How about showing FFA a little love? It's still immensely popular! As of right now, there are almost 150 people playing OP KitPvP alone, not including the three other variants that this gamemode has. The solutions proposed aren't that complicated, and this is I believe my fourth time (at least) suggesting these ideas, so perhaps consider them please? Because of how simple these ideas are, the only conclusion that I could possibly draw is that you simply don't want to revamp this gamemode. Why that might be is beyond me, because FFA is a classic gamemode that has been here longer than I have, and yet has retained a massive following. Onto the ideas!
Add your kit's corresponding chestplate to the player's inventory in winged maps
Winged maps currently serve little purpose other than to heavily disrupt the already poor balance of kits. Take for example the OP gamemode, which is evidently the more popular variant. You can kill the majority of players in less than four shots using the Archer kit. There is also the problem of players camping the edges of islands and retreating into the clouds whenever they take the smallest amount of damage. The solution is simple, and one that I was told would be happening last October! What the hell happened?
By adding the chosen kit's corresponding chestplate to everybody's inventory, it adds a totally unique gameplay element; changing your equipped gear depending on the situation. If you want to retreat, you have to unequip your most valuable asset, and then reequip it once you've re-positioned. This adds an element of risk that makes retreating impossible during combat, unless you're already at the disadvantage of not using a chestplate.
Add time progression to the maps
This would add a gorgeous change of atmosphere to every map. Sure, it doesn't actually add any new gameplay experiences, but playing at say, night time, would obviously encourage snipers to go into hiding and snipe from afar, where it's harder to see them. It would also encourage players to re-position to brighter areas. The frequent change of atmosphere will make the game feel a lot more progressive, rather than a dull, stagnant onslaught.
Balance. The. Kits. Oh. My. God. (OP KitPvP)
This is another thing that I told would be happening last October. Here are the problems:
You see this? Totally useless kit. There aren't five kits in this gamemode; there are four, plus one liability. Who would ever use Samurai outside of camping one of the spawns on 'Classic', when you could use the Wizard kit instead? Sure the Wizard only gets 4:30 of Speed II, but you're never going to last that long as the Samurai anyways, so you might as well just not use it. Alongside a sizable period of Speed II, the Wizard kit gets:
-Better armour by default
-Two regeneration potions
-Two strength potions
-Five harming potions
-Two poison potions
-Better damage overall
This. Is. A. Problem. The Samurai kit needs higher protection values in order to give it a chance to out-live the Wizard kit's potions. Also, consider adding a temporary cloaking perk, as seen in the 'Cloak' kit of BlockWars. This would give it an actual perk that no other kit has, thus justifying its usage. Imagine cloaking up to somebody's irritating camp spot at the top of the map, and smiting them without them having any idea what happened. Then, because they have no idea what happened, they go back up there and walk into the exact same trap twice in a row.
This kit needs the ability to regenerate its arrows. Perhaps a slight armour increase, and Knockback I on the sword, could also be considered. The easier and still viable option, would be to double its starting quiver.
These kits are grossly overused. Warrior is fine in my opinion, but Beast needs a slight nerf to put it on-par with the Warrior kit. Currently, in a fight where the two players are of equal skill, the Beast will always beat the Warrior with many hearts to spare. It also takes far too long to kill for the Archer and Ninja kits to see any benefit in engaging with it, and a half-decent player can even out-DPS the Wizard 9/10 times.
Will people be mad? Of course they will be, people only ever use the Beast and Warrior kits! However, this will help to maintain the integrity of the gamemode, and will also help those that are using these crutch kits to become more skilled at PvP. Sure it's fun to decimate three of the five kits in almost every encounter, but it isn't very fair. See below:
Beast: Full Prot II diamond armour (unbreakable armour), regular diamond sword (second best sword in the game)
Archer: Full regular iron armour, regular iron sword (Weakest in the game), bow that is easily strafed or outlasted
Ninja: Speed II, two pieces of iron armour, a knockback sword (Beast can kill this in five hits, excluding crits. On the other hand, it's not worth trying to kill even an afk Beast kit)
Wizard: Speed II, harming potions that can easily be strafed/baited, poison potions that are almost useless, strength potion that admittedly benefits it hugely, regeneration potions that expire very quickly and are slow to benefit from (Beast can kill this in only a couple of hits. On the other hand, it takes an unholy amount of hits to overcome the Beast)
Further balancing (1.8, 1.9, Soup)
Note: I am going to be discussing the Archer kit only. This is because I am unfamiliar with these gamemodes, and have only used the Archer kit. As such, I feel I cannot make an accurate judgement.
-In Soup, the Archer should be given Infinity I on its bow. This is because with the ability to regenerate your health at any time, it's impossible to kill even Timmy-no-thumbs before exhausting every arrow you have
-In 1.8, the Archer's quiver should be increased to 64. Twenty arrows is rarely enough for more than one kill, especially when considering you're going to miss at least a few, and players will typically retreat, warranting you nothing
-In 1.9, the Archer's quiver should be increased to 64. Twenty arrows is rarely enough for more than one kill, especially when considering you're going to miss at least a few, and players will typically retreat, warranting you nothing
Pleaseeeee consider these changes! KitPvP is a stale yawn-fest to see who can outlast their opponent's armour in doubles fights, or a slaughterfest for any underdog who even considers using the more enjoyable but disadvantaged kits.
