As a lot of you probably know, I made a huge kit suggestion post on my suggestions for kits. I’m going to do that now again, since I’ve thought of some other idea, and the old post is a bit out dated due to changed kits and how those changes indirectly effected other kits. My kit suggestions will also revolve around Bouncy being the standard of what is a “balanced kit” since that’s what (I believe) the community wants.
Quick opinion: Developers should work on buffing the under powered kits first, then deal with slightly OP ones.
DISCLAIMER: This is completely my opinion, and if you want to state your own opinions or suggestions, I actually very much encourage it. Community discussion is an absolutely wonderful thing. ^^
DISCLAIMER: Any bugs that I mention are not to be abused. Abusing bugs is a ban-able offense. You’ve been warned.
- Archer
Due to the recent loot table changes around arrow counts, I actually find this kit to be a viable and balanced kit.
Balanced
{Suggestions}
a. Put blocks in the first 2 slots, then the kit added items after.
{Bugs}
a. I’m not aware of any bugs with Archer.
{Other}
a. I’ve got nothing else to say about Archer.
- Anvil
I find Anvil to be an almost balanced kit, though I could use just a little more. Since saying in one spot can serve as a disadvantage in certain situations.
Slightly under powered
{Suggestions}
a. Give anvil speed 1 while shifting, and remove it when they un-shift. This would make them faster while sneaking, but still slower then walking. This would give them a bit more mobility while using their ability. (Credit: @EmuBlockMaster)
{Bugs}
a. I’m not aware of any bugs with Anvil.
{Other}
a. I’ve got nothing else to say about Anvil.
- Bouncy
Since Bouncy is what most people want to be a standard for a balanced kit, this obviously is going to be balanced.
Balanced
{Suggestions}
a. I’ve got no suggestions for Bouncy.
{Bugs}
a. I’m not aware of any bugs with Bouncy.
{Other}
a. I’ve got nothing else to say about Bouncy.
- Camel
I find that the new camel kit gives too much of a punishment for touching the sandstone. Really touching the sandstone once already puts you at an extreme disadvantage in a fight anyway.
Under powered
{Suggestions}
a. Instead of causing permanent health loss, give a static number of chances you can land in the sandstone before it would instantly kill you. I think 3 or 4 would be the sweet spot. Landing in the sandstone would also prevent most %60 of fall damage. After landing on the sandstone, you’d have 2 seconds to get off of it before it’d consume another chance.
{Bugs}
a. I’m fairly sure this is still a thing. While this is technically feasible with any kit, way more likely to happen with Camel. If you place blocks at just the right time when the sandstone is stacking, you can replace the sandstone.
{Other}
a. I’ve got nothing else to say about Camel.
- Engineer
Since redstone machines aren’t too useful in a PvP game, I find this kit to be under powered. The most useful part of this kit is the TNT, but moving away from the TNT before it explodes is rather easy making the throw-able TNT fairly useless too.
Under powered
{Suggestions}
a. Make all TNT You find throw-able.
b. Make TNT you throw instantly blow when they’re 2 blocks from a player.
c. Put blocks in the first 2 slots, then the kit added items after.
{Bugs}
a. I’m not aware of any bugs with Engineer.
{Other}
a. I’ve got nothing else to say about Engineer.
- Feather
Feather can be an extremely useful kit and just needs some minor changes to get it just right.
Balanced with some minor tweaks
{Suggestions}
a. Increase the distance feathers can fall before taking all 3 hearts.
{Bugs}
a. I’m not aware of any bugs with Feather.
{Other}
a. I’ve got nothing else to say about Feather.
- Glider
Glider is obviously a controversial kit. Generally, people either like it, or really do not like it. I feel that some of the hate toward Glider is not generally an OP factor and more of a fact they find the kit ability annoying, but at the same time I do find that this kit could use some adjustment, specifically in the kit stun. I personally feel that Glider should take the stun no matter when they’re hit, and not just when they happen to be gliding. The other issue I find with the kit is clutch items, such as water and webs, completely make the incremental damage part of glider fairly redundant.
Slightly over powered
{Suggestions}
a. My first suggestion for Glider is to make the kit stun no matter when you hit them rather than having it where it only works when they glide. This would fix so many issues with the kit. The kit would not stun from self inflicted damage, and with the sneaking ability, it has more abilities than with the item.
AND
b. Landing in water and webs would still do damage when you touched them, just like any other block, other than they’d take even less damage then if they landed normally (They’d take %35 of normal damage)
OR
c. Change the kit back to the Glider Item to glide instead of sneaking.
{Bugs}
a. I’m not aware of any bugs with Glider.
{Other}
a. I’ve got nothing else to say about Glider.
- Grandpa
I find that grandpa kit is only useful in niche situations. I do find that this kit can be fairly useful in some scenarios, but fairly useless in others.
Under powered
{Suggestions}
a. Add a chance to inflict slowness no matter what item you hit people with.
