In "explain like I'm dumb" terms, can anyone give an explained answer as to which is better for general armour usage: All four items having Protection 4, or each item having one of the four protections (Eg Helmet has Projectile, Chest has Normal, Leggings has Blast, Boots has Fire)?
I'm playing Hardcore and want the best protection I can but am unsure as to which would be better for an all purpose armour (Diamond of course, will be upgrading to netherite soon.)
Is it better to have the blast protection for creepers/fire protection for lava? Or would full Prot 4 work just as well/better than having each one? And is there an easy way of explaining which would be better?
I asked a similar question not too long ago. I started my first hardcore world and was wondering what an effective setup was, since I only played non-Hardcore before and didn't have to min-max it as much. I used to use a setup with Protection IV x2 (armor and boots), Fire Protection IV x1 (leggings), and Blast Protection IV x1 (helmet). I ended up changing it to Protection IV x3 and Blast protection IV x1 (while having a swap of that part for a forth Protection IV, but "defaulting" to Blast Protection IV in most situations).
Someone else (like TheMasterCaver) can come along soon and give you the deeper math and how armor and protection work on a numbers level, but the short answer is that there's a number of "protection points" and "protection" gives a number of points per level and protects against everything (or almost everything, some things bypass it), and specific protection types (projectile, fire, and blast) give double that but only protect against what they say. Then there's caps to these. That's not mentioning feather falling which has its own, too, but I'm not mentioning it as it doesn't conflict with any of the others and has a "free" spot on the boots.
Projectile Protection is rather pointless in my opinion. You're usually not going to be saved by it and it's definitely not worth giving up something for it. Skeleton arrows and the pre-explosion ghast fireball are like the prime projectiles you'll be dealing with. The latter you can just move/avoid, and the former isn't worth slightly reducing already low damage and skipping out on general coverage for everything else. In my non-hardcore world, I do actually use Projectile Protection on a second set of armor exclusively for the nether and when I'm flying/venturing around in a soul sand valley gathering bone blocks for bone meal, given you'll only see skeletons (and ghasts) in those, but that's sort of its only use in my opinion. And not much of a place for it in a hardcore world on a primary armor set.
Fire Protection is moderately worth it, but I'd also skip this one too, since general Protection is better, and fire resist potions exist, are easy to craft, and pretty broken once you get them. If those potions didn't exist (and if health regeneration in modern versions wasn't so quick), I'd say there might be more reason to consider this enchant.
Blast Protection IS worth taking.
So it basically comes down to Protection IV x4 or Protection IV x3/Blast Protection IV x1 in my opinion.
Regular Protection reduces damage from all sources but it is not as effective as the specialized forms are against their specific sources of damage; in other words, you can either have 64% damage reduction from anything or 80% from a specific source, but it is not possible to get 80% fire, 80% blast, and 80% projectile all at once (an exception is fall damage; Feather Falling is classified as a protection enchantment but is not mutually exclusive with anything else).
Here is a table that shows the "enchantment protection factor" for each level of each enchantment; the maximum protection is achieved when the total on all pieces reaches 20, which requires at least 3 of any two enchantments:
Example: All 4 protection enchantments, plus Feather Falling on a full set of armor will give 4 + 12 = 16 EPF against fall damage; 4 + 8 = 12 EPF against fire, blast, and projectile damage; and 4 EPF against anything else (melee attacks, poison, instant damage, etc). 4 EPF is only 16% damage reduction and is not much better than nothing (you can survive 1 / (1-0.16) = 1.19 times more damage, compared to 1 / (1-0.64) = 2.78 times more with full Protection IV).
The specific enchantments do also have bonuses; Fire Protection reduces the time you are on fire while Blast Protection reduces knockback from explosions.
For most difficulties I'd just go with full Protection IV, relying on potions of Fire Immunity Resistance for protection against lava (they really should be named Fire Immunity as that is what they are, no fire damage at all) but you may want to have Blast Protection on one piece, which will reach the maximum protection against explosions (3x Protection IV + 1x Blast Protection IV = 20 EPF). This is mainly because armor becomes less effective as the strength of an attack increases; the maximum 64 damage from a creeper will reduce the protection of full diamond from 80% to only 16%; Protection IV (64%) gives a total of 69.76%, which lets 19.35 damage through; very easily leading to death for any other damage taken (including from being thrown into the air, which Blast Protection reduces).
Netherite is less affected due to having more armor toughness (the amount of armor penetrated is equivalent to damage / (2 + toughness / 4) armor points, where toughness is the total armor toughness on all pieces, and each armor point is 4% damage reduction), only going down to 28.8% but you still take 16.4 damage, which IMO is still too much to be comfortable, especially on Hardcore, though this is the absolute worst-case, requiring that a creeper is inside of you when it explodes (if you let one walk up to you it will deal about half the maximum damage since they stop when they start counting down; usually, higher damage occurs when you back into one, one drops down on you, etc).
