I don't like the armor piercing mechanic, because everyone uses armor if they have it so you're basically just making spears stronger in late-game pvp. Shouldn't they be equally strong when compared to the sword in the early game or pve too? Also, spears aren't very effective against armor most of the time; a sword is more likely to hack through than a spear is to poke.
Still, I do want some longer-range melee weapon, so half-support, I guess.
He's right about spears being better at piercing. Since all of the force of your strike is concentrated on one point (the tip of the spear) it gains all that energy, while a sword as the energy spread out throughout it, making it lower generally everywhere
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Even though my Join date is in 2014, I tried the demo on 8/30/2012, and bought the game two days later on 9/1/2012. So hipster
I don't like the armor piercing mechanic, because everyone uses armor if they have it so you're basically just making spears stronger in late-game pvp. Shouldn't they be equally strong when compared to the sword in the early game or pve too? Also, spears aren't very effective against armor most of the time; a sword is more likely to hack through than a spear is to poke.
Still, I do want some longer-range melee weapon, so half-support, I guess.
EDIT: sry 4 necro
Don't worry. It's not a necro if you have something to contribute.
The thing about a spear is that while it has piercing and range, it's slow and does no knockback. Those two things mean that an opponent can keep running at you to hit you with their sword. If you're not careful, their knockback will corner you somewhere.
With a spear, you should be able to pole vault by attacking the ground while sprinting. This should launch you ~3 blocks high and ~6 blocks forward.
That's a bit ridiculous as well as overpowered.
Unrelated to both quotes above, I may have to rethink spears after 1.9 is finalized, to get it on par with recent updates. The general idea should be the same though.
Why does it wreck balance? At early game, armored mobs are rare, and, later on, they hardly go beyond chainmail armor.
It makes it stronger in the PvP late game while keeping it equal for early game PvE and late-game PvE and early-game PvP.
Which is pointless. It just makes it so you want to use the spear if you're in legit pvp and otherwise want to use the sword.
Armor-pierce is a nice balancing effect (like they just gave it to axes to compensate for lower DPS (overall I think axes are becoming pretty strong pvp, now that they can block and crit more often (due to slower attack speed giving more time to prepare) and disable shields and pierce armor o_O)), but it should not be added just for the sake of itself, because all it does is make you stronger in late game PvP.
It makes it stronger in the PvP late game while keeping it equal for early game PvE and late-game PvE and early-game PvP.
Which is pointless. It just makes it so you want to use the spear if you're in legit pvp and otherwise want to use the sword.
Armor-pierce is a nice balancing effect (like they just gave it to axes to compensate for lower DPS (overall I think axes are becoming pretty strong pvp, now that they can block and crit more often (due to slower attack speed giving more time to prepare) and disable shields and pierce armor o_O)), but it should not be added just for the sake of itself, because all it does is make you stronger in late game PvP.
The 10% armor piercing doesn't make too big a difference when you consider the slower rate (lower DPS) and that a sword-wielder can bash you if you're not careful. Spears are meant to be played safe. Armor piercing is there as a replacement to knockback, not to be there for itself. It's there to be a different style of play.
Unfortunately, this thread needs a revision due to the 1.9 combat update. Because in the current state there is no longer enough information to work on
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Even though my Join date is in 2014, I tried the demo on 8/30/2012, and bought the game two days later on 9/1/2012. So hipster
I know the armor piercing isn't big, but it's still a bad principle and unnecessary complexity. You could have just given them more damage to make them comparable to swords.
Unfortunately, this thread needs a revision due to the 1.9 combat update. Because in the current state there is no longer enough information to work on
I'm aware of this. However, I'd like to wait for them to stop mucking around before changing anything. Snapshots are experimental, and 1.9 snapshots appear to be more experimental than any that came before.
I'm aware of this. However, I'd like to wait for them to stop mucking around before changing anything. Snapshots are experimental, and 1.9 snapshots appear to be more experimental than any that came before.
Agreed, never a good idea to finalize based off snapshots. Always a good idea to plan ahead, however
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Even though my Join date is in 2014, I tried the demo on 8/30/2012, and bought the game two days later on 9/1/2012. So hipster
as the armor-piercing effect doesn't work on anything that doesn't have armor.
Yes, but that's exactly the problem. It makes it so spears will be usually better than swords late game and usually worse than swords early game if the numbers are right. It may not be a big imbalance, but it's still a bad imbalance. A spear should not be weaker against unarmored things, or there is no point of having a wooden spear, since you would craft at least iron if you could, and if you couldn't a spear would be too weak to be worth using.
Actually, the armor-piercing effect would be only useful against some zombies, skeletons, and against Magma Cubes. Otherwise, the spear's main advantage is the reach.
It is useful against diamond-armored players.
Which is the vast majority of pvp.
It's also unnecessarily complicated and redundant due to smite and bane, but wtvs.
1) The spear could not be pickable for a period of 5 seconds after a hit. And this is a problem only in PVP, not PVE. The idea is : You charge, you throw the spear mid charge, you continue charging while pulling your sword.
2) Yes, i am referring to Javelins, but in Minecraft it won't be bad to combine them with spears - just as there's one axe for both combat and wood chopping.
Part of my goal with this suggestion is to avoid the half-sword, half-bow that most people suggest for spears. I will not be adding a throw mechanic to this suggestion.
I had an idea for a better crafting recipe for the spear you can look at.
I figured that adding in the string would make up for one less resource. As well, it should probably be a bit easier to craft resources wise, as it has a bit more difficult of a play style to adapt to.