{Bugs}
a. I’m not aware of any bugs with Grandpa.
{Other}
a. I’ve got nothing else to say about Grandpa.
- Greedy
Greedy is a kit that can be fairly useful to get items fast, but it has flaws. It’s not useful enough to not have some sort of mobility ability, and it also fills your inventory with just crap which creates delays when you have to mage your inventory anyway, vs with normal kits and opening chests, you can just take what you actually need.
Under powered
{Suggestions}
a. Have auto inventory management features, such as discarding armor that is worse, and auto equipping better armor sets and de-equipping worse ones. It should also do the same thing with tools and swords too in my opinion.
{Bugs}
a. I’m not aware of any bugs with Greedy.
{Other}
a. I’ve got nothing else to say about Greedy.
- Halloween
I will start this off with the fact that I don’t know if this kit is actually going to stay around or not. Personally I think it should though because I think it’d be a waste of development effort and time otherwise. Due to this, I will state my suggestions and thoughts about this kit.
The first thing that makes this kit fairly useless if the fact when you open the candy bucket, the candy have a good chance of spawning inside or even through blocks where you can’t them, or completely fall off the edge. Especially on maps that don’t have a lot of running area. The second thing is it’s completely random what you get, and half of the effects are negative, so there’s no for sure helpful thing that the kit does, vs with others there’s always a for sure chance it will do something helpful for you.
Fairly useless
{Suggestions}
a. Instead of exploding the candy everywhere when you open it, just put the candy directly into the player’s inventory.
b. Remove negative effects of the candy. Since the effects are very brief, It wouldn’t really be overpowered to not have negative effects. It’d give the kit a fair use case in close situations.
{Bugs}
a. I’m not aware of any bugs with Halloween.
{Other}
a. I’ve got nothing else to say about Halloween.
- Healer
I find healer to be a criminally underrated kit honestly. I do think it could use a little more though.
Balanced
{Suggestions}
a. When you use a health pot with healer, if you have more health pots in your inventory, automatically move it to the slot that you just thew the original health pot from.
{Bugs}
a. There’s a bug with healer where if you eat a golden apple, it completely removes your permanent regeneration.
{Other}
a. I’ve got nothing else to say about Healer.
- Knitter
I find knitter to be slight overpowered because you can just break blocks and prevent people from running away while damaging them at the same time.
Slightly over powered
{Suggestions}
a. Instead of instantly breaking just wool, you’d be able to instantly break any block, but you’d have to have the right tool in your hand to do it, so shears in your hand to instant break wool, pickaxes for stone, etc. These changes would warrant a name change. I think I good name would be “breaker”. Just remember to blacklist sandstone so it doesn’t insta-break.
{Bugs}
a. I’m not aware of any bugs with Knitter.
{Other}
a. Knitter can not break carpets which makes 0 sense.
- Ninja
Since Bouncy is what most people want to be a standard for a balanced kit, this obviously is going to be balanced.
Balanced with some minor tweaks
{Suggestions}
a. Make ninja generate a 4x4 platform instead of 3x3.
{Bugs}
a. The bug that Vast used to have where you could go above the height limit, it’s fixed with Vast, but not with Ninja
{Other}
a. Sometimes, server lag causes ninja kit user’s to lag into their platform when they use it. This is probably more of an issue with lag than with the kit though.
- Paladin
Paladin, while useful for at the very first of the match, becomes fairly useless after the first minute of a match.
Under powered
{Suggestions}
a. Give paladin an effect sort of like Totem of Undying, where in a situation where you’d normally would die, give back 4 hearts. This would only happen once. Second death would actually lose you the game. Sandstone would be the one exception, where you wouldn’t get another chance if you touched it.
{Bugs}
a. I’m not aware of any bugs with Paladin.
{Other}
a. I’ve got nothing else to say about Paladin.
- Pufferfish
This is kit is useless, though seems as if that was intentional. With the suggestions for this kit, I’m going to make suggestions around making it a balanced kit, but also suggestions for keeping it a useless kit, but giving an incentive for people to use it.
Completely useless
{Suggestions}
a. Ideas on how to make this kit more viable, make the pufferfish item deal a random negative effect to people you hit with it, but with a cool down. Such as inflicting weakness on the target, or poison, etc.
b. Allow usage of normal weapons and not just Pufferfish
OR
a. Instead of really changing Pufferfish, just increase the winning tokens for using it (say by atleast x2) so kills would give 10 tokens, and winning would give 50.
{Bugs}
a. I’m not aware of any bugs with Pufferfish.
{Other}
a. I’ve got nothing else to say about Pufferfish.
- Pyro
Pyro is an extremely fun kit to play with, but it’s fairly under powered, despite how fun it is.
Under Powered
{Suggestions}
a. Make flint and steal unbreakable (Credit: @fluffyuncorn2013).
b. Make Pyro fireballs make a slightly larger explosion
c. Make Pyro users immune to explosion damage
{Bugs}
a. I’m not aware of any bugs with Pyro.
