Minecraft PC IP: play.cubecraft.net

Which of these suggestions do you like? [Can select multiple responses]

  • Tank kit nerf

    Votes: 6 60.0%
  • Archer kit buff

    Votes: 4 40.0%
  • Wizard kit buff

    Votes: 6 60.0%
  • Assassin kit buff

    Votes: 4 40.0%
  • None / I don't mind

    Votes: 2 20.0%

  • Total voters
    10

Sophie

Forum Professional
May 1, 2014
8,960
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Arendine Sink
Tank
Unanimously the best kit in the game. In a fight against the Swordsman in which both parties land one hit back and forth, the Tank will win with around 2-3 hearts remaining. It is also the only kit in the game to be able to survive a fall from the main building in 'Classic', and the lighthouses in 'Kingdom'.

Changes:
-Change boot enchantment from Protection II to Protection I
-Change helmet enchantment from Protection II to Protection I


Archer
Has the weakest sword and third weakest armour set of all kits. Though it has a bow, it is limited to 64 arrows, and once they're depleted it is totally useless. The bow, though strong, will require you to fire roughly half your quiver into a Tank before killing it, assuming that many of the shots are uncharged and you miss a couple. It also dies in only eight hits to the Tank's sword, and even fewer if critical hits are landed or the Swordsman / Wizard kit is used. Once its resources have been depleted, it becomes the worst kit in the game and is 100% non-viable in every single circumstance.

Changes:
-Add Infinity I to the bow / Give the user six additional arrows per kill
-Add protection I to all pieces of armour
-Add Knockback I to its sword


Wizard
Though it is capable of killing the Swordsman kit if the Wizard is noticeably more skilled, the Wizard isn't likely to kill a Tank with the sword alone. The kit is very unfair in that the Speed II potions are Splash Potions, meaning that players can provide their team mates with Speed II. This is a problem because it allows multiple players to all benefit from the Assassin kit's perk whilst using a different kit,thus making the Assassin kit even less of an option. The kit is also useless once the potions have depleted, which is its greatest downside.

Changes:
-Add an additional Strength potion
-Add three additional Regeneration potions
-Add two additional Speed potions
-Change Speed potions to consumption rather than splash
-Increase the duration of the Poison potions by around 4 seconds

These changes will make the Wizard viable for longer, rather than actually improving its performance.


Assassin
Worst kit in the game, no doubt. Has a knockback sword, but is never given any instances where this benefits it. Has very low armour that allows it to be killed in two arrows, three diamond sword crits, or five ordinary diamond sword swings. Its sword does very minimal damage, and is counter-productive in that it will increase the distance from fleeing opponents, the only enemies that the kit does have a chance to kill.

Changes:
-Add Chain Leggings (Prot II)
-Add Chain Helmet (Prot II)
-Buff the Protection enchantment of the chestplate
-Add Feather Falling IV to the boots


Swordsman
The second best kit in the game. Sacrifices a lot of defence for higher damage output. No changes necessary.
 

awesomebutter234

Well-Known Member
Jun 12, 2016
893
416
138
Tank
Unanimously the best kit in the game. In a fight against the Swordsman in which both parties land one hit back and forth, the Tank will win with around 2-3 hearts remaining. It is also the only kit in the game to be able to survive a fall from the main building in 'Classic', and the lighthouses in 'Kingdom'.

Changes:
-Change boot enchantment from Protection II to Protection I
-Change helmet enchantment from Protection II to Protection I


Archer
Has the weakest sword and third weakest armour set of all kits. Though it has a bow, it is limited to 64 arrows, and once they're depleted it is totally useless. The bow, though strong, will require you to fire roughly half your quiver into a Tank before killing it, assuming that many of the shots are uncharged and you miss a couple. It also dies in only eight hits to the Tank's sword, and even fewer if critical hits are landed or the Swordsman / Wizard kit is used. Once its resources have been depleted, it becomes the worst kit in the game and is 100% non-viable in every single circumstance.

Changes:
-Add Infinity I to the bow / Give the user six additional arrows per kill
-Add protection I to all pieces of armour
-Add Knockback I to its sword


Wizard
Though it is capable of killing the Swordsman kit if the Wizard is noticeably more skilled, the Wizard isn't likely to kill a Tank with the sword alone. The kit is very unfair in that the Speed II potions are Splash Potions, meaning that players can provide their team mates with Speed II. This is a problem because it allows multiple players to all benefit from the Assassin kit's perk whilst using a different kit,thus making the Assassin kit even less of an option. The kit is also useless once the potions have depleted, which is its greatest downside.

