Nautilus20000
New member
The Halberd class should, in order to make it stand out more (as befits a donor class), receive some updates. Currently, it simply feels like a slow lossarnarch (or smthg similar) axeman. It is an attack-heavy class with fairly good defense, but does not hold its own against other melee classes due to its slowness. The only place it really excels is in a large cluster of other players in which it can hide and dish out its hits without taking damage itself. Whereas this is a really effective way to play the class (10 kills on a map such as Dale in crowded areas with good retreat is not that difficult), it is not that interesting.
Seeing as though Halberd has a history of being tanky and and a pin-cushion for arrows, I suggest that in exchange for a substantial part of its damage, Halberd is turned into a walking-wall type of class: taking a long time to kill, but not able to kill that much itself. This, you might think, would make it very boring. On the contrary, the medic class has shown that not being able to kill can be exchanged for a specific function which makes the player feel important. Being like a shield, a Halberd would stand by the flag and take arrows for its teammembers, also providing a long lasting anchor, holding the flag until more troops can arrive. Should it be surrounded however, it would quickly succumb. Even a single swordsman with patience would easily kill a sole Halberd. The focus of the class would be shifted to protecting teammates and making the player feel as though they matter to the battle, even though they do not deal that much of the damage.
Projectile protection to the point of near invincibility against arrows would also fill a function sorely lacking on many maps. The only current class able to stop arrows i sheildman, and it is not even available at all maps. Creating a more diverse and global alternative to arrow protection using the halberd would help on maps such as Moria, where large stagnating arrow fights tend to arise. It would also just generally help when a team feels bored and disheartened due to relentless barrage from skilled enemy archers to have a strong and undestroyable Halberd to hide behind as they advance on the enemy position.
Marvin, the relentless publisher of (maybe sometimes shitty) posts, supports this petition. And so do I, of course - Nauti
Seeing as though Halberd has a history of being tanky and and a pin-cushion for arrows, I suggest that in exchange for a substantial part of its damage, Halberd is turned into a walking-wall type of class: taking a long time to kill, but not able to kill that much itself. This, you might think, would make it very boring. On the contrary, the medic class has shown that not being able to kill can be exchanged for a specific function which makes the player feel important. Being like a shield, a Halberd would stand by the flag and take arrows for its teammembers, also providing a long lasting anchor, holding the flag until more troops can arrive. Should it be surrounded however, it would quickly succumb. Even a single swordsman with patience would easily kill a sole Halberd. The focus of the class would be shifted to protecting teammates and making the player feel as though they matter to the battle, even though they do not deal that much of the damage.
Projectile protection to the point of near invincibility against arrows would also fill a function sorely lacking on many maps. The only current class able to stop arrows i sheildman, and it is not even available at all maps. Creating a more diverse and global alternative to arrow protection using the halberd would help on maps such as Moria, where large stagnating arrow fights tend to arise. It would also just generally help when a team feels bored and disheartened due to relentless barrage from skilled enemy archers to have a strong and undestroyable Halberd to hide behind as they advance on the enemy position.
Marvin, the relentless publisher of (maybe sometimes shitty) posts, supports this petition. And so do I, of course - Nauti