For comparison, with one piece replaced with Blast Protection the maximum damage taken is 10.75 in diamond and 9.11 in netherite; you will get less protection from other sources but most of them are significantly lower so armor penetration is much less; a zombie deals only 4.5 damage, which will penetrate 1.125 armor points in diamond and 0.9 in netherite, for only about 1.1 damage taken even before considering any enchantments. Lava deals 4 damage so it will be slightly more than 1 damage (2 per second, or about 10 seconds of survival time, enough to drink a potion; 3 pieces of Protection will approximately double this), and so on; this is also to be compared with how fast you can heal from eating, 2 HP / second (high-saturation foods like steak and golden carrots are greatly preferred as the fastest regeneration comes from saturation).
(they really should be named Fire Immunity as that is what they are, no fire damage at all)
Yeah, really. I never even knew this until very recently... (alternatively, I think they should just be nerfed to reduce damage instead of entirely nullify it, but either or).
So assuming I'm understanding correctly it would be generally beneficial to have 3x Prot IV and 1x Blast Prot IV due to most other sources of damage being covered by the three protection pieces, while Blast Prot protects better against the larger source of dmg (being creepers) and reduces the knockback from them (i didnt actually know that either, wild!).
While Prot IV is generally good for all sources of dmg, especially on all 4 pieces, the Blast Prot definitely provides an extra buffer I would very much like to have.
Good to know Projectile Protection and Fire Protection can be safely ignored though ^^ I think I'll go 3xProt IV and 1x Blast Prot IV for safety. Thanks so much for the help guys <3
Yeah, really. I never even knew this until very recently... (alternatively, I think they should just be nerfed to reduce damage instead of entirely nullify it, but either or).
That would defeat the point of fire resistance potions, and they're only a temporary buff, they do not last forever, contrary to enchanted armour with mending, potions are disposable use once items and there are a lot of good reasons why removing fire immunity is a bad idea.
Perhaps you do not have any experience with bedrock edition but sometimes when you use ender pearls there you glitch through terrain, sometimes into lava pits, if not suffocating within solid blocks which you can break out of, which apparently Mojang have so far not fixed and have not done despite the issue being present in the game for such a long time, and this is not the only way an ender pearl can result in an unfair demise without the use of a fire resistance potion, sometimes ender pearls do not work as they should in general and even when aimed at an arch you can still end up in the wrong place.
So assuming I'm understanding correctly it would be generally beneficial to have 3x Prot IV and 1x Blast Prot IV due to most other sources of damage being covered by the three protection pieces, while Blast Prot protects better against the larger source of dmg (being creepers) and reduces the knockback from them (i didnt actually know that either, wild!).
While Prot IV is generally good for all sources of dmg, especially on all 4 pieces, the Blast Prot definitely provides an extra buffer I would very much like to have.
Good to know Projectile Protection and Fire Protection can be safely ignored though ^^ I think I'll go 3xProt IV and 1x Blast Prot IV for safety. Thanks so much for the help guys <3
It also depends on your use case IMO
if you're going into the Nether you may want to consider having two armour plates with Fire Protection IV, to nullify fire tick, so while you can still take damage if you are in a lava or fire source, when you escape the burn status effect is effectively negated which is why a friend I know has two plates of armour with Fire Protection IV exclusively for use in the Nether.
The other two? I'd recommend Blast Protection in one, and Protection IV on the other, Blast Protection would help you against things like Ghast fire ball explosions in the Nether and Creepers in the Overworld.
Protection IV as been mentioned reduces damage from nearly all sources and also stacks on top of the effects of Feather Falling IV, further reducing fall damage which is also useful in the Nether.
if you're going into the Nether you may want to consider having two armour plates with Fire Protection IV, to nullify fire tick, so while you can still take damage if you are in a lava or fire source, when you escape the burn status effect is effectively negated which is why a friend I know has two plates of armour with Fire Protection IV exclusively for use in the Nether.
The other two? I'd recommend Blast Protection in one, and Protection IV on the other, Blast Protection would help you against things like Ghast fire ball explosions in the Nether and Creepers in the Overworld.
Protection IV as been mentioned reduces damage from nearly all sources and also stacks on top of the effects of Feather Falling IV, further reducing fall damage which is also useful in the Nether.
Except as I noted before, potions of Fire Resistance negate all fire damage - entirely, you can survive forever (or as long as you have potions) in lava while with Fire Protection you'll still take damage, and lose armor durability very rapidly, eventually leading to it breaking (though it seems that netherite doesn't take damage from fire or lava; you'll still need to constantly eat and receive damage "tilts"/knockback, which can cause disorientation). You have to find a fortress/blazes to get it? I'd consider getting max armor to be on the same level of difficulty, if not more (I even use the Nether as a source of XP to make my gear, and unless you are on Hardcore the first trip to a fortress to collect blaze rods isn't that risky if you only take the minimal equipment to collect them, and the last time I did this I mined up into the floor of a blaze spawner and let them come down so I could hit them through a 1 block high opening with little risk of getting hit - I didn't even use any potions and I could quickly back away and heal if necessary).
