Kit Balancing, QOL, Crates, and Kits Suggestions

Ive been waiting to make this post until i felt like I had enough Ideas. I feel like this time has come so here we go

  • Arrows are significantly reduced, Archer recovers shot arrows after the target dies, Increase archers chance to find arrows in chests
  • Engineer pressure plates are visible to the player using the kit, the pressure plates now do a flat 7 hearts of true damage, Engineer plates take 3 seconds to be trigger able after placement to prevent spamming beneath players, If the damage from a pressure plate is lethal, reduce the player to 2 hearts.
  • Vision can see engineer pressure plates
  • Fix tinker laser to do true damage as intended. Firing the laser at somebody who is within 10 blocks of you deals half the damage.
  • Splashing a speed potion as speedster kit gives speed 3 for 10 seconds
  • Splashing a jump boost 2 potion as bouncy gives jump boost 3 for 10 seconds
  • Pyro replaces fire resistance potions with lava buckets
  • Glider now has a feather item to hold instead of an empty hand, you are still required to shift
  • You can change the hotbar slots that kit items and wool spawn in
  • The zombie kill effect no longer damages the user
  • Greddy rolls +1 item when opening chests, Increase Greedy odds of finding Diamond boots/helmets and iron chestplates and leggings by 1%,
  • Healer replaces regen potions with Health Potions
  • Haloween no longer spawns with candy, looting chests drops rotten eggs and different candies, rotten eggs give nausea to victims. Candies give unique abilities. Ex: Your next hit has strength 1, Your next hit deals poison, etc
  • Selecting Rainbow Wool will prompt the user to select a secondary wool, all wool in the inventory will be this color (inventory managment)
  • Remove the limit on purchasing crates, purchcasing more crates than your rank allows will increase the cost of crates for the rest of the day.
  • Voting now gives crates
  • Fragile properly clears after games
  • Mining fatique properly clears after games
  • Explosive feet does not take effect while towering
  • Winstreaks change xp gain
  • Challenges change xp gain
  • Glider takes 50% less fall damage when landing next to somebody, If you are running away from a fight take 50% more fall damage

@BFI01 @Fumaz

6 Likes

Hi here are my thoughts

I like this idea a lot :+1:

Also huge +1 to adding a cooldown for placing pressure plates, I’d love to see more strategy involved with engineer.

Bouncy is already balanced and IMO does not need any changes.

I don’t really see any need for this, archers already get arrows back when they land hits. Plus, if your idea for archers arrows being refilled with kills (which I like)is added, it won’t be necessary to have increased arrow odds.

As for decreasing overall arrow odds, big +1

I like this idea, would make it easier since it’s easy to forget to leave a slot open in hotbar (at least for me it is xD).

I don’t think this is necessary, IMO the current crates system works just fine. Plus, if you can buy unlimited crates cosmetics will be earned very quickly and their value will decrease.

This would make the challenge too easy. Challenges are meant to be challenging. The challenge is hard because woolwars requires you to jump a lot. IMO the only thing that needs to be changed about explosive feet is the frequency of the explosions.

Going back to crate earning rates, I personally think they’re fine as they currently are.

I like this, a small increase could be good

I really don’t think this is necessary, glider fall damage is just fine as it is. IMO this would just complicate the kit.

3 Likes

Big +1. Anyone who has ever played in a competitive event knows that the last fights always come down to 20+ arrow bowspam. I’d love to see arrow chances reduced.

Seven hearts is too much in my opinion. I do think that a more consistent damage output would be useful though. As far as the 3 second arm time and Vision’s ability to see plates, I’ve had both of those ideas before too, and I hope they get added. Engineer’s playstyle is too brainless right now, and be happy if that were changed.

I don’t really have a problem with this idea, but it seems a little boring to me. I completely agree with the damage fix though.

Neither speedster nor bouncy are in need of a buff right now. Bouncy is a great overall kit, and speedster is a kit that’s decent on all maps, but amazing on a few.

Same case as tinker for this idea. I don’t dislike it, but I feel like there are more creative ways to go with this kit.

I don’t really have opinion on this. On one hand, I think it would definitely help new players understand the kit better. On the other hand, the woolwars dev team has repeatedly expressed distaste for changing glider again. I’d be fine if it was added, but I don’t think it’s urgent.

Same as above, but I don’t really even like this idea in the first place. It makes the kit more complicated than it needs to be.