Full Support! This idea is very good Spears is good for kill hackers and flyers when you throw with diamond spear the flyer will die Flyer mean have permission /fly command
I had an idea for a better crafting recipe for the spear you can look at.
I figured that adding in the string would make up for one less resource. As well, it should probably be a bit easier to craft resources wise, as it has a bit more difficult of a play style to adapt to.
Either way, this suggestion has my full support.
I don't know about this. I often find string to be rather difficult to get, at least at first. Mostly because I never seem able to find any spiders.
This is not a ranged weapon. It's even in the title: "Melee Weapon."
Thanks for the support!
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
I don't like the armor piercing mechanic, because everyone uses armor if they have it so you're basically just making spears stronger in late-game pvp. Shouldn't they be equally strong when compared to the sword in the early game or pve too? Also, spears aren't very effective against armor most of the time; a sword is more likely to hack through than a spear is to poke.
Still, I do want some longer-range melee weapon, so half-support, I guess.
EDIT: sry 4 necro
Spears, Daggers, and Hammers for 1.9
He's right about spears being better at piercing. Since all of the force of your strike is concentrated on one point (the tip of the spear) it gains all that energy, while a sword as the energy spread out throughout it, making it lower generally everywhere
Even though my Join date is in 2014, I tried the demo on 8/30/2012, and bought the game two days later on 9/1/2012. So hipster
Stuff I support:
Click here to get Rick-Rolled. No seriously
With a spear, you should be able to pole vault by attacking the ground while sprinting. This should launch you ~3 blocks high and ~6 blocks forward.
Don't worry. It's not a necro if you have something to contribute.
The thing about a spear is that while it has piercing and range, it's slow and does no knockback. Those two things mean that an opponent can keep running at you to hit you with their sword. If you're not careful, their knockback will corner you somewhere.
That's a bit ridiculous as well as overpowered.
Unrelated to both quotes above, I may have to rethink spears after 1.9 is finalized, to get it on par with recent updates. The general idea should be the same though.
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
Honestly the armor piercing isn't in itself an interesting mechanic, it's just makes spears strong early-game and late in weak.
It really doesn't matter if that's realistic or not, it wrecks with the balance for no apparent reason.
Spears, Daggers, and Hammers for 1.9
It makes it stronger in the PvP late game while keeping it equal for early game PvE and late-game PvE and early-game PvP.
Which is pointless. It just makes it so you want to use the spear if you're in legit pvp and otherwise want to use the sword.
Armor-pierce is a nice balancing effect (like they just gave it to axes to compensate for lower DPS (overall I think axes are becoming pretty strong pvp, now that they can block and crit more often (due to slower attack speed giving more time to prepare) and disable shields and pierce armor o_O)), but it should not be added just for the sake of itself, because all it does is make you stronger in late game PvP.
Spears, Daggers, and Hammers for 1.9
Dual-wielding shields and spears would make me soooo happy.
The 10% armor piercing doesn't make too big a difference when you consider the slower rate (lower DPS) and that a sword-wielder can bash you if you're not careful. Spears are meant to be played safe. Armor piercing is there as a replacement to knockback, not to be there for itself. It's there to be a different style of play.
How so?
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
I don't know, variation? It'd add even more to the game after all.
Unfortunately, this thread needs a revision due to the 1.9 combat update. Because in the current state there is no longer enough information to work on
Even though my Join date is in 2014, I tried the demo on 8/30/2012, and bought the game two days later on 9/1/2012. So hipster
Stuff I support:
Click here to get Rick-Rolled. No seriously
I know the armor piercing isn't big, but it's still a bad principle and unnecessary complexity. You could have just given them more damage to make them comparable to swords.
Spears, Daggers, and Hammers for 1.9
I'm aware of this. However, I'd like to wait for them to stop mucking around before changing anything. Snapshots are experimental, and 1.9 snapshots appear to be more experimental than any that came before.
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
Agreed, never a good idea to finalize based off snapshots. Always a good idea to plan ahead, however
Even though my Join date is in 2014, I tried the demo on 8/30/2012, and bought the game two days later on 9/1/2012. So hipster
Stuff I support:
Click here to get Rick-Rolled. No seriously
Yes, but that's exactly the problem. It makes it so spears will be usually better than swords late game and usually worse than swords early game if the numbers are right. It may not be a big imbalance, but it's still a bad imbalance. A spear should not be weaker against unarmored things, or there is no point of having a wooden spear, since you would craft at least iron if you could, and if you couldn't a spear would be too weak to be worth using.
Spears, Daggers, and Hammers for 1.9
It is useful against diamond-armored players.
Which is the vast majority of pvp.
It's also unnecessarily complicated and redundant due to smite and bane, but wtvs.
Spears, Daggers, and Hammers for 1.9
Part of my goal with this suggestion is to avoid the half-sword, half-bow that most people suggest for spears. I will not be adding a throw mechanic to this suggestion.
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
Very unique kind of spear, i like how you turned it to a Melee weapon..
Support!!
I'm just a very boring person.
I had an idea for a better crafting recipe for the spear you can look at.
I figured that adding in the string would make up for one less resource. As well, it should probably be a bit easier to craft resources wise, as it has a bit more difficult of a play style to adapt to.
Either way, this suggestion has my full support.
...Spears cannot be thrown, though?
I don't know about this. I often find string to be rather difficult to get, at least at first. Mostly because I never seem able to find any spiders.
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.