Also, with full Protection IV you can survive in lava for about half a minute with no regeneration, longer with (you take about 0.67 / 0.69 damage per second in netherite / diamond, while regeneration from saturation restores 2, so you only need to regenerate for about a third of the time); if you are in the middle of a large lava lake an ender pearl can be used to quickly get out, rather than having to swim across it; the only real use case for any specialized protection enchantment is Blast Protection due to the much greater damage dealt by explosions, compounded by armor penetration (due to this creepers effectively deal up to 227.84 damage; i.e. with no penetration max armor reduces damage by 96% for 9.1 damage taken, the amount you take with 64 damage with armor penetration).
Also, most of the damage I take is melee / projectile damage so Protection is much preferred, I've never used anything else and don't even bother collecting enchanted books unless they are just regular Protection (likewise, I only collect Sharpness books). As seen here, this works very well for me; the only time I ever die is due to massive zombie hordes trapping me in a cave, or some other combination of multiple mobs (ironically, multiple creepers and skeletons are less dangerous as they will either blow up other mobs or hit each other and ignore the player while they fight each other):
Now, of course, I don't play on Hard or in newer versions (the only armor penetration is due to axes, which zombies can spawn with, otherwise vanilla damage sources like fall damage, potions, and being on fire are only reduced by Protection) but as seen from the number of mob kills I encounter WAY more mobs than you'd ever encounter in vanilla (in particular, I averaged barely more than 100 mobs per play session in a modded world which increased the cave density and ground depth but made no changes to mob spawning, which may be representative of 1.18+), with much better equipment (mobs in diamond armor are about as common as iron armor in vanilla, zombies have a higher chance of weapons on Normal than on Hard in vanilla, and they deal more damage on average, and so on). Player armor is also weaker, only reducing damage by 66.7% instead of 88% (for amethyst; diamond is 60/80, iron is 50/60, and so on); creepers deal less peak damage (36 instead of 49, or 43 in newer versions) but they don't stop moving before exploding and damage falls off more slowly with distance, leading to more damage taken when factoring in weaker armor.
In my experience I take most damage from skeletons so projectile protection would be my priority. Good armour, skills, and potions negate the need for general and fire protection. Blast protection will suit you well against a wither but otherwise is outclassed by projectile.
Oh, and don't forget those things called drowned-with-tridents. Yeah, projectile all the way.
That would defeat the point of fire resistance potions, and they're only a temporary buff, they do not last forever, contrary to enchanted armour with mending, potions are disposable use once items and there are a lot of good reasons why removing fire immunity is a bad idea.
Can't say I agree with this. The potions are so overpowered (paired with health regeneration) that they make the fire protection enchantment near useless. Yes, consumables should be allowed to be more powerful than one-and-done things, but there's still a point where something is overpowered and I feel these way cross that point. After all, we don't have potions that 100% negate projectile damage or explosion damage for up to eight minutes (a rather long time too)?
I've been playing since 1.2.5 and my ignorance of the potions shows here because I thought all the way up until very recently (!) that they merely minimized fire damage, not completely negated it. Why? Well the name for one. But also because I was assuming some level of balance and thus presumed they minimized damage further, and therefore I never even used them as a result, as I was choosing to be a "lazy" player and figured I'd forgo an enchant slot and use fire protection instead of consumable potions. Fair enough, it's on me for never trying it, but again, between the misleading name and assuming some level of balance, it was how I was naive to what it truly did for literally over a decade.
Ever since I discovered they are actually fire immunity potions, not fire resist potions, it changed my perspective of the usefulness of the fire protection enchant. Before I saw it as less efficient but still niche and useful. Now I see it as borderline useless. Admittedly, part of that is because you can minimize fire damage so much AND regenerate through it, so it's not ONLY that the potions are overpowered, but they also are.
But at the least, the potions need renamed to convey what they do better if they aren't going to be nerfed.
Perhaps you do not have any experience with bedrock edition but sometimes when you use ender pearls there you glitch through terrain, sometimes into lava pits, if not suffocating within solid blocks which you can break out of, which apparently Mojang have so far not fixed and have not done despite the issue being present in the game for such a long time, and this is not the only way an ender pearl can result in an unfair demise without the use of a fire resistance potion, sometimes ender pearls do not work as they should in general and even when aimed at an arch you can still end up in the wrong place.
Yes, I'm very unfamiliar with the bedrock version, although I have heard of the many tales of its bugs and issues and random deaths and less precise math for better performance leading to some of these things (among many other things), but this is a poor excuse to leave an overpowered thing in a game.
You don't introduce overpowered gameplay mechanics in the off chance one version leads a player to an unfair result. You fix the actual cause of whatever is leading to it. In over a decade of play on just the Java version, I've never, and I mean never, had myself just "randomly" die from getting stuck in/suffocating in terrain or falling through it or hitting the ground too hard or sync issues leading me to die going through a portal. Never. Not once. Not once in over a decade and in over four digit hours (maybe approaching or over five digit hours?) of play invested into it. Definitely may have had some non-critical wonky things occur but never stuff like that. If those are truly issues with that version, they need resolved in non-gameplay ways, not with bandages to the problem of overpowered things that impact gameplay itself.
But this is moot as I personally don't think the potions are merely being left in for just that reason anyway. They potions have (likely?) been like this long before the modern bedrock version as we know it was a thing.