Thnx for reading x
-Exotic_Athena (My new IGN)
Edit: Also, please consider changing the Wizard's speed potions to consumables, rather than splashes. This will discourage the kit's use in big teams by disallowing players to give speed to their friends. Nothing, I repeat, nothing, is scarier than a clan of Beast kits with Speed II spartan-charging you whilst screaming "For the motherland!" and then bragging for a week when they kill you.
Add your kit's corresponding chestplate to the player's inventory in winged maps
Winged maps currently serve little purpose other than to heavily disrupt the already poor balance of kits. Take for example the OP gamemode, which is evidently the more popular variant. You can kill the majority of players in less than four shots using the Archer kit. There is also the problem of players camping the edges of islands and retreating into the clouds whenever they take the smallest amount of damage. The solution is simple, and one that I was told would be happening last October! What the hell happened?
By adding the chosen kit's corresponding chestplate to everybody's inventory, it adds a totally unique gameplay element; changing your equipped gear depending on the situation. If you want to retreat, you have to unequip your most valuable asset, and then reequip it once you've re-positioned. This adds an element of risk that makes retreating impossible during combat, unless you're already at the disadvantage of not using a chestplate.
Add time progression to the maps
This would add a gorgeous change of atmosphere to every map. Sure, it doesn't actually add any new gameplay experiences, but playing at say, night time, would obviously encourage snipers to go into hiding and snipe from afar, where it's harder to see them. It would also encourage players to re-position to brighter areas. The frequent change of atmosphere will make the game feel a lot more progressive, rather than a dull, stagnant onslaught.
Balance. The. Kits. Oh. My. God. (OP KitPvP)
This is another thing that I told would be happening last October. Here are the problems:
You see this? Totally useless kit. There aren't five kits in this gamemode; there are four, plus one liability. Who would ever use Samurai outside of camping one of the spawns on 'Classic', when you could use the Wizard kit instead? Sure the Wizard only gets 4:30 of Speed II, but you're never going to last that long as the Samurai anyways, so you might as well just not use it. Alongside a sizable period of Speed II, the Wizard kit gets:
-Better armour by default
-Two regeneration potions
-Two strength potions
-Five harming potions
-Two poison potions
-Better damage overall
This. Is. A. Problem. The Samurai kit needs higher protection values in order to give it a chance to out-live the Wizard kit's potions. Also, consider adding a temporary cloaking perk, as seen in the 'Cloak' kit of BlockWars. This would give it an actual perk that no other kit has, thus justifying its usage. Imagine cloaking up to somebody's irritating camp spot at the top of the map, and smiting them without them having any idea what happened. Then, because they have no idea what happened, they go back up there and walk into the exact same trap twice in a row.
This kit needs the ability to regenerate its arrows. Perhaps a slight armour increase, and Knockback I on the sword, could also be considered. The easier and still viable option, would be to double its starting quiver.
These kits are grossly overused. Warrior is fine in my opinion, but Beast needs a slight nerf to put it on-par with the Warrior kit. Currently, in a fight where the two players are of equal skill, the Beast will always beat the Warrior with many hearts to spare. It also takes far too long to kill for the Archer and Ninja kits to see any benefit in engaging with it, and a half-decent player can even out-DPS the Wizard 9/10 times.
Will people be mad? Of course they will be, people only ever use the Beast and Warrior kits! However, this will help to maintain the integrity of the gamemode, and will also help those that are using these crutch kits to become more skilled at PvP. Sure it's fun to decimate three of the five kits in almost every encounter, but it isn't very fair. See below:
Beast: Full Prot II diamond armour (unbreakable armour), regular diamond sword (second best sword in the game)
Archer: Full regular iron armour, regular iron sword (Weakest in the game), bow that is easily strafed or outlasted
Ninja: Speed II, two pieces of iron armour, a knockback sword (Beast can kill this in five hits, excluding crits. On the other hand, it's not worth trying to kill even an afk Beast kit)
Wizard: Speed II, harming potions that can easily be strafed/baited, poison potions that are almost useless, strength potion that admittedly benefits it hugely, regeneration potions that expire very quickly and are slow to benefit from (Beast can kill this in only a couple of hits. On the other hand, it takes an unholy amount of hits to overcome the Beast)
Further balancing (1.8, 1.9, Soup)
Note: I am going to be discussing the Archer kit only. This is because I am unfamiliar with these gamemodes, and have only used the Archer kit. As such, I feel I cannot make an accurate judgement.
-In Soup, the Archer should be given Infinity I on its bow. This is because with the ability to regenerate your health at any time, it's impossible to kill even Timmy-no-thumbs before exhausting every arrow you have
-In 1.8, the Archer's quiver should be increased to 64. Twenty arrows is rarely enough for more than one kill, especially when considering you're going to miss at least a few, and players will typically retreat, warranting you nothing
-In 1.9, the Archer's quiver should be increased to 64. Twenty arrows is rarely enough for more than one kill, especially when considering you're going to miss at least a few, and players will typically retreat, warranting you nothing
Pleaseeeee consider these changes! KitPvP is a stale yawn-fest to see who can outlast their opponent's armour in doubles fights, or a slaughterfest for any underdog who even considers using the more enjoyable but disadvantaged kits.
Thnx for reading x
-Exotic_Athena (My new IGN)
Edit: Also, please consider changing the Wizard's speed potions to consumables, rather than splashes. This will discourage the kit's use in big teams by disallowing players to give speed to their friends. Nothing, I repeat, nothing, is scarier than a clan of Beast kits with Speed II spartan-charging you whilst screaming "For the motherland!" and then bragging for a week when they kill you.
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