Hello Annihilation players, Since I already have all kits, I've decided to share some ideas I had in the back of my mind or some inspired by other people. Thor: Change from using the thor ability to aim your enemy, to activating thor hammer to affect enemies in a certain radius similar to pyro ability. Most of the time when I use thor ability, it rarely affects the enemy since the enemy is always moving so the aim is not always accurate. Good idea by @KinqCake http://www.guildcraft.org/threads/anni-buff-thor.69/ Scorpio: Decrease the range of blocks you move when you scorp your own teammate. This is really annoying since sometimes I scorp my own teammate and I fall to void. Other times especially in mid, I accidently scorp my teammate and I get thrown off of mid in canyon and its really tiresome for me to get back up. Show cool down when using the nether star. Succubus: Decrease 60 sec cool down to 45 seconds. +Vampire ability(every hit you land has 30% chance to drain health from your victim heal to you) Increase range when using succubus ability to about 5-10 blocks. This is really annoying when an enemy is running away and you just want to finish them or you have to use the ability when you are really close to an enemy which can give an disadvantage while attempting to switch over from the sword to the red dye. Vampire: Resistance at night +20% more damage. Permanent night vision. (I like using night vision pots from vampire to make invis so I'm not so sure about this) Weakness in day time and -1damage. Ability to transform to a wolf (I know vampires are commonly known to transform into bats but they can take on the form of a wolf too!)once every 45 seconds(8 hearts, no resistance, speed1, weakness). Remove original vampire idea to succubus. Berserker: Start with chain chest plate, leggings and an unenchatable bow with 6 soulbound arrows. This is probably my least favorite kit as I prefer vampire or other kits in general. The kit starts with a disadvantage since you start with fewer hearts and there is no pvp advantage. It's difficult to maintain the hearts since when you die, you lose the hearts you earned. The chain chestplate isn't op since later on you will replace it with better gear and the bow is just a little bonus like acrobat. Have resistance when under 5 hearts. Defender: Change wood sword to stone sword. Full chain armor. +1 attack damage in nexus. Every 45 seconds you can use your ability so enemies will have mining fatigue II for 10seconds in a 5 block radius. Riftwalker: Show distance from where your teammates are from you. Choose who you want to rift with you. It was really annoying one game my team kept following me and I only wanted to rift my team member but I was only limited to rifting 2people. This will make things a lot easier so that you don't have to hide from your own team members. Lumberjack: Good idea by @Thekillermatic http://www.guildcraft.org/threads/anni-buff-lumberjack.141/ Spy: Show countdown to when you will be revealed.(I'm not so sure about this since spy gets revealed based on the distance). Transporter: By @Nature045 http://oldgc.enjin.com/forum/m/8052098/viewthread/24529409 Another one by @crafter12345 http://www.guildcraft.org/threads/anni-transporter-kit-idea.258/ suggested by @Soga Show tp is on or off in tp maker. Add 60 seconds cooldown to remake tp when enemy broke tp. Add deactivate ability. Ability: Deactivate Cooldown: 60 seconds Hotbar icon: Redstone Description: Use this ability to deactivate enemy's tp in 5 blocks for 3 seconds to be able to break enemy's tp. The block (slab, stairs, carpet etc) on tp will be invisible, but it will come back after 3 seconds. So you can break tp easily. No person, even the creator of the tp, can get through it. Also no person can put block on tp in 3 seconds. Prevent transporter from putting tp at side of void or placing tp on top of another tp Healer: Make it so only you or an enemy can break the totem(bug that allows team to break totem). Every time you place the totem, you and your teammates receive instant health.(Only after you die or when you get killed) Mutant: Every time you kill a person, you gain +1 attack like zombie. The negative attributes are not enough to outweigh the useful buffs. Miner: Add permanent haste since after miner was fixed, it lost its enchantment. Suggested by @Soga Zombie: Show your current attack damage in chat. (like "Your damage has been increased. (1/5)") suggested by @Soga Assassin: When you get attacked while invis you still have speed, haste, no fall damage. This is so when get hit, you will receive damage and be revealed but you will still have the additional buffs. ex: when someone attacks you in the air, you will be revealed but you won't die due to fall damage Using leap won't overlap with invis(potion) by making you revealed Squid: Have chance to inflict blindness on attack(this is so squids aren't completely useless on land) The other kits that I left out were fine in my opinion. Feedback is much appreciated! Pls feel free to be truthful and tell me some suggestions or things that u disagree with. *Old post that I made in the old forums
I do agree the first thor suggestion it was like the one i suggested. +1 well since vampire is gunna become wolf, then change its name to Werewolf and also why not make the berserker get strenght when low on hearts?
Vampires take on form as bats, wolfs and such but I didn't want to copy sb and about your suggestion for berserker, wouldn't it make it op for farming?
I agree with everything except transporter. I understand that it is boring for the transporter to do nothing so that his/her tp won't break but transporter kit is way too op for rushing enemy teams(1-3 transporters is enough to end a team as soon as phase 2 starts). Plus, high-rise skybridges plus tp will result in unbreakable tp unless the tp at base is broken by someone.
ahmmmm chis idont understand vampire being a wolf?we better make it a bat but we ar copyin another server XD they better make a werewolf kit just like KitPvp....
Yes, tp is op already. But Nature's idea is "balance". So please add the idea back and add poll. Also, how long can vampire transform to a wolf?
They can stay as long as possible until they die and need they need to wait for the cooldown in order to transform again. About the tp idea, I might consider adding it back.
For tp, the on and off thing sounds good but not the tp stays if the transporter dies. The 1 sec thing won't be effective as much and if there are multiple tps ,the nerf would be useless.
5 seconds per person, imo, is way too long. I also disagree with the tp staying when a transporter dies, tp is already overpowered.
Tp is op only when used right, in sewers and such but its really boring for the tp to sit back and watch. I'm still skeptical about the tp idea based on the feedback I received last time but I only brought it back since it was requested. But the tp idea belongs to Nature045.