At the risk of sounding dismissive, just hotkey to the slots. I know it can be slightly annoying, but the complexity of developing a custom hotbar editor for each kit outweighs the small benefit of saving half a second at the start of a round.

I saw you suggest this idea earlier, liked it, and brought it before the bug and idea team yesterday. We’ll see where it goes :)

I see where you’re coming from here (Why does healer need regen potions when they already have permanent regen 1?), but like bouncy and speedster, healer doesn’t need a buff.

woah, woah, WOAH. I Really like this idea. I’d add the caveat that candies should only have a chance (~20%) of spawning, but overall I love the concept. It turns halloween from “Guess I’ll eat a candy, I wonder what it does. OH BOY, POISON” to a more fun and reliable kit. Massive +1, I’ll definitely bring this up in the bug and idea team.

Yes please :yum:

These have been suggested before, and overall I like the concept.

I don’t think this should be added. Explosive feet is meant to be really difficult. Relatedly, though, I’d like to see the “Taking vertical knockback triggers explosions” and “Teleporter pearls trigger explosions” bugs fixed.

BRO PLEASE PLEASE PLEASE DO THIS I LITERALLY DIED IN THE WOOLWARS FREE FOR ALL EVENT BECAUSE MY OWN ZOMBIE KILL EFFECT KILLED ME. PLEASE FIX THIS :angry: :angry: :angry:

6 Likes

I’m fine with the first change, but I think archer’s pretty balanced going with the idea that balanced = bouncy level.

I think 7 hearts is a bit high and also as long as the damage is lowered I think it’s fine to keep spamming. I also don’t think it’s needed for the plates to be impossible to kill you, just harder, which lower damage would do. I also think engineer should be able to place traps on blocks it can’t currently (like leaves and glass), although that’s more of a quality of life change than an actual buff.

I don’t like the idea of one kit having an ability that can only effect other kit.

I think the first change is good but I don’t like the second change. If the damage it’s supposed to do is too high, lower the damage and remove gold armor absorbing the laser (depending on how low it becomes).

Bouncy is balanced and I think speedster should just get the ability to have a speed level higher than 2 for a certain amount of time with a cooldown (similar to what you suggested but I think it should be an item you always have than something you find in chests).

I think pyro is balanced. The only change I can suggest is all players (not just pyro) can use flint and steel on blocks you can’t right now (like glass).

I like all of these.

I think on top of the idea of better chest odds greedy should have some auto sorting features that prevent your inventory from being clogged like auto equipping better armor and not picking up duplicate weapons.

I find healer to be balanced

I think halloween should have the effects be random but always positive, and possibly the level of effects be random (but capped depending on the effect). It should also get a candy on kill and have the candy bucket not explode everywhere.

I don’t have that cosmetic but this seems good as that seems annoying to manage.

I like all of these

I think that kind of ruins the point of the challenge. Just lower the damage dealt (if that hasn’t already happened).

I like these ideas, and I also think winstreaks should increase token gain (and possibly change the crates you get per win).

As much as I think glider could use a small buff, I think the vanilla fall damage should stay as feather is meant for no fall damage and with glider it’s already easier to web/water clutch than other kits.

3 Likes

what iron lemon and zombie said

1 Like

What oTortle said

1 Like

More stuff:

  • Direct hits with spiderman snowballs spawn webs directly on the target
  • Ringed Warfare sandstone significantly slowed
  • Picked up wool instantly changes into your selected wool color
  • Teleporter can no longer ride its pearls, gain 2 pearls on kill
  • Teleport Ninja kit users 1 block up if they fail to move for 2 seconds after using their platform
  • Buff base XP from games and in turn nerf xp gained per player in the game, this change aims to make levelling doable for people in disadvantaged timezones, but will still reward full games and penalize empty ones
  • Getting 2nd place in a game rewards 50% of the winning xp provided you got at least 2 kills
  • Third place gets 1/3 of the xp provided they got 4 kills
  • Event games now have a 2nd choice reward should you already have/not want elite, Saint or Normal crates
  • Buff explosive feet challenge to 3x rewards
  • Glider kit hint now displays when disabled
3 Likes

I don’t think riding pearls will be removed unfortunately :sadcheetos:

Crate prizes are only for special occasions IIRC

1 Like

There are some things I like such as the kit balancing and rewards for gameplay but some I think won’t get added such as removing gliding on pearls and rewards for event games like helix just said

