Mob Arena Suggestions coming from someone who plays MA too much  (Read 1650 times)

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FPTrebirth

1: Make Pyro viable, fire resistance is useless.
2: Knockback class is useless when a tank and archer have the same effects.
3: Give tank Projectile Protection.
4: Remove durability from everything. Half of the match an archer is in melee with a wooden sword, and tanks lose their helmet within 20ish rounds.
5: Make melee classes hit harder. They carry more risk than archers yet dont hit nearly as hard as one.
6: Chemist is a trolling class and damage tanks even if used properly.
7: Give healers another stack of splash healing pots, they run out fairly fast in larger groups. Maybe even give them more buff potions as they can't really fight.

Thank you for reading the list.  :P

tyja

I strongly agree with the Pyro statements because last time i played the fire weapons didnt even work.

Esp1222

1: Make Pyro viable, fire resistance is useless.
2: Knockback class is useless when a tank and archer have the same effects.
3: Give tank Projectile Protection.
4: Remove durability from everything. Half of the match an archer is in melee with a wooden sword, and tanks lose their helmet within 20ish rounds.
5: Make melee classes hit harder. They carry more risk than archers yet dont hit nearly as hard as one.
6: Chemist is a trolling class and damage tanks even if used properly.
7: Give healers another stack of splash healing pots, they run out fairly fast in larger groups. Maybe even give them more buff potions as they can't really fight.

Thank you for reading the list.  :P

That right there. Make melee a bit more powerful, but archers don't need to be that strong.

Bow durability is in there so archers can camp the whole time and win.

FPTrebirth

I thought they were fixing the spawns so they spawn all over the place?
If not can it be increased slightly.
When I last played the MA I tried using the wooden sword for the beginning few waves to conserve my bow which made people mad because 'I wasn't helpful'.

Bexn

I think Archers could afford to be less... OP, even though it's my favorite class. Either that, or they should be balanced along with the melee and "special" classes like the Chemist and the Hybrid.

Also, I realize Healers are supposed to heal, but they need at least some form of emergency self-defense. Unless you're Tidal with her Fists of Pure Awesomeness, you can't play a Healer when you're the only one left because you don't have any weapons besides your Healing Potions, which aren't supposed to deal damage, and only do so to "Undead" mobs. Healers need at least some kind of weapon that they can use as a last resort. I'd suggest a Wooden or Stone sword with at least Knockback II on it.

Also, a Paladin class would be kind of cool. It could be a variation on the Healer and the Tank. You gain the Healing Potions of the Healer, but have the protective capabilities of the Tank.

In addition, I feel like the Specialist class is a bit... unneeded. I've tried it several times, and the only thing major about it is the fact that it can take more hits from Creepers than any other class. Granted, Creepers are usually the thing that kills the most players in the Arena, but still.

Boon40

I think Archers could afford to be less... OP, even though it's my favorite class. Either that, or they should be balanced along with the melee and "special" classes like the Chemist and the Hybrid.

Also, I realize Healers are supposed to heal, but they need at least some form of emergency self-defense. Unless you're Tidal with her Fists of Pure Awesomeness, you can't play a Healer when you're the only one left because you don't have any weapons besides your Healing Potions, which aren't supposed to deal damage, and only do so to "Undead" mobs. Healers need at least some kind of weapon that they can use as a last resort. I'd suggest a Wooden or Stone sword with at least Knockback II on it.

Also, a Paladin class would be kind of cool. It could be a variation on the Healer and the Tank. You gain the Healing Potions of the Healer, but have the protective capabilities of the Tank.

In addition, I feel like the Specialist class is a bit... unneeded. I've tried it several times, and the only thing major about it is the fact that it can take more hits from Creepers than any other class. Granted, Creepers are usually the thing that kills the most players in the Arena, but still.
I think the Healers should have a gold sword, it would complete the look.