Suggestions brought to you by Me and Nuutt: I was told to make this thread so I guess I will just leave this here. I haven't played Mineplex or even Minecraft for a while(roughly 8-9 months) now because quite frankly, the only reason why I played was to relive the '14-'15 days of champions(when I was younger). Champions, which(imo) started really going downhill in late '17 - early '18, but the nail on the coffin was really on 6/1/18(Developer Update). Champions(imo again) was already going downhill gameplay and playercount wise for months before that update was even pushed out. I even took 2.5 month break for that update just to be severely disappointed, and it ended up making me not want to come back at all. I honestly do not think that the current Quality Assurance and champions GI is adequate enough to fix a gamemode like this, hence this post. Even if it accomplishes nothing I hope some people enjoyed reading this. S/O to Brit/Conorman1336 for his words in this thread as well. Some of his comments have been expressed in this thread but the majority of this my thread is my own opinion so let's go. Enjoy I guess- General Changes: -Bring back the option to have stats fully display in chat after a game, or at least make it a /prefs option. (Some people would rather read than hover over the chat to find out their stats) -Idea: Friendly Fire. This means that all skills marked as friendly fire(in this thread) will have the option to not work on teammates, keep reading this thread to really see what I mean by this. This is simply due to team trolling and the fact that your teammate shouldn't be able to control where you move. -Let's make this more fun and offer points/rewards for doing things in-game.(I'll go into detail all along this thread) -Give players points and/or gems if they're defending their flag(in CTF) or defending their point(in dominate) by killing the people that are standing in the capture point/flag area. -Fix the borders in every map to stop players from going up there and dying. -Idea: Critical Assists(A Critical assist is when a player does the majority of the damage but doesn't get the last hit), this will give you a bit more gems and will show up as a message in chat(only the killer will see this). In dominate, you'd add 5 points or so to the player's team for this as well. -Disable Armor clank sounds(/prefs option). It's annoying and most people don't need it, I personally just prefer the vanilla hit sounds and I'm sure other players do too. -Revert water bottles back to before the Jun 2018 update, they were perfectly fine. There was absolutely no reason to change them.(the cooldown) -Put the CTF player limit back to 16, but allow players to start the game when there are at least 10 people in the lobby. (As long as there are even numbers for a team, the game should start). Ctf was good because you had the ability to fight against more players and get more kills. Limiting Dominate to 10 people made sense considering there are only 5 points per map but don't limit CTF like that. -Add KDR to mineplex stats leaderboards(has to have at least 1k wins) -Take the hit detection from survival games and implement it in champions. (The survival games' hit detection is literally the best thing you could ever play with on this server when it comes to combat. It's so good). -Disable certain aspects of Gwen(because all it does is limit certain skills like bloodlust and seismic slam from being used correctly.) IMHO it's not doing enough to ban any worthwhile cheats that are worth detecting, it's more of a hindrance(I could link various examples of this so let me know if I need to explain myself here). -Ice prison/blizzard should be disabled in the first minute of the games to prevent team trolling. -Fix people being able to stack above a certain amount. -Proximities/zappers should cap at the limit of 3 per inventory(not including power tools or soup). Also should classify as friendly-fire meaning that none of the effects will hurt your teammates. -Whoever gets the most kills/caps/points captured should get a little more gems and a message showing how much of a help they were to their own team(like first blood), at the end of every game. To even take this a step further, offer rewards to the losing team but just divide the rewards in half since they lost. I would post an end message in chat for everyone to see and do something like: MVP(whoever got the most experience, make them the MVP that shows up on the podium, if they did the most work, they deserve it)- Most kills - Team player(most assists)- Most captures(CTF) - Most points captured(dom)- Best healer(life bonds/arctic ice/healing