{Other}
a. I’ve got nothing else to say about Pyro.
- Salvager
Salvager seems like it’d be a useful kit, but it’s abilities are too slow for what it’s mean to do, making it hard to use in a real scenario. The ability itself als isn’t always useful.
Under powered
{Suggestions}
a. Make Salvager recover or “salvage” items from killed people. If your inventory is full, drop the items by the player’s feet.
b. Allow breaking down of materials in inventory by creating a button item in the inventory, that you can click on with the items you wish to break down.
{Bugs}
a. If you place your anvil, but then it falls and takes damage, the anvil isn’t able to be re-picked up, or used to break down items or access crafting.
{Other}
a. I’ve got nothing else to say about Salvager.
- Speedster
Speedster is actually quite good on specific maps, but a bit under powered on a lot of maps.
Slightly under powered
{Suggestions}
a. Add a damage dodge effect that someone can apply every 2 minutes (lasts 15 seconds). This effect would give a %15 chance to “dodge” someone’s attack.
{Bugs}
a. I’m not aware of any bugs with Speedster.
{Other}
a. I’ve got nothing else to say about Speedster.
- Spiderman
Spiderman can be fairly useful, however I don’t find to be as good as the balanced kits are.
Slightly under powered
{Suggestions}
a. Allow running though webs without a slowdown, unless sneaking.
{Bugs}
a. I’m not aware of any bugs with Spiderman.
{Other}
a. I’ve got nothing else to say about Spiderman.
- Teleporter
Teleporter is a pretty useful kit. It is a kit that allows for instant teleportation upwards for items, and is helpful for escaping dangerous situations.
Slightly under powered
{Suggestions}
a. My suggestion for Teleporter would to be to combine Teleporter and Vanish into the same kit. Right clicking and throwing the pearl would teleport you just like a pearl. Punching the pearl, however, would cause a random teleport like vanish. This would consume a pearl.
{Bugs}
a. Pearling onto slabs doesn’t tend to work. It won’t teleport, and sometimes will give you a pearl back, sometimes it doesn’t.
b. Pearling right before death prevents the person would would’ve killed them from getting the kill.
{Other}
a. I’ve got nothing else to say about Teleporter.
- Tinker
Tinker can be fairly useful sometimes, but it’s sort of made redundant by archer, and people who have bows in general. Bows do around the same damage, can shoot farther, and can shoot faster.
Slightly under powered
{Suggestions}
a. Give tinker a shorter cool down time.
b. Slightly increase the damage output of Tinker.
{Bugs}
a. I’m not aware of any bugs with Tinker.
{Other}
a. The fireworks that tinker lights off when people shoot the kit can cause people with slower computers to lag out. The effect should be changed so this doesn’t happen.
- Vanish
A lot of people seem to like vanish, though a 1 time use for a random teleport seems fairly useless to me. It’s either used at the beginning to get up higher (which is made fairly redundant by Teleporter), or it’s used as a clutch (Which is partially made redundant by Glider and Teleporter).
Under powered
{Suggestions}
a. Same suggestion as Teleporter. Combine Teleporter and Vanish into the same kit. Right clicking and throwing the pearl would teleport you just like a pearl. Punching the pearl, however, would cause a random teleport like vanish. This would consume a pearl.
{Bugs}
a. I’m not aware of any bugs with Vanish.
{Other}
a. I’ve got nothing else to say about Vanish.
- Vast
Vast, despite what people might say about it, is not useless. Vast in it’s old form did need a nerf, and I’m happy it got one. I do believe however, it could use a slight buff.
Slightly under powered
{Suggestions}
a. If a player shift punches with a block in their hand, create a 5x3 wall (5 wide, 3 tall) 2 blocks in front of the player. I think this would create a useful kit without creating another “Stack up fast” kit. Walls would, however, have a separate cool down to bridging, and it’d be much longer (15 seconds).
b. Add back the infinite blocks. The infinite blocks is where the name came from.
{Bugs}
a. I’m not aware of any bugs with Vast. (The above the height limit bridging bug was fixed with the nerf)
{Other}
a. I’ve got nothing else to say about Vast.
- Vision
Vision, in my opinion, is the most useless kit in this game other than Pufferfish. It needs an actual ability since knowing where people are with a compass, and seeing their health honestly isn’t really that useful. I know that people aren’t allowed to use health indicator mods, but it’s extremely hard to prevent this since there’s no real mechanism on the server side you could implement to detect it.
Completely useless
{Suggestions}
a. Add eyes of ender that can teleport, home in on the nearest player, and explode on impact. You’d obtain these by killing players (1 per kill), and 1 every 1 and a ½ minutes.
{Bugs}
a. I’m not aware of any bugs with Vision.
{Other}
a. I’ve got nothing else to say about Vision.