Can't say I agree with this. The potions are so overpowered (paired with health regeneration) that they make the fire protection enchantment near useless. Yes, consumables should be allowed to be more powerful than one-and-done things, but there's still a point where something is overpowered and I feel these way cross that point. After all, we don't have potions that 100% negate projectile damage or explosion damage for up to eight minutes (a rather long time too)?
A simple way to fix this would be to make potion effects not stack, this way health regeneration potions cannot be used with fire resistance potions at the same time.
Yes, I'm very unfamiliar with the bedrock version, although I have heard of the many tales of its bugs and issues and random deaths and less precise math for better performance leading to some of these things (among many other things), but this is a poor excuse to leave an overpowered thing in a game.
They're not going to fix it, it is pointless even asking them because they clearly do not care to clean up the code of their game, even TheMasterCaver has implied the way Mojang program their game is a disgrace, people have tried many times on the bug tracker and Mojang just won't listen, there are even people who create mods who could help them clean up the code of the game if they offered them a job, this idea isn't new. Issues like randomly vanishing blocks to phasing through terrain when players shouldn't could be eliminated if the proper work had been put in.
As I said about the potion effects, if you remove the ability to have their effects stack, barring beacon effects of course, players are still at risk of dying if they're not careful, what makes potions overpowered is you can not just eliminate one damage source with them, but potentially all of them.
And of course I respectfully disagree with the idea that fire resistance potions should have their fire immunity removed,
because then that would make them no better than Fire Protection enchantments on armour, where they only provide a limited amount of protection,
and for an item that only grants a temporary buff I find this to be an unreasonable response to deal with the balancing issues of potions.
The potion of the turtle master provides resistance iv slowness iv which essentially acts as a drinkable protection potion
@Princess_Garnet @Agtrigormortis
The potion of the turtle master provides resistance iv slowness iv which essentially acts as a drinkable protection potion
@Princess_Garnet @Agtrigormortis
The issue with Potion of Turtle Master is it also slows you down, this can make it impractical to use in some situations because there are cases where damage sources are extreme, if you need to evade a threat, say if you accidentally spawned a Warden in Ancient Cities, then you're in trouble and the worst possible thing to do in this case is to make your character too slow to run away when it is angered.
I don't like potions that are impractical to use, makes them useless.
If Fire Resistance potions were to allow some damage to get through from lava then this would mean falling into lava lakes is certain doom for a lot of people even with the potions being used.
Everyone has accidents from time to time and it is absolutely cruel to then rob them of an entire inventories worth of items all because of an update that broke the potion system.
The issue with Potion of Turtle Master is it also slows you down, this can make it impractical to use in some situations because there are cases where damage sources are extreme, if you need to evade a threat, say if you accidentally spawned a Warden in Ancient Cities, then you're in trouble and the worst possible thing to do in this case is to make your character too slow to run away when it is angered.
I don't like potions that are impractical to use, makes them useless.
If Fire Resistance potions were to allow some damage to get through from lava then this would mean falling into lava lakes is certain doom for a lot of people even with the potions being used.
Everyone has accidents from time to time and it is absolutely cruel to then rob them of an entire inventories worth of items all because of an update that broke the potion system.
1.19.4 allows you to turn on keepinventory from customization options. TMP's use is niche for fighting withers for instance, or walking through a zombie siege maybe. It was more of a ackshually than a legit useful analog.
Also lava does not negate fall damage so there is still risk of big falls unless you also bothered with feather falling or slow falling etc
and on that note elytra, slowfall potions, and featherfall boots are analogs too
1.19.4 allows you to turn on keepinventory from customization options. TMP's use is niche for fighting withers for instance, or walking through a zombie siege maybe. It was more of a ackshually than a legit useful analog.
Also lava does not negate fall damage so there is still risk of big falls unless you also bothered with feather falling or slow falling etc
and on that note elytra, slowfall potions, and featherfall boots are analogs too
That was my point earlier when I suggested having potion status buffs not stack on top of each other.
Fire Resistance potions would still retain their fire immunity, even if the effect only lasts 3 minutes, 8 with redstone boost per bottle but these potions are non stackable for obvious reasons.
But what Fire Resistance potion does not grant you is immunity or damage reduction from any other source, only burn damage from lava or fire.
You can use Potion of Slow Falling to negate fall damage, but not both at the same time, meaning players need to choose one or the other, which one they pick should be based solely on which damage source they are most likely to be hurt by.
This means digging through the upper section of the Nether underneath bedrock, remains very risky for players as they could still potentially fall and land on a hard surface and may end up being insta death even with enchanted armour on.
I've even made a suggestion in a different thread to expand the Nether terrain generation for that purpose,
it would force players to be more careful where they are going.
That was my point earlier when I suggested having potion status buffs not stack on top of each other.
Fire Resistance potions would still retain their fire immunity, even if the effect only lasts 3 minutes, 8 with redstone boost per bottle but these potions are non stackable for obvious reasons.
But what Fire Resistance potion does not grant you is immunity or damage reduction from any other source, only burn damage from lava or fire.
You can use Potion of Slow Falling to negate fall damage, but not both at the same time, meaning players need to choose one or the other, which one they pick should be based solely on which damage source they are most likely to be hurt by.