arrow. This will only be in effect if the healer actually was there in the fight, and they're healing people that are at least 5 hearts down, keeping them alive in a fight ) - Most gems took (dom) - Best defender(whoever killed people who tried to cap the flag, whoever recaptured points that were taken by the enemy team to win the game) - -Regarding kills in this gamemode, whoever does the most damage should get the kill, unless the person who did the most damage is dead(and in that case give them a critical assist). This should finally end all 'kill steal' debates. -Changing kits should only force a player to get healed if they actually picked a kit in the menu. -Encage zombies in some sort of trap/barricade so that players cannot just hide inside of one to avoid being killed. (Like in cakewars with the villagers) -Stop the user from being able to (open the kit menu) while swinging at the zombies. All this does is make people accidentally change their kits.(If you can't fix this just add a cooldown to picking kits so that we don't end up rapidly changing kits while we're attacking someone in spawn, make it like 5 seconds). -Put a limit and cooldown on the number of proxies someone has. And make sure that for the CTF game mode, proxies/zappers are automatically disabled if you were to place them anywhere near spawn and on the flag. There needs to be a cooldown where you can only place like 3 bombs/zappers at a time, it can't be near the flag or in spawn, and they all need to go off before you can place anymore. That would solve this problem quite nicely. Also, they should have a 0.5s cooldown between detonation, so that you can't put 3 of them in 1 place and do lots of damage. -Skills such as viper and shocking strikes SHOULDN'T work after the assassin is dead, similar to what inferno is now. -For sudden death in CTF, teleport everyone to their spawn and have them equipped in their armor. Give them 30 seconds to pick out their final kits before getting ready for the final battle. Many of the newer players who die just before sudden death are confused as to why they don't have any armor(fix this bug too). -Prevent game stalling. If no one kills/caps in sudden death after X amount of time, the game will end in a tie. Brute: -Flesh hook, classify this as friendly fire, shouldn't work on myself if a teammate fleshes me to troll. Also give it a bigger hitbox, lets go back to the summer of '15's flesh hook hitbox which was perfect. -Dwarf toss, classify as friendly fire. And stop it from throwing players into blocks -Takedown, make the max level 3.(it's broken and makes brutes unkillable on higher levels). Also fix the bugs with it. -Seismic slam, classify this as friendly fire -Cripling blow - remove it or make it only work if a player tries to run away so that it only works on your back. But it should not work all the time because constant slowness is overpowered. Block toss - longer cooldown, is currently too spammable Bloodlust - If you do 21dmg or more, you should get the bloodlust effect(3+ hits) after the player dies.(to combat killstealing) Colo - Remove thr anti kb shifting mechanic, it's broken. Or modify it so that you'll take knockback from sword hits, but explosions/arrow shots won't launch you back. Stampede - Put speed 3 back. Knight: Hilt - Get rid of the slowness and consider reducing base dmg by 0.5. Maybe even cap it by level 3. Only booster swords can go to levels 4 or 5 . Hold position - Allow players to take a certain amount of knockback(Not completely reduce it to 0, if you don't do this then make it a timed skill for a few seconds) Defensive stance - Give it a cooldown after x amount of damage has been reduced Vengeance - Rework Swordsmanship - Shouldn't be able to regen charges while fighting Deflection - Same thing as swordsmanship Level field - revert changes made it was fine before. You need to realize that a 3v1 is unfair, especially considering the fact that it isn't vanilla, so there are skills that 3 people are using against one. It doesn't need a "toggle" or a nerf, leave it alone. Shield smash - classify as friendly fire Roped axe - Do something to make it viable.