Maybey it's just me... but I keep getting owned by Creepers. I seem to remember surviving them if I had full Iron armor and health. My armor would get pwned for the most part but I would survive the blast.. even at point blank. Now I seem to be getting killed instantly if I am even 4 blocks away from them and my armor is going from full to barely showing any red in it's health.
Did they increase the explosive damage of creepers?
Likewise Skeleton arrows seem to be ignoring my armor as well since they do the same damage with as without.
If that's the case I guess there isn't much to armor anymore. I have a suit of Diamond armor I haven't worn yet but I'm reluctant to don it since it seems I will just get killed and lose it anyways with the armor doing nothing to protect me. Even the zombies and spiders seem to be able to kill me quicker than before in full armor, about as fast as when I didn;t have any at all.
Maybey it's just me... but I keep getting owned by Creepers. I seem to remember surviving them if I had full Iron armor and health. My armor would get pwned for the most part but I would survive the blast.. even at point blank. Now I seem to be getting killed instantly if I am even 4 blocks away from them and my armor is going from full to barely showing any red in it's health.
Did they increase the explosive damage of creepers?
Likewise Skeleton arrows seem to be ignoring my armor as well since they do the same damage with as without.
If that's the case I guess there isn't much to armor anymore. I have a suit of Diamond armor I haven't worn yet but I'm reluctant to don it since it seems I will just get killed and lose it anyways with the armor doing nothing to protect me. Even the zombies and spiders seem to be able to kill me quicker than before in full armor, about as fast as when I didn;t have any at all.
I've noticed creepers being more sensitive to detonation as well. I've been clipped by a few I didn't expect to go off. It is usually in response to damage they're taking. I would suspect this is part of new mob behavior that Notch is fiddling with. Maybe he thinks players are becoming more proficient creeper hunters and need more of a challenge from them (the same basic concept the WoW developers have with dungeons and raids, players became more proficient, so the challenge had to become greater).
Rollback Post to RevisionRollBack
More Ocean Life: Kelp, Coral, Crabs and Jellyfish; Coconut Palm trees for beaches and islands. Terrain Generation Changes: Which biomes and world-building features are most in need of change?
I think it might be because Notch wants us to utilize the sprint-attack knockback feature against creepers. But frankly, it's kind of difficult to pull off when you have to tap W twice.
it might also depend on the difficulty. normal seems the same damage output for me, and if you were playing on hard, then you most definitely shouldn't survive a creeper explosion up close. Notch most likely would have changed the damage output of the monsters on harder difficulty since he wanted the players to get 'into' the combat.
The Meaning of Life, the Universe, and Everything.
Join Date:
10/5/2010
Posts:
43
Member Details
I've noticed that increasing FOV has the side effect of creating the illusion that objects in view are farther away than they actually are, which is BAD when trying to kite creepers, so that might be an issue for some people.
They might be a bit more sensitive, but damage wise, I've had them explode at max range from me and do no damage at all, while unarmored.
I dunno if it's just me, but to me it seems that rather than the creepers having a higher bast radius and higher damage, there seems to be FAR more of them. I know I don't have solid proof, but I seem to be running into three times as many creepers than I ever have before.
Creepers seemed to have their damage cranked WAY up. Yes, it's easy to deal with one when they come at you from the front but when one sneaks up behind you and you don't have time to react it can easily ruin your day. I've had one kill me from FULL HEALTH on EASY. Just one Creeper. Fell off the top of a ravine on top of me and exploded. Instant death. Never saw it coming.
I find that this damage output ruins the fun, especially in SMP where their hiss sound isn't a very accurate way of judging their fuse because of lag. All it takes is one creeper sneaking up on you to completely ruin your little trip down into a cave, regardless of your difficulty. If I'm on easy, I'm expecting things to be a little bit easier, no?
Add on to this that there is no way to instantly replenish health anymore and the game seems a lot harder.
This will sound stupid, but what if the Creepers are getting critical hits? They explore while falling and do extra damage... it would explain why there seems to be some sort of variable damage.
Okay, so I did some work in-game and came up with this...
When I rush head-first into a Creeper, I take less damage. Having one hit me from another angle, I seem to take more. Explosions from above and below seem to do less damage and have less knock-back. Can we get some more data on this? It's not a fact until it's been proven in every situation.
Did they increase the explosive damage of creepers?
Likewise Skeleton arrows seem to be ignoring my armor as well since they do the same damage with as without.
If that's the case I guess there isn't much to armor anymore. I have a suit of Diamond armor I haven't worn yet but I'm reluctant to don it since it seems I will just get killed and lose it anyways with the armor doing nothing to protect me. Even the zombies and spiders seem to be able to kill me quicker than before in full armor, about as fast as when I didn;t have any at all.
I've noticed creepers being more sensitive to detonation as well. I've been clipped by a few I didn't expect to go off. It is usually in response to damage they're taking. I would suspect this is part of new mob behavior that Notch is fiddling with. Maybe he thinks players are becoming more proficient creeper hunters and need more of a challenge from them (the same basic concept the WoW developers have with dungeons and raids, players became more proficient, so the challenge had to become greater).
Terrain Generation Changes: Which biomes and world-building features are most in need of change?
oh and I think all mobs now are harder as in skeletons shoot straighter
Spiders and zombies are unchanged I think but cave spiders are really hardcore! that is a proper dungeon...
In short: zombies still are idiots
"sometimes, wizards are so awesome, it hurts"
now i die o.o
this
also they are spawning in packs now.. I rarely see just 1 or 2. Always 3 or 4 :sad.gif:
Happened to me yesterday on my private SMP server with a friend in a cave; we both got jumped by six of the damn things.
Also they're easier to avoid with runpunch. I find them rather easier to deal with than before.
Respond regardless.
They might be a bit more sensitive, but damage wise, I've had them explode at max range from me and do no damage at all, while unarmored.
I find that this damage output ruins the fun, especially in SMP where their hiss sound isn't a very accurate way of judging their fuse because of lag. All it takes is one creeper sneaking up on you to completely ruin your little trip down into a cave, regardless of your difficulty. If I'm on easy, I'm expecting things to be a little bit easier, no?
Add on to this that there is no way to instantly replenish health anymore and the game seems a lot harder.
Someone needs to SCIENCE this.
When I rush head-first into a Creeper, I take less damage. Having one hit me from another angle, I seem to take more. Explosions from above and below seem to do less damage and have less knock-back. Can we get some more data on this? It's not a fact until it's been proven in every situation.