This means digging through the upper section of the Nether underneath bedrock, remains very risky for players as they could still potentially fall and land on a hard surface and may end up being insta death even with enchanted armour on.
I've even made a suggestion in a different thread to expand the Nether terrain generation for that purpose,
it would force players to be more careful where they are going.
Nah, you need to combine potions sometimes. Even now that water breathing has its own night vision.
Also, RIP to the secret advancements How Did We Get Here then
Nah, you need to combine potions sometimes. Even now that water breathing has its own night vision.
Also, RIP to the secret advancements How Did We Get Here then
Without this I do not see any viable way to rebalance the potion system without it becoming annoying for people.
Nerfing individual potions so their effects are no better than enchanted armour on though is silly, because then almost nobody would use them.
Fire Resistance potions already grant a more powerful buff compared to Fire Protection enchanted armour, which makes sense as it is a one time use item, the potion bottles themselves do not stack which takes up inventory slots which could have otherwise been used for other things such as Totem of Undying, and it is only an immunity to one damage source. I do not see the issue here.
@Princess_Garnet may not find the game challenging enough as is, but this is why more difficulty options should be implemented into the game, either that or use mods, but I do not see how one person's opinion justifies a change to how everyone else plays the game.
Without this I do not see any viable way to rebalance the potion system without it becoming annoying for people.
Nerfing individual potions so their effects are no better than enchanted armour on though is silly, because then almost nobody would use them.
Fire Resistance potions already grant a more powerful buff compared to Fire Protection enchanted armour, which makes sense as it is a one time use item, the potion bottles themselves do not stack which takes up inventory slots which could have otherwise been used for other things such as Totem of Undying, and it is only an immunity to one damage source. I do not see the issue here.
@Princess_Garnet may not find the game challenging enough as is, but this is why more difficulty options should be implemented into the game, either that or use mods, but I do not see how one person's opinion justifies a change to how everyone else plays the game.
Well I don't know either, but while I would find it simpler to only use one potion at a time, people would likely find it annoying. Beacons and the like exist, I know, still...
A simple way to fix this would be to make potion effects not stack, this way health regeneration potions cannot be used with fire resistance potions at the same time.
I meant just the innate health regeneration when saturated in modern versions.
They're not going to fix it, it is pointless even asking them because they clearly do not care to clean up the code of their game, even TheMasterCaver has implied the way Mojang program their game is a disgrace, people have tried many times on the bug tracker and Mojang just won't listen, there are even people who create mods who could help them clean up the code of the game if they offered them a job, this idea isn't new. Issues like randomly vanishing blocks to phasing through terrain when players shouldn't could be eliminated if the proper work had been put in.
Sure, and that's frustrating. I might not be intimately familiar with Bedrock, but I get it. Just hearing about some of the issues and what they can cause or lead to turns me off.
I also understand it from the perspective of other issues, because Java has its own.
I used to be a player who would strive to play at long render distances (and for a Java player, that means 32, which is probably nothing in Bedrock, at least prior to 1.18). Then performance debt caught up.
I used to strive to play with anti-aliasing. Then 1.7 happened. Editing the options file worked... but with its own issues. And then only until nVidia's driver updates post 373.06 happened. And then until editing the options file stopped working.
You missed my overall point. These may be issues on their own, but not at all reasons to change potion/game play balance.
And of course I respectfully disagree with the idea that fire resistance potions should have their fire immunity removed, because then that would make them no better than Fire Protection enchantments on armour, where they only provide a limited amount of protection, and for an item that only grants a temporary buff I find this to be an unreasonable response to deal with the balancing issues of potions.
Thinking they should have their fire immunity removed isn't saying they should be equal to the fire protection enchant. You're giving it a Black or White only ultimatum, when really there's a huge space of possibility between them.
And in my opinion, you're playing the fire protection enchant down a bit anyway. The fire protection enchant isn't really useless on its own. It's currently useless precisely because of fire resistance potions giving fire immunity. Without that, the fire protection enchantment suddenly becomes a bit better. Still probably not a go-to for the most efficient setup, but useful at least. Remember, the protection enchants are all mutually exclusive and therefore competing with one another, so you can't use the fact that it's not used (which is again largely because of fire resistance potions anyway) as a sign that it is useless in a vacuum. It's not.
But this isn't to say I wouldn't be opposed to some balancing/buff efforts there, too. Certain things (fire protection, projectile protection, smite to a small degree, bane of arthropods to a large degree) are between way under powered to useless. Maybe have projectile and fire protection do 50% more than they currently do? I don't know; not a numbers person but they feel near useless. Blast protection only earns its spot because of how powerful the thing is it protects against.
But I get the impression you disagree with them changing away from fire immunity at all, which is fine. Your following post explains your reasoning and I see now where the source of our disagreement comes from. I find the game too easy and find there to be too many ways to avoid being penalized for mistakes. And I say this as a HUGE casual and as someone NOT what you'd call "good" at the game. I mostly play to build, and in my non-hardcore worlds I may die a lot, but it's always due to carelessness or NOT using many of the game's broken features, because if I ever try or do use them, I won't often die, and my hardcore world attempt has shown me I get far better results even while being unskilled simply if I put in a minimal amount of effort, and that's solely due to how unforgiving the game already is.