1 Like

I believe that both of these are meant to already happen already. I can’t remember if they’re unfixable or just haven’t been changed yet

I’ve never had a problem with the sandstone speed on ringed warfare. I’ll pay more attention

Very good idea. I’ll bring this up to the team

Same as above. Would definitely be useful for new players

I don’t think second and third place need extra rewards. People already 125 xp for every kill, which is reward enough in my opinion

My ideal teleporter kit would be this:

  • Gain one pearl per kill and one pearl every two minutes
  • Pearls don’t damage the player upon landing
  • Pearls function like vanilla pearls - no riding

I really wish pearl riding was removed. Putting aside the numerous bugs it caused(of which there are many), it turned teleporter from a kit that required precise aiming and quick reflexes to a kit that requires almost no thinking to use.
With old teleporter, if you were hit off an edge, you needed to instantly choose a location and pearl there. Waiting any longer than a second meant falling onto the sandstone before your pearl landed. With new teleporter, you can be hit off an edge, fall five seconds, pearl in a random direction, and then have another three seconds to prepare yourself to land.
The most recent nerf attempt has made progress, but still failed to address the underlying issue. Reducing the amount of pearls you get is great, but the pearls themselves still cause frustration in the community.
As Helix pointed out, however, pearl riding will likely not be removed. If I had to guess, I would say it’s it makes the kit more fun for new players. I’m not a developer, though, so I could be completely wrong.

4 Likes

I very much agree with this idea and as zombie said this might be a bug that it doesn’t do this.

I haven’t had an issue with the speed

I think this is a bug but if not +1

I think what teleporter needs is to be in the form it was originally buffed to (the form after the august update) but then either:

  • Keep riding on pearls
  • Gain pearls every 2 minutes instead of 1
    Or:
  • Normal pearls
  • No damage when pearls land
  • Keep gaining pearls every minute

I like this as getting stuck in the platform is annoying

I’m not 100% sure what you mean but if I’m understanding you mean increase the amount given each minute and reduce the amount given on win per player. Honestly I don’t think the change to change the amount of xp per player on win was needed in the first place I liked it before. I don’t really see a need to reduce xp earned for games with less people. As for increasing game XP, I also think it’s unnecessary. Say you survive in a game that goes on until the sandstone reaches the top you would get about 75 xp from just surviving. While that may seem low as it’s less than a single kill I believe XP should be rewarded for getting kills/wins rather than just waiting until the game ends. I wouldn’t be against a small increase (say 10 xp) but I think it’s good currently

I don’t think this is needed seeing as to get that many kills would already be a decent amount of XP

I really like this since it gives more prize options to events. Along with this maybe they could be hosted for mini crates/the rarity crates too.

I also like this since it’s a hard challenge

This would be a good quality of life change for the kit.

2 Likes

Hey @Ironnose , im not going to use the quote button because your message is big. But i want to clarify what i mean about changing base XP from games

The formula for XP from games is something like this

XP = 80x + C where x is the number of players in the game (not precise)
Right now the value for C (C is a constant which means it never changes) is very low or doesnt exist (dunno which)

My idea is to lower how much each player in the game counts towards winning XP, and in turn, buff this C value. Xp would still be affected by the number of people in the game, but there would be a flat number added to the XP gain for wins.

Say this number was 250:
Instead of games giving 80 xp per player in the game, they could give 50 xp per player, but to compensate 250 xp would be added to the winning xp to make up for the lower xp per player

TLDR: Make games that have very few players still get decent amounts of XP, while still changing this number based off of how full the game is

2 Likes

Thanks for the clarification. In that case I agree to this idea

2 Likes

Even more!

  • Add iron blocks back to the loot table
  • Vanish gains strength 1 for 7 seconds upon using the ability
  • Add slowness 1 potions to the loot table
  • Nerf duration of jump boost 1 when splashed on another player
  • Removed angel particles before first death
  • Tinker laser no longer uses fireworks
  • Anvil copies groot roots ability from prison to take no knockback (since groot roots doesnt seem to have issues)
  • In a situation where more than 1 map is in the queue for forcing a map, alternate between selecting a random map and a forced map to prevent spam and abuse of this feature
  • If a teleporter kit goes outside the map, trigger a use of the vanish kit ability to get them out
  • Assassin challenge will always properly assign a new target
  • Spy kit no longer vanishes from tab upon use
3 Likes

I think in terms of armor/weapons the loot table is good the way it is.

