1. As many of you know the proposal patch thread with the projected balance changes and bug fixes has been generally completed for over a month now. After review suggestions and general changes within the thread there were some tweaks that were made and ideas that came up, which I hope to share with you all in this update of the thread.

    On another note sometime within a week from this thread being updated Mega Walls will receive a small partial implementation of some of the patch items. Of course not everything can be implemented at the moment but certain thing's have been broken down into sections for you all to see what exactly happened or could happen.

    General:
    • Remove EPS requiring 2 hits to activate energy generation
    • Add 15 seconds to preparation time (as the cage dropping counts into the 10 minutes)
    Skeleton:
    • Allow Skeleton to activate it's ability using a sword
    • Players can only be damaged by 1 explosive arrow every 6 seconds
    • Salvaging now provides 2 arrows
    Zombie:
    • No Changes
    Creeper:
    • Set the creeper minion to have a set damage value of 5 with an explosion timer of 1.5 seconds.
    • Fix the noise for the main ability not being played on activation
    • Fix the main ability (Detonate) to prevent it from activating after the creeper player has been killed.
    Enderman:
    • No Changes
    Herobrine:
    • No Changes
    Spider:
    • Remove Slowness from Leap but allow for slightly more blocks to be broken when drop shocking
    • Set Nest Egg spiders to have increased health, damage and speed (at the expense of teleporting to their enemies)
    Squid:
    • Fix squid splash working in reverse of how it is designed
    • Fix Rejuvenate to heal the proper amount
    • Fix Rejuvenate activating at any health when it should only activate when dropping below 21 HP
    Dreadlord:
    • Change the skulls on Shadow Burst from Blue to Black
    • Add a Chat notification for Soul Eater
    • Fix bug where the ability does not play an explosion sound
    Shaman:
    • Remove the energy cap on the tornado
    • Add a cap of 2 tornadoes being active at the same time
    • Fix Shaman tornado staying active after death (force dissipate much like Pigman's bubble)
    Arcanist:
    • No Changes
    Golem:
    • Add a 1 second cooldown for players taking damage from Iron Punch (Fix double Iron Punch)
    • Fix bug where slowness potion still effects teammates
    Blaze:
    • Call of the Blazes: (Achievement needs to be reworked to accommodate the new version):

    1. 10% to spawn 1 blaze per sword hit
    2. 30% to spawn 1 blaze per bow shot
    3. Each blaze shoots fireballs (1 every second) dealing 1 true damage to enemies hit
    4. Blaze despawns after 30 seconds (Cap of 3 blazes being out at one time)
    5. Blazes spawn near the player but not on or in front of view to interfere with combat.
    Pigman:
    • Add chat notification for Valor Activation
    Pirate:
    • Parrots respawn after 1.5 seconds after being destroyed by a block (Doesn't force a pirate to be punished by their surroundings).
    Hunter:
    • Add Speed II to all animal companions
    Phoenix:
    • When shooting an enemy inferno deals 3 true damage and heal 50-100% of the total damage (3 + X amount of damage) dealt to yourself and nearby teammates (who are close to the enemy or the Phoenix -> 2.5x2.5 block Radius of both).
    • Inferno Provides Speed II (8 seconds) to the Phoenix
    • Fix inferno and Cleansing flames being able to be used on Teammates
    • Fix inferno activating on arrows that do not hit enemies triggering the cooldown
    • Resurrection now keeps the same items that Enderchest does (from the Enderman Class) and the duration to activate changed to 120 seconds (Previously 60 seconds)
    Werewolf:
    • Lycanthropy provides 2 energy for each indirect hit the ability gets (like shaman tornado)
    • Bloodlust gains a duration cooldown
    • Lycanthropy healing reduced to 25%
    • Energy per hit increased to 8
    • Energy for being hit removed
    Moleman:
    • Fix bug where Golden Apples do not heal or provide hunger/saturation when consumed by a moleman
    • Ability can now be activated with a sword
    • While shortcut is active chances of finding chests are reduced by 50%
    • Replace Gunpowder Barrel with Junk Food (Moving it up as a passive now) and add "Stockpile" (Name is changeable) as the new Gathering Talent:

      - When mining a shovel breakable block there is a 1 - 10% chance to get an iron block.

    General:
    • No Changes
    Skeleton:
    • Explosive arrow damage reduced to 6
    Zombie:
    • No Changes
    Creeper:
    • No Changes
    Enderman:
    • 10 second cooldown added to Soul Charge
    Herobrine:
    • Aqua Affinity returned to helmet
    • Helmet is now unbreakable
    Spider:
    • Boots gain Protection I & Blast Protection I
    • Sword gains Bane of Arthropods IV
    Squid:
    • No Changes
    Dreadlord:
    • Shadow burst damage reduced to 7
    Shaman:
    • EPH increased to 8
    Arcanist:
    • No Changes
    Golem:
    • Blast Protection on Chestplate replaced with Protection I
    Blaze:
    • Protection II added to Leggings (max)
    • Leggings are now unbreakable
    • Added 1 arrow to the kit (was missing)
    • Fossil Fuels Cooldown reduced to 10
    Pigman:
    • No Changes
    Pirate:
    • Added Absorption I to the Potions
    Hunter:
    • No Changes
    Phoenix:
    • EPH increased to 12
    • Power I added to the bow
    • Replaced Regen potion with 2 Health Potions (8 hearts) unlocked at kit 5 and 9
    • Added two drinkable Speed II potions (15 seconds) unlocked at kit 4 and 8
    • Cleansing Flames healing reduced to 6 HP
    • Cleansing Flames duration decreased to 25 seconds at max
    • Molten Lava chances increased to 20% at max
    • Inferno cooldown reduced to 20 seconds

    Werewolf:
    • No Changes
    Moleman:
    • EPS in deathmatch set to 2
    • Gunpowder barrel energy cost increased to 50 at max to aid in the invincibility bug situation (Until a full fix for it can be implemented)
    • Sharpness levels added to all levels of the shovel (allowing the lowest levels to be viable)
    • All shovels are now unbreakable for moleman

    Some changes can only be fully tested on a large scale, which involves you all in the testing process. These ideas have been referred to as "Beta Changes" which could or could not stay for the patch depending on how the community feels about these changes. I will make specific threads for each change including a poll for you to vote on showing how you feel about these changes and if they don't work out they will be removed.