But anyway... I wasn't trying to start a discussion on if that particular potion should be changed. I just stated my preference on it in passing, but more importantly I was agreeing with what someone else said on how they are poorly named compared to what they currently do.
The potion of the turtle master provides resistance iv slowness iv which essentially acts as a drinkable protection potion
@Princess_Garnet @Agtrigormortis
I did pause when considering that, but as mentioned, it has the effect of slowing you down so it's not really directly comparable.
It's also much harder to get, doesn't last as long, and still doesn't make you completely immune to certain damage types, so even without slowing you down it still would not be directly comparable to something like the fire resistance potions.
I meant just the innate health regeneration when saturated in modern versions.
Sure, and that's frustrating. I might not be intimately familiar with Bedrock, but I get it. Just hearing about some of the issues and what they can cause or lead to turns me off.
I also understand it from the perspective of other issues, because Java has its own.
I used to be a player who would strive to play at long render distances (and for a Java player, that means 32, which is probably nothing in Bedrock, at least prior to 1.18). Then performance debt caught up.
I used to strive to play with anti-aliasing. Then 1.7 happened. Editing the options file worked... but with its own issues. And then only until nVidia's driver updates post 373.06 happened. And then until editing the options file stopped working.
You missed my overall point. These may be issues on their own, but not at all reasons to change potion/game play balance.
Thinking they should have their fire immunity removed isn't saying they should be equal to the fire protection enchant. You're giving it a Black or White only ultimatum, when really there's a huge space of possibility between them.
And in my opinion, you're playing the fire protection enchant down a bit anyway. The fire protection enchant isn't really useless on its own. It's currently useless precisely because of fire resistance potions giving fire immunity. Without that, the fire protection enchantment suddenly becomes a bit better. Still probably not a go-to for the most efficient setup, but useful at least. Remember, the protection enchants are all mutually exclusive and therefore competing with one another, so you can't use the fact that it's not used (which is again largely because of fire resistance potions anyway) as a sign that it is useless in a vacuum. It's not.
But this isn't to say I wouldn't be opposed to some balancing/buff efforts there, too. Certain things (fire protection, projectile protection, smite to a small degree, bane of arthropods to a large degree) are between way under powered to useless. Maybe have projectile and fire protection do 50% more than they currently do? I don't know; not a numbers person but they feel near useless. Blast protection only earns its spot because of how powerful the thing is it protects against.
But I get the impression you disagree with them changing away from fire immunity at all, which is fine. Your following post explains your reasoning and I see now where the source of our disagreement comes from. I find the game too easy and find there to be too many ways to avoid being penalized for mistakes. And I say this as a HUGE casual and as someone NOT what you'd call "good" at the game. I mostly play to build, and in my non-hardcore worlds I may die a lot, but it's always due to carelessness or NOT using many of the game's broken features, because if I ever try or do use them, I won't often die, and my hardcore world attempt has shown me I get far better results even while being unskilled simply if I put in a minimal amount of effort, and that's solely due to how unforgiving the game already is.
But anyway... I wasn't trying to start a discussion on if that particular potion should be changed. I just stated my preference on it in passing, but more importantly I was agreeing with what someone else said on how they are poorly named compared to what they currently do.
I did pause when considering that, but as mentioned, it has the effect of slowing you down so it's not really directly comparable.
It's also much harder to get, doesn't last as long, and still doesn't make you completely immune to certain damage types, so even without slowing you down it still would not be directly comparable to something like the fire resistance potions.
I'm not saying Fire Protection enchant is useless on its own, I even implied it's a good upgrade on its own due to it being a permanent upgrade, at least when you factor in things like armour repair through mending, because as long as you took care of it and the game would function as it should, then it would last forever.
I was merely stating that because Fire Resistance potions are one time use items which grant players temporary stat increases, they should be more powerful than the permanent upgrade, otherwise it makes the potion an unattractive option and this fact can't be denied.
Also you may find the game too easy, but you're forgetting there are players who are younger than us who won't be as skilled, and they would find it frustrating to keep losing inventories worth of gear over and over, your idea of balance clearly doesn't apply to everybody else and there needs to be a nuanced approach to this.
I also find it interesting that you admit to being a casual but are seemingly okay with the game being made harder to the point of causing you to die more often, which would mean you wouldn't have as much free time to build structures with the build play style as you claim, as you would be going back into mining expeditions or seeking out more biomes to get the resources you've just lost.
Hi all
In "explain like I'm dumb" terms, can anyone give an explained answer as to which is better for general armour usage: All four items having Protection 4, or each item having one of the four protections (Eg Helmet has Projectile, Chest has Normal, Leggings has Blast, Boots has Fire)?
I'm playing Hardcore and want the best protection I can but am unsure as to which would be better for an all purpose armour (Diamond of course, will be upgrading to netherite soon.)
Is it better to have the blast protection for creepers/fire protection for lava? Or would full Prot 4 work just as well/better than having each one? And is there an easy way of explaining which would be better?
Thanks!