I like this idea. In fact, I’ve suggested previously the idea of the effect vanish gets after using the ability to be a random good effect. I believe originally I said it would choose between 10 seconds of either regeneration, speed, strength or resistance.

I don’t really see a need for this but I wouldn’t mind if it was added either

I think jump boost 1 duration is fine seeing as splashing a jump boost 2 while having jump boost 1 gets rid of the effect even after the jump boost 2 runs out.

I agree with this since it’s kind of annoying if you’re using angel, especially while towering.

I like the idea of an effect that won’t cause as much lag for tinker laser.

I don’t play prison enough to know what groot roots do, however I think if the bugs with anvil are fixed it would be a balanced kit.

I think the map queue should just have it so only 1 of a specific map can be in the queue at a time. Also a way in the GUI for buying maps to see what the current queue is.

I agree the going outside the map should be fixed but I don’t think this would be the best way to go about doing that. I feel this could also be abused.

This is a bug but it should definitely be fixed.

I’m neutral on this. On the one hand it’s kind of weird you can’t see them in tab but I also like knowing if someone who disappears is spy and still near me or vanish and somewhere else on the map. However it would probably be best if it didn’t disappear from tab.

2 Likes

What iron nose said

I don’t think this is necessary, did you have any specific reasoning for adding this back?

IMO vanish is pretty balanced and does not need a buff. However, I wouldn’t be upset if it was added. I suppose I’m somewhat neutral.

I like this!

This would be nice, or at least making them invisible to the player using the kit as it can impede on their vision.

Do you have any ideas for an alternative for the fireworks? IMO there should still be something indicating the lazer’s trajectory.

IIRC there is a limit to the amount of maps a player can queue per day, so I don’t see this being 100% necessary.

This would be really great, however (correct me if I’m wrong) I don’t think there would be a way to accurately implement this. When players get outside the map, they are supposed to start withering away until the re-enter the map. Currently there are spots on certain maps where this doesn’t always work. If this could be fixed it would be amazing.

+1 yes plz

2 Likes
  • Tinker deals 3.5 hearts of true damage and inflicts weakness for 4 seconds
  • When the random kit is selected the game cannot be rejoined to pick a different kit
  • The jump boost applied in the pre game is forcefully cleared when the game starts, preventing laggy players from still having it when they shouldnt
  • Add missing wool colors to the crate loot table
  • Rainbow sheep pet is actually rainbow
  • Wool mount is actually rainbow
  • Private games can have their loot table modified, including items that were removed
  • Add “Stuck outside the map/bug abuse” as a report option
3 Likes

That would be really op, if that were to happen make it not reffil upon getting kills, and make the cd at least 1min

  • Speedster gains speed 3 for 10 seconds on kill

  • Copycat is revamped
    CopyClock
    The CopyClock holds the abilities of 2 kits, instead of getting kit abilities on kill, the CopyClock holds the abilities of two people which can be obtained by hitting them with the copyclock. Right clicking the copyclock cycles between the two kits, left clicking the copyclock on a player steals their kit and overrides the kit that is currently selected. Kits can be switched between with a 7 second cooldown, Killing a player will also ask the user if they want to steal the kit, this is optional and the kit will be displayed

  • Paladin sword gets upgraded to sharpness 1 after 3 kills (0.25 better than iron)

  • Camel: Camel is now managed through a heat system, instead of only taking punishments from touching the sandstone, heat is a measure of how much damage the sandstone will do. Heat ranges from 0-100, with each level simply being a percent of the camels health that will be lost for touching the sandstone
    For every 5 seconds spent within 5 blocks of the sandstone gain 10 heat
    When there are only 2 players left heat gain is doubled
    Getting a kill resets heat to 0
    Reaching 100 heat causes instant death

  • Angel: Angel now respawns with leather boots instead of a leather chestplate Angel cannot deal damage for 3 seconds after respawning.

  • Ninja EDIT: Cooldown reduced to 3 seconds (Thanks Ironnose)

  • Knitter gains a new item: Threading Needle, this can be thrown at any block of wool to break it and any wool in a 3x3 radius

  • Easter kit can now hide easter eggs in chests, players who pick these up lose a random item in their inventory which gets sent to the kit user, (Cannot steal wool/kit items!) gain 2 eggs on kill

3 Likes