(Maybe allow it to deal kb and 1 second of slowness with a 10 second cooldown? I don't know) Ranger: Healing shot - is stupidly overpowered, fix it with a cooldown/nerf. Disengage - Reduce hitbox Napalm - rework, does too much damage. Reduce the amount of flames it emits. Barrage - shouldn't work with barbed arrows Heavy Arrows - Make it timed, players shouldn't be allowed to leap around for an infinite amount of time. Explosive arrow - does too much velocity. Also, classify as friendly fire. Maybe cap it at level 2-3. Sharpshooter - needs a cooldown, shouldn't allow someone to bow spam 2 blocks away, maybe let it only deal more damage depending on how far the target is away. -Pindown/Barbed/Longshot should be reverted to pre-jun 2018 update(Longshot actually is horrible now, remove the 30% arrow thing because all it does is mess up players who are trying to get the achievement, it's not good nor is it fair, and this is coming from a guy who mains everything BUT ranger). Mage: Lightning orb - Bigger hitbox, longer cooldown, reduce dmg. Blizzard - Needs to drain way more mana, and give it a cooldown. Maybe should deal slowness or something instead of so much velocity with the snowballs. Also, classify as friendly fire Inferno - same thing Ice prison - Gives weakness if mage goes into ice prison to kill someone with it(to fight void + ice prison spammers) Ice prison - If above suggestion doesn't happen then please remove ice prison, It's useless and offers nothing but a hinderance, or rework it so that there's more than one way to exist beside a little hole at the top. Arctic ice - shouldn't be able to work on ice prison(packed ice), allows a trap that's hard to get out of if you aren't an assassin or brute. Also should drain mana to stop players from getting protection for an indefinite amount of time. Immolate - Bring back immoweakness and just make it 50% as effective as it was before. Fire blast - Fireblast is a good skill in theory, but it's incredibly annoying how mineplex's knockback engine deals with it. At present, everyone in a relatively large radius (if not the whole map) has their velocity canceled completely if they're not being hit by the skill in question. This is the same as Explosive Arrow, this is super dumb and needs to be changed badly. Please change it. Void - Allow users to take kb while using it, and nerf this skill, HARD. It's too strong. Make void only work for a few seconds and disable it from working in water. It also needs a few more tweaks as well. Rupture - changing the particles to sprint did not reduce the lag. Get rid of rupture spawning in so many particles. Seriously something needs to be done about rupture, it's so laggy and the update did nothing to help it. And cap it at level 3 Assassin - Evade - Must I explain? Honestly just make it work only once and give it a cooldown. To elaborate on evading, at the moment the cooldown between evades is the same as the minecraft hit registration - 500ms. You can only ever swing your sword and deal damage every 500ms but you can also evade every 500ms.(assuming a successful evade). This is pretty bad because it completely guarantees that they'll be able to evade a second time if you hit it the first time no matter what. Pretty dumb if you think about it. Illusion - Fix the illusion bug, this still needs to be fixed after 3+ years. Silencing arrow - Remove it or reduce the duration by 60% Marked for death - reduce damage Backstab - Your base damage when not backstabbing people should be reduced by 1(power sword does 6 dmg, standard/booster does 5). There needs to be some sort of tradeoff for this skill. Smoke bomb - If you attack someone while in the smoke bomb, paired with illusion you should gain slowness or something. With a class this strong, It's either you run away or fight, doing both should punish you. Or at least disable one of those skills when you use the other, going invisible twice and attacking someone is overpowered. Smoke arrow - How about a new idea. Maybe it should delay the time it takes for a player to active his skill since he's blinded. Don't let it deal slowness or else it's just a rebranded silence arrows. Shocking strikes - Don't make this damage based, give the player fatigue and blindness and shock but don't deal so much damage, making it an element of surprise. Viper - Take off 2 hunger bars, maybe a bit a poison that only works if you continue hitting a person, disables as soon as the player isn't attacked. Anyways I'm done with this thread, feel free to contact me if you have any (serious) concerns. If even half of these ideas were implemented, I would really considering coming back even just for a couple games, and I really do think that champions would be fun again. I'm a pretty old champions player(2013-now). I'm open to any criticism/comments if there are any. If any of these suggestions seem a bit outdated, I did make them almost a year ago. A lot of it has been heavily edited to fit today's version of champions. But if there was something in this thread that was already fixed, please let me know. I may add more as I think of more, but for the most part it's done.