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What is HCF?
HCF, or hardcore factions, is a gamemode, where you essentially attempt to make other factions go "raidable" by killing them, at which point you are able to break blocks in their territory, steal their stuff, etc. Now, obviously this would probably not go over all to well among most of Massive's community, and I am in no way suggesting this. However, a major element of HCF is the classes (also referred to as kits, although you can't actually receive the items through /kit or otherwise non-vanilla ways). These classes allow for useful roles, even if straight-up melee isn't your thing, while being extremely well balanced, and adding a lot more diversity, and ultimately, fun to the game.
Classes:
There are generally four classes in HCF, occasionally 5 (if rogue/assassin/chain is used). In order to gain that class's abilities, you must wear four pieces of the designated armor type. If you wear mixed armor, miss a piece, etc., you will not have any abilities. The main classes are:
Diamond/Tank
Pretty much just your straight up vanilla fighter. They have no special abilities, they just have diamond armor. Makes up the bulk of a faction, and does most of the straight melee fighting.
Archer/Leather
Note: This is no way means that only archer class can use the bow or anything like that. They just do more damage with it, same as traits (without the obnoxious debuffs).
Archer has permanent speed 3 and resistance 1-2, and if they right click with a piece of sugar they gain speed 4 temporarily. There is generally a 30-60 second cooldown on this ability. Additionally, archers get slightly boosted damage (generally do 2.5ish hearts per hit, open to balancing), however they also "mark" (also referred to as tagging, not important) their target if they hit them with a fully pulled-back shot. This "mark" generally lasts about 10 seconds, and while the person is marked, they take an additional 25% damage when hit, melee, archery, or otherwise. The archer class, in my opinion, is the best (and really only decent) way to handle archery. It gives archers a pretty good support role, as well as the ability to do minimal melee PvP when chasing targets, as they have speed 3.
Bard/Mage/Gold
Bards have permanent speed 2, resistance 1-2, regen 1, and the ability to give their surrounding faction members various status effects. This is done by holding a certain item, i.e. blaze powder to give strength, sugar to give speed, iron to give resistance, and will give faction member this ability within a given radius (generally reasonably large, anywhere from 15-25ish blocks). Additionally, bards can, when they have the "energy" (regens automatically, caps at 100) they can right click one of these items, consuming that item, and giving their surrounding faction members one level of the status effect higher than what is normally given. For example, by holding a piece of blaze powder, the bard gives its surrounding faction members strength 2. If the bard right clicks this blaze powder, it gives surrounding teammates strength 3 for 5-10 seconds, consumes 40-50 energy, and consumes the blaze powder. The bard is a huge addition to strategy in PvP. Personally, I really enjoy barding; it's really not overpowered in any way, due to the huge amounts of damage one takes, and the fact that they get targeted, but they add a lot of depth to the game.
Good video of a bard fight:
(Note I'm not trying to advertise server in the video, it's actually a shitty server which is known for ddosing competitors)
Miner/Utility/Iron
Basically the class you just dump all the utility traits into. Not really meant for PvP, and they have haste 2, speed2, and generally night vision and/or fire resistance.
Assassin/Rogue/Chain
This class has speed 3, jump boost 2, and occasionally resistance, just depending on balancing. They act kind of like glass cannon supports, similar to archer, except that they can use gold swords in order to "backstab" enemy players, dealing 2.5ish hearts in burst damage, although it consumes the sword. This leads to rogues generally carrying a lot of gold swords with them, but combined with strength 3 from a bard, they can quickdrop people who aren't paying attention, although they are rather squishy.
Isn't this just traits but with armor?
In a word, no. In a few words, traits:
At this point, I'm getting close to 1000 words, and it's getting kind of late, so I'm going to leave the rest of this to replies. Please be civil and don't flame <3
@BenRekt
@FireFan96 since I think you're the one who asked for this
HCF, or hardcore factions, is a gamemode, where you essentially attempt to make other factions go "raidable" by killing them, at which point you are able to break blocks in their territory, steal their stuff, etc. Now, obviously this would probably not go over all to well among most of Massive's community, and I am in no way suggesting this. However, a major element of HCF is the classes (also referred to as kits, although you can't actually receive the items through /kit or otherwise non-vanilla ways). These classes allow for useful roles, even if straight-up melee isn't your thing, while being extremely well balanced, and adding a lot more diversity, and ultimately, fun to the game.
