That we still do not have the effect of blindness in the game (in survival is not currently obtainable, I mean), however there is a mob that can produce it, the illusionist, although it is not currently in the game either.
It is very possible that blindness is added to the game in the near future, either through the addition of the illusionist (who I do not think was invented to be useless, has more potential than undead horses and giants), or another mob, or as a new attack from a mob that already exists (squid in 1.14?).
On the other hand I have seen that there is no way to get rid of the negative effects without losing the positive ones, until the time of these ends.
As well as that there is no way to protect against the effects of negative state.
The harming, for example, ignores armor protection.
What I suggest are not solutions (since these are not big problems either) but possible additions that could improve the game mode, as well as vanilla survival as in servers and maps.
Antidote would be a new kind of potion with the utility of remove the negative status effects without affect to the positive status, specifically, this potion will remove status effects more or less related with health: poison, wither, weakness and hunger.
Antidote could be presented like a rectangular or triangular bottle instead the typical bottle. I peffer triangular.
However, and for not to op antidote item, I suggested it to remove only several specific negative effects. (antidote had been suggested many times, but wasn't accepted due its power).
For remove others status effect, it should be needed another kind of potion: laudanum.
Laudanum would remove almost the others negative status effects: slowness, blindness, nausea and mining fatigue.
Antidote could be presented like a rectangular or triangular bottle instead the typical bottle. I peffer rectangular.
Potion of inmunity:
Potion of inmunity would bring a new status effect: magic protection.
Magic protection basically will reduce the effect of negative status effects as well as, may?, others magic damages not related with status effects (like ender pearl damage).
Magic protection level 1 will remove the 50% of time of obtained from negative status effects, in the case of instant effect potions, specifically instant damage, it only will reduce the obtained damage by a 33%.
(it will act only over effects obtained after to obtain this effect, this will not affect to negative status effects obtained before)
Level 2 will remove until the 75% of time, level 3 the 87,5%, level 4 the 93,25%, etc.
Potion of inmunity will give magic protetion of level 1 during 3 minutes.
This potion can be transformed into splash, lingering, tipped arrow versions, as well as extended (level 1 8 minutes) and plus (level 2 1:30 minutes) versions.
How obtain antidote, laudanum and inmunity potion?
Not so fast. Unlike other potions, the antidote and laudanum would be unbreachable potions, but still obtainable in survival:
Antidotes and laudanum would be generated as booty of chests, just as it can be obtained by trading with priest villagers (it would have a price similar to a bottle of xp, more or less).
Inmunity potion would also be obtained like loot or in villager trading, unless a new mob with a new drop, or a new exotic renewable item were added.
The Immunity potion I am okay with but the Antidote and Laudanum potions I have a couple of issues with. The first is that Antidote and Laudanum seem to be two halves of what should just be one Antidote item. Secondly because of the exact nature of what laudanum is in real life, which is basically just an opiate. Changing the name to something that doesn't reference a highly addictive narcotic would help, but I'm still not a big fan of the item.
I think the best solution would be to combine Antidote and Laudanum into a single antidote item, with level 1 healing some negative effects and level 2 healing all negative effects.
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Both Antidote and Laudanum are pretty useless, specially the former.
Antidote removes negative effects that usually only are caused by mobs for short durations, causing the effect itself to be best healed after finishing the fight, as, otherwise, it will be re-inflicted shortly after getting rid of it, but won't last long after the actual fight; or are weak enough to be counteracted (Weakness, which can be avoided by using a bow).
Laudanum only works on effects that are either dummied out (Blindness), or can only be inflicted by the Player deliberately (Nausea). At least Slowness and Mining Fatigue are long-lasting enough to make them worth using laudanum on (Specially the latter, which is the only one that lasts long enough AND is caused by a mob found in a structure, making it more likely for potions to be used).
I agree that the antidotes should be combined. The antidote would be really useful however. I think you should specify exactly what the potion of immunity portects the player from in the OP. I think it should be all damage that is unrelated to mobs besides the status effect.
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