I asked a similar question not too long ago. I started my first hardcore world and was wondering what an effective setup was, since I only played non-Hardcore before and didn't have to min-max it as much. I used to use a setup with Protection IV x2 (armor and boots), Fire Protection IV x1 (leggings), and Blast Protection IV x1 (helmet). I ended up changing it to Protection IV x3 and Blast protection IV x1 (while having a swap of that part for a forth Protection IV, but "defaulting" to Blast Protection IV in most situations).
Someone else (like TheMasterCaver) can come along soon and give you the deeper math and how armor and protection work on a numbers level, but the short answer is that there's a number of "protection points" and "protection" gives a number of points per level and protects against everything (or almost everything, some things bypass it), and specific protection types (projectile, fire, and blast) give double that but only protect against what they say. Then there's caps to these. That's not mentioning feather falling which has its own, too, but I'm not mentioning it as it doesn't conflict with any of the others and has a "free" spot on the boots.
Projectile Protection is rather pointless in my opinion. You're usually not going to be saved by it and it's definitely not worth giving up something for it. Skeleton arrows and the pre-explosion ghast fireball are like the prime projectiles you'll be dealing with. The latter you can just move/avoid, and the former isn't worth slightly reducing already low damage and skipping out on general coverage for everything else. In my non-hardcore world, I do actually use Projectile Protection on a second set of armor exclusively for the nether and when I'm flying/venturing around in a soul sand valley gathering bone blocks for bone meal, given you'll only see skeletons (and ghasts) in those, but that's sort of its only use in my opinion. And not much of a place for it in a hardcore world on a primary armor set.
Fire Protection is moderately worth it, but I'd also skip this one too, since general Protection is better, and fire resist potions exist, are easy to craft, and pretty broken once you get them. If those potions didn't exist (and if health regeneration in modern versions wasn't so quick), I'd say there might be more reason to consider this enchant.
Blast Protection IS worth taking.
So it basically comes down to Protection IV x4 or Protection IV x3/Blast Protection IV x1 in my opinion.
Regular Protection reduces damage from all sources but it is not as effective as the specialized forms are against their specific sources of damage; in other words, you can either have 64% damage reduction from anything or 80% from a specific source, but it is not possible to get 80% fire, 80% blast, and 80% projectile all at once (an exception is fall damage; Feather Falling is classified as a protection enchantment but is not mutually exclusive with anything else).
Here is a table that shows the "enchantment protection factor" for each level of each enchantment; the maximum protection is achieved when the total on all pieces reaches 20, which requires at least 3 of any two enchantments:
https://minecraft.fandom.com/wiki/Armor#Enchantments
Example: All 4 protection enchantments, plus Feather Falling on a full set of armor will give 4 + 12 = 16 EPF against fall damage; 4 + 8 = 12 EPF against fire, blast, and projectile damage; and 4 EPF against anything else (melee attacks, poison, instant damage, etc). 4 EPF is only 16% damage reduction and is not much better than nothing (you can survive 1 / (1-0.16) = 1.19 times more damage, compared to 1 / (1-0.64) = 2.78 times more with full Protection IV).
The specific enchantments do also have bonuses; Fire Protection reduces the time you are on fire while Blast Protection reduces knockback from explosions.
For most difficulties I'd just go with full Protection IV, relying on potions of Fire
ImmunityResistance for protection against lava (they really should be named Fire Immunity as that is what they are, no fire damage at all) but you may want to have Blast Protection on one piece, which will reach the maximum protection against explosions (3x Protection IV + 1x Blast Protection IV = 20 EPF). This is mainly because armor becomes less effective as the strength of an attack increases; the maximum 64 damage from a creeper will reduce the protection of full diamond from 80% to only 16%; Protection IV (64%) gives a total of 69.76%, which lets 19.35 damage through; very easily leading to death for any other damage taken (including from being thrown into the air, which Blast Protection reduces).Netherite is less affected due to having more armor toughness (the amount of armor penetrated is equivalent to damage / (2 + toughness / 4) armor points, where toughness is the total armor toughness on all pieces, and each armor point is 4% damage reduction), only going down to 28.8% but you still take 16.4 damage, which IMO is still too much to be comfortable, especially on Hardcore, though this is the absolute worst-case, requiring that a creeper is inside of you when it explodes (if you let one walk up to you it will deal about half the maximum damage since they stop when they start counting down; usually, higher damage occurs when you back into one, one drops down on you, etc).
For comparison, with one piece replaced with Blast Protection the maximum damage taken is 10.75 in diamond and 9.11 in netherite; you will get less protection from other sources but most of them are significantly lower so armor penetration is much less; a zombie deals only 4.5 damage, which will penetrate 1.125 armor points in diamond and 0.9 in netherite, for only about 1.1 damage taken even before considering any enchantments. Lava deals 4 damage so it will be slightly more than 1 damage (2 per second, or about 10 seconds of survival time, enough to drink a potion; 3 pieces of Protection will approximately double this), and so on; this is also to be compared with how fast you can heal from eating, 2 HP / second (high-saturation foods like steak and golden carrots are greatly preferred as the fastest regeneration comes from saturation).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Yeah, really. I never even knew this until very recently... (alternatively, I think they should just be nerfed to reduce damage instead of entirely nullify it, but either or).