    Undetermined (2/27/17 - 11:57pm EST)

    Currently the Beta Changes section is quite small but again these are changes that need to be tested on a larger scale than what is possible (full games, multiple games, etc).

    Hopefully you look forward to what is to come, leave your comments below!
     
    #1
    Last edited: Feb 27, 2017
    • Like x 168
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  2. Loouda

    Loouda Well-Known Member

    vervez
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    Hype
     
    #2
    • Hype Train x 13
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  3. Skater29

    Skater29 Well-Known Member

    Skoooter
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    No prep time!!11one!
     
    #3
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  4. Hype!
    Make some of the super hard, almost impossible, achievements to just hard ones.
    Maybe add a 0 to the end of the requirements to upgrade a mythical class and divide it by 2 then make it normal kills/assists because some people are "abusing" their pres/fm classes to get easy finals and kills
    Fix the bug - relog and lose your kit items to where you must kill yourself some way.
     
    #4
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  5. Yes daddy
     
    #5
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  6. Coolwallie

    Coolwallie New Member

    Messages:
    13
    Lets goo
     
    #6
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  7. Unicycle

    Unicycle Well-Known Member

    ProjectMemes
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    when you do /kill in pregame, you end up getting /surface'd

    yesterday when i relogged i lost every single kit item and had to commit suicide by jumping from the castle/drowning myself in order to get my stuff back
     
    #7
    • Agree x 25
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  8. Krab

    Krab Well-Known Member

    kwaby
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    Blaze -
    1) remove the fact that you have to hit enemies 2 times during deathmatch to recharge ability (if not atleast only make it one hit for the love of god) if you dont remove it make the ability hitting enemies also count as a hit that can recharge ability
    2) keep fireballs the same but make it so if you hit an enemy with a second or third fireball they get either set on fire for 2 seconds or get slowness 1 for 3 seconds (which ever seems more balanced to you)
    3) make it so fire arrow has a 5% chance to happen on a melee hit
     
    #8
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  9. First page
    Edit: I would like to see that you can't build so high
     
    #9
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  10. For mythical classes it should stay the same. they are not meant to be things you max out very fast, they are to be worked hard for. and if you are dedicated it can become very good very fast. today I 1v1ed a pres arcanist and a hb with a lvl 6 pheonix. it isnt that hard to make it to a high lvl
     
    #10
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  11. Pvp
     
    #11
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  12. WndDncr

    WndDncr Well-Known Member

    WndDncr
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    #1 is an issue with all EPS classes. Hunter is also affected by this.
     
    #12
    • Agree Agree x 10
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  13. I have an idea for spiders and EPS classes in general that doesn't force them into combat. Instead of having to hit players you can shift and standstill for ?5? seconds and you will start gaining energy again. This makes it so players can't run away and unfairly charge their abilities and also doesn't force EPS classes into combat or to need a bow. Possibly tweak the numbers for other EPS classes a bit and I think this will be a good compromise for both sides of the debate.

    Phoenix will seriously need a ability duration decrease though. 30 seconds is just too much.

    The pirate 1 damage nerf was redundant. It only hits one person dude this class isn't dreadlord. It should have a lot more damage than dreadlord.

    Speaking of that dreadlord is doing way too much damage. I don't know what you guys are thinking but the bugged ability was doing 2 damage at times before the fix. Did you not think to lower it more? It's literally a better pirate at this point.

    Credit: @PiCeption For spider suggestion
     
    #13
    Last edited: Dec 19, 2016
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  14. J4VI3R

    J4VI3R Well-Known Member

    Infqnite
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    • Give spider regen I for 6 seconds when it lands directly on top of an enemy.
    • Add a 5 second cooldown between each steak for werewolf carnivore
     
    #14
    • Like Like x 7
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  15. Sfyri

    Sfyri Well-Known Member

    Sfyri
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    Messages:
    595
    Huh?
     
    #15
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  16. Yeehaw
     
    #16
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  17. Buggs

    Buggs Well-Known Member

    Buggs
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    https://hypixel.net/threads/spider-eps-back-125-positive-votes.942181/

    Spider eps back *cough cough*
     
    #17
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  18. Don't know any, but thanks for doing this! <3
     
    #18
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  19. Dude I have been getting timed out a bit recently and this always happens to me

    I didn't even think to jump off a tall building or something I just left the game
    :/
     
    #19
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  20. Maybe give all the minions/mobs that classes can spawn speed 1?

    [Hunter]
    Give the pig speed 1 or 2?
    And increase the durability for Carrot On A Stick.

    EDIT: 28.12.16. 18:53 Norway/Oslo Time:
    When the Hunter that spawned the pig is riding the pig the pig no longer despawns.
    Pretty sure this was @TheEzeJC's idea.

    EDIT: 14.02.17 19:41 Norwa/Oslo Time: I think speed 2 may be a bit much, should only really be speed 1. Hunter is strong in the right hands now.
     
    #20
    Last edited: Feb 14, 2017
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