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A full post of how to fix HCTeams' problems. (This is completely my opinion, I am not attacking or bashing the server in any way)

Primary problems:

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1. Teamfights are literally bard vs bard. Whoever has the tankier bards wins the fight. Focus the bards to death. If they die, you win the fight. If your bards die, you lose the fight. Simple as that.

2. Archer squad takeover. (Archer kit too OP)

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Solution 1:

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Next map, make it only diamonds + miners. Do not give miner any extra 'reward effects'. This would completely eradicate the problems with archers and bards, and bring minecraft teamfights back to the old feel, where skill and damage were the primary ways of winning as opposed to who's bard can live the longest. Map details:

Prot 2 Sharp 3 - as strength would no longer be a thing, it would be a perfect balance between quickdropping and being too tanky.

Power 3 - Deals damage, but if a faction rolls up and 30 people bow you, you do not get drained as quickly.

Disable horses - obvious reasons.

Disable invis pots, to let factions focus a person in teamfights, as that would be a main way of winning a fight when bards / archers are not there. Keep the rest of the potions as normal.

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Solution 2:

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Make a new server, such as HCFactions or something. I am fully aware this would cost money and create lag, so it is not one of my favorite choices. Make the server exactly as solution 1, but keep the original HCTeams the way it is. This would take a lot of time and effort to do, and split the playerbase in two different sections, thus being a poor solution. But, it does allow people who enjoy 1 gamemode to play it that way, and vice versa.

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Solution 3:

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Nerf bard and archer squads. You may keep res II on archers as it was extremely easy to quickdrop with strength + crit. But, make a faction cap/limit of archers to 2 per faction. This would completely remove archer squads. Next, make NO passive strength, and when you activate strength make it strength 1. This would make it so that teamfights wouldn't be solely bard vs bard, focusing on the individual skill of faction players as opposed to seeing who can take longer. Map details:

Prot 2 sharp 3 - as strength would be weaker, it would be harder to quickdrop but still be a viable and fun kit overall.

Power 3 - As stated earlier, deals damage, put is not too over-powered.

Disable horses - obvious reasons.

Disable invis pots, as stated earlier.

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