i would like to say that the kits honestly felt stale for me, as a returning ffa player (more like a lurker lol). it's basically all diamond armor and diamond swords (and sometimes thrown potions). like, it just feels like it's all swords fights and almost never battling against a different kit. not to mention that the warrior and beast kits almost look entirely identical save for the enchant glints AND them having not much of a difference AT ALL, also players using the shop system can be very annoying to deal with knowing it would be usually either basing off from the wizard or stealth kits.
#FFA kits revamp
1 messages · Page 1 of 1 (latest)
so i thought of a revamp to ALL of the kits with some initial balancing in mind. gonna fetch the kit ideas so far
permanent kits:
- Warrior - Iron Armor with prot 1, Diamond chestplate with prot 3, Netherite sword with Sharpness 4
- Beast - Prot 3 Netherite Armor, unenchanted iron sword
- Wizard - renamed as Alchemist for consistency, prot 2 iron chestplate, remain as-is
- Sniper - Camouflaging prot 3 leather armor, remaining as-is but has 5 slow falling arrows
- Samurai - armor as-is but with an Iron Helmet, and an Iron Leggings. iron sword with sharpness 2 but will have the passive speed effect
- Berserker - unenchanted netherite chestplate, remain as-is
featured kits:
- Blind Luck - renamed as "Survivor", randomized melee weapon, from a wooden sword to a mace. have a chance to spawn with a bow and some arrows. armor randomization remain as-is
- Stealth - renamed as "Spectre", iron sword with sharpness 3, invis crystal may help you fake your death, blindless potion also shared with the alchemist
- Assassin - renamed as "Armorbuster", density 2-3 breach 2 mace, unenchanted stone sword, unenchanted iron chestplate, feather falling 4 iron boots, no leaping item but compensated with 4 starting wind charges but always regenerating up to 1 wind charge per 4 seconds when ran out of charges. but will guarantee an uncapped amount of wind charges per kill. is NOT immune to fall damage and cannot use /shop
- Barbarian - Sharpness 5 golden axe, (all armor on prot 2) golden chestplate, chainmail leggings and leather boots
- Poseidon - Trident with loyalty 3, impaling 2 and channeling (1/4 chance of casting down lightning on hitting a player instead of during a thunderstorm), armor as-is but has a passive speed 1 effect
revamping the shop system in java is on the table
same for new kits
yes, the Armorbuster kit is designed to be the bane of shoppers
and /shop would be intentionally disabled when the kit is selected
or else the balance will definitely get thrown out of the window
dang u had time fr
oh yeah
This would become even more unbalanced than the kits already are. Some kits need a revamp but not all of them
which kits exactly
bad idea