Classes:
There are generally four classes in HCF, occasionally 5 (if rogue/assassin/chain is used). In order to gain that class's abilities, you must wear four pieces of the designated armor type. If you wear mixed armor, miss a piece, etc., you will not have any abilities. The main classes are:
Diamond/Tank
Pretty much just your straight up vanilla fighter. They have no special abilities, they just have diamond armor. Makes up the bulk of a faction, and does most of the straight melee fighting.
Archer/Leather
Note: This is no way means that only archer class can use the bow or anything like that. They just do more damage with it, same as traits (without the obnoxious debuffs).
Archer has permanent speed 3 and resistance 1-2, and if they right click with a piece of sugar they gain speed 4 temporarily. There is generally a 30-60 second cooldown on this ability. Additionally, archers get slightly boosted damage (generally do 2.5ish hearts per hit, open to balancing), however they also "mark" (also referred to as tagging, not important) their target if they hit them with a fully pulled-back shot. This "mark" generally lasts about 10 seconds, and while the person is marked, they take an additional 25% damage when hit, melee, archery, or otherwise. The archer class, in my opinion, is the best (and really only decent) way to handle archery. It gives archers a pretty good support role, as well as the ability to do minimal melee PvP when chasing targets, as they have speed 3.
Bard/Mage/Gold
Bards have permanent speed 2, resistance 1-2, regen 1, and the ability to give their surrounding faction members various status effects. This is done by holding a certain item, i.e. blaze powder to give strength, sugar to give speed, iron to give resistance, and will give faction member this ability within a given radius (generally reasonably large, anywhere from 15-25ish blocks). Additionally, bards can, when they have the "energy" (regens automatically, caps at 100) they can right click one of these items, consuming that item, and giving their surrounding faction members one level of the status effect higher than what is normally given. For example, by holding a piece of blaze powder, the bard gives its surrounding faction members strength 2. If the bard right clicks this blaze powder, it gives surrounding teammates strength 3 for 5-10 seconds, consumes 40-50 energy, and consumes the blaze powder. The bard is a huge addition to strategy in PvP. Personally, I really enjoy barding; it's really not overpowered in any way, due to the huge amounts of damage one takes, and the fact that they get targeted, but they add a lot of depth to the game.
Good video of a bard fight:
Miner/Utility/Iron
Basically the class you just dump all the utility traits into. Not really meant for PvP, and they have haste 2, speed2, and generally night vision and/or fire resistance.
Assassin/Rogue/Chain
This class has speed 3, jump boost 2, and occasionally resistance, just depending on balancing. They act kind of like glass cannon supports, similar to archer, except that they can use gold swords in order to "backstab" enemy players, dealing 2.5ish hearts in burst damage, although it consumes the sword. This leads to rogues generally carrying a lot of gold swords with them, but combined with strength 3 from a bard, they can quickdrop people who aren't paying attention, although they are rather squishy.
Isn't this just traits but with armor?
In a word, no. In a few words, traits:
Basically, traits defeats itself. The abilities are constant, and the same for everyone. However, this is a bit more like races, except that all of the roles are pretty well balanced. Sure, diamond is objectively better in a 1v1, however, in a 5v5, if one side has 4 diamonds and a bard, and the other side has 5 diamonds, the side with the bard is going to win, no ifs, ands, or buts. Essentially, this does what the original intention of traits was: it adds strategy to PvP, is configurable, and in addition to Massive's other features leads to a very unique PvP experience, and is really just a lot of fun. Additionally, HCF classes are a familiar sight to PvPers from other servers; traits are not. Might even help them get over the fact that there's McMMO xP.jes_ said:really defeats the purpose of traits, to make pvp more unique, and instead it becomes pvp with really weird damage, due to having 14 hearts instead of 10, and having a ton of factors affecting damage, making it harder to regulate.
At this point, I'm getting close to 1000 words, and it's getting kind of late, so I'm going to leave the rest of this to replies. Please be civil and don't flame <3
@BenRekt
@FireFan96 since I think you're the one who asked for this