: Jump Boost, Speed, Strength, Haste
I think it would be good to add some more powerups, for example:
- Regeneration I
- Resistance I (the effect will be added +1 to the new ability of the tank or when a team has resistance because it has few members)
Changes in Modifiers
Currently we have No modifier, Half Blocks, Double Blocks, Low Gravity and Speed, this means that there is not much variety when playing BlockWars since most people vote for half blocks, so I got the idea to separate the modifiers by game phases.
Build Phase Modifiers - Gold+
- Normal Blocks (by defect): 72 blocks of your team colour + 3 trap blocks (Build Time = 1 minute)
- Half Blocks: 36 blocks of your team colour + 2 trap blocks (Build Time = 1:30 minutes)
- Double Blocks: 144 blocks of your team colour + 4 trap blocks (Build Time = 2:20 minutes)
Fight Phase Modifier - Diamond+
All fight phases will lasts 7 minutes.
- No modifier (by defect)
- Speed: It gives to all players +1 speed (the effect will be removed in the Overtime Phase)
- Low Gravity: It gives to all players +2 jump boost (the effect will be removed in the Overtime Phase)
NEW - Super Powerups
Powerups now appear every 25 seconds only during Fight Phase (in overtime no more powerups will appear) and there will be new powerups only available in this modifier apart from the normal ones, if another 25 seconds pass and the previous powerup was not taken, it will be replaced by a new one.
In this case I will split the powerups into those that affect the entire team in a positive way, those that affect the enemy team in a negative way and those that affect only the person who takes it to make this modifier more interesting and funny.
Powerups that affect the entire team in a positive way (They are basically the ones we all know)
- Speed
- Strength
- Jump Boost
- Haste
- Ideas in this thread - Regeneration I & Resistance
- Only in this modifier: Instant Health - It gives +3 hearts
- TNT - It gives a TNT, you lose the TNT if you die
- Arrows - It gives +8 arrows
- Invincibility - You are invincible for 5 seconds
- Absorption - It gives +2 hearts
- Slowness I - lasts 10 seconds
- Blindness - lasts 5 seconds
- Weakness - lasts 5 seconds
Overtime Phase Modifiers - Emerald+
- Normal (by defect) - lasts 2 minutes, if a team captures then it will win if not the game will end in a tie.
- NEW - Hard - lasts 1:30 minutes, teams are not allowed to place blocks anymore, neither those that it was taken with the Miner Kit in the Fight Phase nor those that the Builder Kit gives you. Also, if someone takes the flag and dies, the flag stays on the ground (as a banner), it doesn't return to base. To return the flag to your base you will have to break the banner or if someone from the enemy team breaks it, they will automatically take it and be able to capture it.
- NEW - Sudden Death - There is no time limit, the first team to capture wins, as in BlockWars Bridges.
Well, I think that was all, I know it's a long thread that I don't think many people will read unless they like BlockWars a lot but I hope those people who read it like these ideas!
Remember react with if you like the suggestion, if you are not sure and if you are completely disagree.
Thanks for reading!
Also If you have any suggestions or something you don't like about any kit, powerup or modifier please comment!
Also If you have any suggestions or something you don't like about any kit, powerup or modifier please comment!