That would explain why it seem to work most of the time for me. It should have been a completely on or off toggle for the cool down altogether. At least this would have settled it for both camps. Their beating around the bush on this issue just further aggravates and alienates those that hate the new system since it is quite apparent they could incorporate an option or gamerule to turn it off.
Nope, that toggles whether or not the player is allowed to do weak attacks. If turned on, you can not attack until you have at least 70% of the meter filled. That's default right now.
and we shouldn't have to suffer because people want this new, garbage system. Minecraft has essentially been ruined. If you people want a combat game, go buy one. Better yet, go buy a game dedicated to PVP. Minecraft was never intended to be a primary PVP game. Now that it is, the builders who prefer using survival are getting screwed over. Are you people happy? Now you can swing the sword once every three seconds. AMAZEBALLS PVP! Now we'll have people swinging, bringing up shield, swinging, bringing up shield...rinse and repeat over and over again. Best PVP ever!
Your exaggerations are incredibly horrible. Swords can be swung for full damage every 0.6 seconds, not 3.
Also keep in mind .6 seconds is only .1 secs longer than the .5 seconds a mob or player is invurnable after taking damage.
The wiki is wrong (Wow, what a shocker), test it yourself. Setting that value to true will cause Spamclicking to do less damage ( hence enabling weak attacks). Setting it to false prevents you from attacking during cool down, turning off weak attacks.
The wiki is wrong (Wow, what a shocker), test it yourself. Setting that value to true will cause Spamclicking to do less damage ( hence enabling weak attacks). Setting it to false prevents you from attacking during cold down, turning off weak attacks.
They should at least give us an option to disable the cooldown. Not everyone wanted this change. At least for me, this combat update has ruined my want to even play survival.
Your exaggerations are incredibly horrible. Swords can be swung for full damage every 0.6 seconds, not 3.
Also keep in mind .6 seconds is only .1 secs longer than the .5 seconds a mob or player is invurnable after taking damage.
People keep bringing up this strawman and it makes me ask the question.
Then why did they add it in the first place???????????? If it only adds .1 seconds to a kill why even bother????
If spam clicking does no damage for .5 seconds why bother adding the cool down????
This strawman ignores the evil part of cool down in the reset if you click too early. At least the proposed bastardized version where you still do some damage on an early click only partially penalizes you if you aren't quite superman and can tell the difference between a .6 click and a .5 click.
And of course the bias of this post is that it only considers a one on one combat as opposed to the more typical 10 on 1 combat with groups of mobs. I suppose you are suppose to remember which mob is in its invulnerable state and which is not.
1. It's not a strawman by definition because it's built up by fact while most arguments against it are very little agreed upon opinions.
2. This so called "evil part" is viewed on by many as the best part. It prevents wild spam clicking and promotes timing / spacing and adds dodging. And makes blocking better. Basically all around adds skill, strategy, and engagement in PVP and PVE.
People keep bringing up this strawman and it makes me ask the question.
Then why did they add it in the first place???????????? If it only adds .1 seconds to a kill why even bother????
If spam clicking does no damage for .5 seconds why bother adding the cool down????
This strawman ignores the evil part of cool down in the reset if you click too early. At least the proposed bastardized version where you still do some damage on an early click only partially penalizes you if you aren't quite superman and can tell the difference between a .6 click and a .5 click.
And of course the bias of this post is that it only considers a one on one combat as opposed to the more typical 10 on 1 combat with groups of mobs. I suppose you are suppose to remember which mob is in its invulnerable state and which is not.
It was added because it gives a margin of error to melee attacks. If you don't time right you do less damage. If you are encouraged to not button mash like a goof then it makes timing more valuable.
1. It's not a strawman by definition because it's built up by fact while most arguments against it are very little agreed upon opinions.
2. This so called "evil part" is viewed on by many as the best part. It prevents wild spam clicking and promotes timing / spacing and adds dodging. And makes blocking better. Basically all around adds skill, strategy, and engagement in PVP and PVE.
1. While it may be factual, it's trotted out as proof that the change is insignificant when it is quite the opposite.
2. If this game were a one on one battle I might agree, but for most players battles are 1 on 3-5-10 or more. At this point, what was once a potential sword fight has become a boring target practice from a distance with a bow. I took down about 10 or 12 mobs last night with a bow from a distance and then went in on the final last couple with my sword looking for loot. In the past I would have likely just gone in with the sword and had a fighting chance to take them all. Now I don't even bother because the game won't let me. How has that improved play?