Changes:
-Add an additional Strength potion
-Add three additional Regeneration potions
-Add two additional Speed potions
-Change Speed potions to consumption rather than splash
-Increase the duration of the Poison potions by around 4 seconds

These changes will make the Wizard viable for longer, rather than actually improving its performance.


Assassin
Worst kit in the game, no doubt. Has a knockback sword, but is never given any instances where this benefits it. Has very low armour that allows it to be killed in two arrows, three diamond sword crits, or five ordinary diamond sword swings. Its sword does very minimal damage, and is counter-productive in that it will increase the distance from fleeing opponents, the only enemies that the kit does have a chance to kill.

Changes:
-Add Chain Leggings (Prot II)
-Add Chain Helmet (Prot II)
-Buff the Protection enchantment of the chestplate
-Add Feather Falling IV to the boots


Swordsman
The second best kit in the game. Sacrifices a lot of defence for higher damage output. No changes necessary.
Tank definitely needs a nerf.
Archer:No the to the infinity, the bow spam potential is to much. Everything else is good.
Wizard:No to the extra speed potions, and the regen potions don't matter much since it takes a lot of damage anyways, so just bump the strenght of the effect to be a higher level.
Assasin:For some odd reason I don't like this, may be because it would ruin consistency with the other versions of kit pvp. Just modify the current armor to give more protection by making them give more armor bars instead. The feather falling is okay though.
 
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Sophie

Forum Professional
May 1, 2014
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Arendine Sink
Tank definitely needs a nerf.
Archer:No the to the infinity, the bow spam potential is to much. Everything else is good.
Wizard:No to the extra speed potions, and the regen potions don't matter much since it takes a lot of damage anyways, so just bump the strenght of the effect to be a higher level.
Assasin:For some odd reason I don't like this, may be because it would ruin consistency with the other versions of kit pvp. Just modify the current armor to give more protection by making them give more armor bars instead. The feather falling is okay though.
Perhaps the Archer could have two stacks of arrows instead then? That way, there will still be a consequence for bow-spamming, just the kit will be viable for longer.
 
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skps2010

Well-Known Member
Mar 12, 2016
271
72
103
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Taiwan
You forget about wings mode;).
In wings mode archer and wizard are the best kit, so I don't think they need too much buff, but I agree archer should have knock back sword. Don't give them more arrows/potions. Instead of giving more arrows/potions, they can just kill themselves.

I totally agree with tank's change.

Ninja really need a buff, but I don't like mixed armor. How about give ninja iron chest plate and iron boots with protection 4 each? Also give them diamond sword with sharpness 3 and knock back 1. They are ninjas, they suppose to have better weapon:D.

I agree ninja's boots should have feather falling4.
 

Sophie

Forum Professional
May 1, 2014
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Arendine Sink
You forget about wings mode;).
In wings mode archer and wizard are the best kit, so I don't think they need too much buff, but I agree archer should have knock back sword. Don't give them more arrows/potions. Instead of giving more arrows/potions, they can just kill themselves.
To counteract this, I believe that each kit should be given their corresponding chestplate. That way, flying is used for transport whilst the chestplate is used for combat. Would also resolve the issue of the tank and swordsman kits being underpowered in the wings gamemodes.
 

Sophie

Forum Professional
May 1, 2014
8,960
17,874
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Arendine Sink
Ninja really need a buff, but I don't like mixed armor. How about give ninja iron chest plate and iron boots with protection 4 each? Also give them diamond sword with sharpness 3 and knock back 1. They are ninjas, they suppose to have better weapon:D.
I think this might make it too overpowered, though I do agree that a mixed armour set would be unattractive. Perhaps buff the sharpness by one, and the protection levels by 2-3?
 

skps2010

Well-Known Member
Mar 12, 2016
271
72
103
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Taiwan
I think this might make it too overpowered, though I do agree that a mixed armour set would be unattractive. Perhaps buff the sharpness by one, and the protection levels by 2-3?
But the idea you suggest is more powerful...
I mean ninja only have chest plate and boots with protection 4, they don't have legging and helmet.
 

skps2010

Well-Known Member
Mar 12, 2016
271
72
103
24
Taiwan
To counteract this, I believe that each kit should be given their corresponding chestplate. That way, flying is used for transport whilst the chestplate is used for combat. Would also resolve the issue of the tank and swordsman kits being underpowered in the wings gamemodes.
No, it will make the fight longer, so players will just fly away to escape.
 
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