1. While it may be factual, it's trotted out as proof that the change is insignificant when it is quite the opposite.
2. If this game were a one on one battle I might agree, but for most players battles are 1 on 3-5-10 or more. At this point, what was once a potential sword fight has become a boring target practice from a distance with a bow. I took down about 10 or 12 mobs last night with a bow from a distance and then went in on the final last couple with my sword looking for loot. In the past I would have likely just gone in with the sword and had a fighting chance to take them all. Now I don't even bother because the game won't let me. How has that improved play?
I just use the sweep attack when fighting groups. If there's a skeleton involved, use a shield.
I just use the sweep attack when fighting groups. If there's a skeleton involved, use a shield.
And if there's a group of skeletons?
I think I posted this before (but not sure where), but playing the other day I was confronted with a host of skeletons (5-6 I think), 2 creepers and 2-3 endermen. (It was in a large unlit area of a new structure I was building that didn't have lights installed yet.) This is much different than fighting a small group of one type of mob.
I don't fault people if they see that as a challenge; that's cool for them. It's just not my thing, as I find it distracting.
Then use a bow or retreat. Common sense should tell running into a group of ranged enemies with a melee weapon is a dumb idea.
But it's only a dumb idea because of the changed mechanics. In 1.8 I would have done it in a heartbeat but because of the desire to make one on one play more interesting, one vs many play has been relegated to running away out of range and doing target practice with your bow. Having adjusted to this reality does not improve my enjoyment of the game.
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Dude, getting killed by mobs at the night is the punishment of goin out at the night unprepared.
And I belive its fun, I play on normal, and I got no problems whit the skeletons at the night. And when its day, just scare them to go backwards into the daylight
I think I posted this before (but not sure where), but playing the other day I was confronted with a host of skeletons (5-6 I think), 2 creepers and 2-3 endermen. (It was in a large unlit area of a new structure I was building that didn't have lights installed yet.) This is much different than fighting a small group of one type of mob.
I don't fault people if they see that as a challenge; that's cool for them. It's just not my thing, as I find it distracting.
Run and take cover, you're not invincible like you used to be.
Then use a bow or retreat. Common sense should tell running into a group of ranged enemies with a melee weapon is a dumb idea.
Huh???
They SPAWN. You are making it sound like you have advanced notice of when and where the mobs are. Often they just pop up as soon as the lighting conditions are right, and you see a previously empty area populate right in front of you, as the mobs pop up instantaneously.
But just to be clear: the way to work around the new combat mechanics is to "retreat." Got it. Maybe they should change the name to "Minecrapyourpants."
Dude, getting killed by mobs at the night is the punishment of goin out at the night unprepared.
And what about mining underground in the daytime?
Each of the posts defending this seem to rely on the person making some really, really limited use case argument. "Run away!" or "don't go out at night." As if it were that simple.
The truth is someone just doing some simple mining for resources can now expect a more significant change of being killed by a surprise attack than before. Likewise, someone wandering at dusk can find a group of mobs suddenly populate in front of them as the light changes, triggering the spawn cycle. Yes, you can be prepared. No, you can't be prepared all the time, and if combat is not balanced, it becomes irritating.
Each of the posts defending this seem to rely on the person making some really, really limited use case argument. "Run away!" or "don't go out at night." As if it were that simple.
The truth is someone just doing some simple mining for resources can now expect a more significant change of being killed by a surprise attack than before. Likewise, someone wandering at dusk can find a group of mobs suddenly populate in front of them as the light changes, triggering the spawn cycle. Yes, you can be prepared. No, you can't be prepared all the time, and if combat is not balanced, it becomes irritating.
I'm sorry all I hear is whining that the dark is now dangerous and I can't run around willy nilly like I used to with no regard for darkness. Mining for resources doesn't have to involve caving. Branch mining allows one to mine resources in a very controlled and safe environment.
That would explain why it seem to work most of the time for me. It should have been a completely on or off toggle for the cool down altogether. At least this would have settled it for both camps. Their beating around the bush on this issue just further aggravates and alienates those that hate the new system since it is quite apparent they could incorporate an option or gamerule to turn it off.
??? Says it "disables weapon cooldown." See here:
Your exaggerations are incredibly horrible. Swords can be swung for full damage every 0.6 seconds, not 3.
Also keep in mind .6 seconds is only .1 secs longer than the .5 seconds a mob or player is invurnable after taking damage.
The wiki is wrong (Wow, what a shocker), test it yourself. Setting that value to true will cause Spamclicking to do less damage ( hence enabling weak attacks). Setting it to false prevents you from attacking during cool down, turning off weak attacks.
Ahh, got it, thanks.
They should at least give us an option to disable the cooldown. Not everyone wanted this change. At least for me, this combat update has ruined my want to even play survival.
People keep bringing up this strawman and it makes me ask the question.
Then why did they add it in the first place???????????? If it only adds .1 seconds to a kill why even bother????
If spam clicking does no damage for .5 seconds why bother adding the cool down????
This strawman ignores the evil part of cool down in the reset if you click too early. At least the proposed bastardized version where you still do some damage on an early click only partially penalizes you if you aren't quite superman and can tell the difference between a .6 click and a .5 click.
And of course the bias of this post is that it only considers a one on one combat as opposed to the more typical 10 on 1 combat with groups of mobs. I suppose you are suppose to remember which mob is in its invulnerable state and which is not.
1. It's not a strawman by definition because it's built up by fact while most arguments against it are very little agreed upon opinions.
2. This so called "evil part" is viewed on by many as the best part. It prevents wild spam clicking and promotes timing / spacing and adds dodging. And makes blocking better. Basically all around adds skill, strategy, and engagement in PVP and PVE.
It was added because it gives a margin of error to melee attacks. If you don't time right you do less damage. If you are encouraged to not button mash like a goof then it makes timing more valuable.
1. While it may be factual, it's trotted out as proof that the change is insignificant when it is quite the opposite.
2. If this game were a one on one battle I might agree, but for most players battles are 1 on 3-5-10 or more. At this point, what was once a potential sword fight has become a boring target practice from a distance with a bow. I took down about 10 or 12 mobs last night with a bow from a distance and then went in on the final last couple with my sword looking for loot. In the past I would have likely just gone in with the sword and had a fighting chance to take them all. Now I don't even bother because the game won't let me. How has that improved play?
I just use the sweep attack when fighting groups. If there's a skeleton involved, use a shield.
And if there's a group of skeletons?
I think I posted this before (but not sure where), but playing the other day I was confronted with a host of skeletons (5-6 I think), 2 creepers and 2-3 endermen. (It was in a large unlit area of a new structure I was building that didn't have lights installed yet.) This is much different than fighting a small group of one type of mob.
I don't fault people if they see that as a challenge; that's cool for them. It's just not my thing, as I find it distracting.
Then use a bow or retreat. Common sense should tell running into a group of ranged enemies with a melee weapon is a dumb idea.
It's singleplayer!!! Just use 1.8 if you don't like it!
Duh.But it's only a dumb idea because of the changed mechanics. In 1.8 I would have done it in a heartbeat but because of the desire to make one on one play more interesting, one vs many play has been relegated to running away out of range and doing target practice with your bow. Having adjusted to this reality does not improve my enjoyment of the game.
Dude, getting killed by mobs at the night is the punishment of goin out at the night unprepared.
And I belive its fun, I play on normal, and I got no problems whit the skeletons at the night. And when its day, just scare them to go backwards into the daylight
Tip: Learn how the mobs behave, and practise
Help the Villagers to get jobs!
How to beat mobs at night:
1. Learn how the mobs behave
2. Use both hands
3. Have at least Iron Armor better
4. Do at least use Iron Sword or better
5. Hide in the bushes to suprise them
6. The mobs don't know whats behind them
Run and take cover, you're not invincible like you used to be.
https://soundcloud.com/slimy-4
Huh???
They SPAWN. You are making it sound like you have advanced notice of when and where the mobs are. Often they just pop up as soon as the lighting conditions are right, and you see a previously empty area populate right in front of you, as the mobs pop up instantaneously.
But just to be clear: the way to work around the new combat mechanics is to "retreat." Got it. Maybe they should change the name to "Minecrapyourpants."
And what about mining underground in the daytime?
Each of the posts defending this seem to rely on the person making some really, really limited use case argument. "Run away!" or "don't go out at night." As if it were that simple.
The truth is someone just doing some simple mining for resources can now expect a more significant change of being killed by a surprise attack than before. Likewise, someone wandering at dusk can find a group of mobs suddenly populate in front of them as the light changes, triggering the spawn cycle. Yes, you can be prepared. No, you can't be prepared all the time, and if combat is not balanced, it becomes irritating.
I'm sorry all I hear is whining that the dark is now dangerous and I can't run around willy nilly like I used to with no regard for darkness. Mining for resources doesn't have to involve caving. Branch mining allows one to mine resources in a very controlled and safe environment.
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..