So assuming I'm understanding correctly it would be generally beneficial to have 3x Prot IV and 1x Blast Prot IV due to most other sources of damage being covered by the three protection pieces, while Blast Prot protects better against the larger source of dmg (being creepers) and reduces the knockback from them (i didnt actually know that either, wild!).
While Prot IV is generally good for all sources of dmg, especially on all 4 pieces, the Blast Prot definitely provides an extra buffer I would very much like to have.
Good to know Projectile Protection and Fire Protection can be safely ignored though ^^ I think I'll go 3xProt IV and 1x Blast Prot IV for safety. Thanks so much for the help guys <3
That would defeat the point of fire resistance potions, and they're only a temporary buff, they do not last forever, contrary to enchanted armour with mending, potions are disposable use once items and there are a lot of good reasons why removing fire immunity is a bad idea.
Perhaps you do not have any experience with bedrock edition but sometimes when you use ender pearls there you glitch through terrain, sometimes into lava pits, if not suffocating within solid blocks which you can break out of, which apparently Mojang have so far not fixed and have not done despite the issue being present in the game for such a long time, and this is not the only way an ender pearl can result in an unfair demise without the use of a fire resistance potion, sometimes ender pearls do not work as they should in general and even when aimed at an arch you can still end up in the wrong place.
It also depends on your use case IMO
if you're going into the Nether you may want to consider having two armour plates with Fire Protection IV, to nullify fire tick, so while you can still take damage if you are in a lava or fire source, when you escape the burn status effect is effectively negated which is why a friend I know has two plates of armour with Fire Protection IV exclusively for use in the Nether.
The other two? I'd recommend Blast Protection in one, and Protection IV on the other, Blast Protection would help you against things like Ghast fire ball explosions in the Nether and Creepers in the Overworld.
Protection IV as been mentioned reduces damage from nearly all sources and also stacks on top of the effects of Feather Falling IV, further reducing fall damage which is also useful in the Nether.
Except as I noted before, potions of Fire Resistance negate all fire damage - entirely, you can survive forever (or as long as you have potions) in lava while with Fire Protection you'll still take damage, and lose armor durability very rapidly, eventually leading to it breaking (though it seems that netherite doesn't take damage from fire or lava; you'll still need to constantly eat and receive damage "tilts"/knockback, which can cause disorientation). You have to find a fortress/blazes to get it? I'd consider getting max armor to be on the same level of difficulty, if not more (I even use the Nether as a source of XP to make my gear, and unless you are on Hardcore the first trip to a fortress to collect blaze rods isn't that risky if you only take the minimal equipment to collect them, and the last time I did this I mined up into the floor of a blaze spawner and let them come down so I could hit them through a 1 block high opening with little risk of getting hit - I didn't even use any potions and I could quickly back away and heal if necessary).
Also, with full Protection IV you can survive in lava for about half a minute with no regeneration, longer with (you take about 0.67 / 0.69 damage per second in netherite / diamond, while regeneration from saturation restores 2, so you only need to regenerate for about a third of the time); if you are in the middle of a large lava lake an ender pearl can be used to quickly get out, rather than having to swim across it; the only real use case for any specialized protection enchantment is Blast Protection due to the much greater damage dealt by explosions, compounded by armor penetration (due to this creepers effectively deal up to 227.84 damage; i.e. with no penetration max armor reduces damage by 96% for 9.1 damage taken, the amount you take with 64 damage with armor penetration).
Also, most of the damage I take is melee / projectile damage so Protection is much preferred, I've never used anything else and don't even bother collecting enchanted books unless they are just regular Protection (likewise, I only collect Sharpness books). As seen here, this works very well for me; the only time I ever die is due to massive zombie hordes trapping me in a cave, or some other combination of multiple mobs (ironically, multiple creepers and skeletons are less dangerous as they will either blow up other mobs or hit each other and ignore the player while they fight each other):
Now, of course, I don't play on Hard or in newer versions (the only armor penetration is due to axes, which zombies can spawn with, otherwise vanilla damage sources like fall damage, potions, and being on fire are only reduced by Protection) but as seen from the number of mob kills I encounter WAY more mobs than you'd ever encounter in vanilla (in particular, I averaged barely more than 100 mobs per play session in a modded world which increased the cave density and ground depth but made no changes to mob spawning, which may be representative of 1.18+), with much better equipment (mobs in diamond armor are about as common as iron armor in vanilla, zombies have a higher chance of weapons on Normal than on Hard in vanilla, and they deal more damage on average, and so on). Player armor is also weaker, only reducing damage by 66.7% instead of 88% (for amethyst; diamond is 60/80, iron is 50/60, and so on); creepers deal less peak damage (36 instead of 49, or 43 in newer versions) but they don't stop moving before exploding and damage falls off more slowly with distance, leading to more damage taken when factoring in weaker armor.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
In my experience I take most damage from skeletons so projectile protection would be my priority. Good armour, skills, and potions negate the need for general and fire protection. Blast protection will suit you well against a wither but otherwise is outclassed by projectile.
Oh, and don't forget those things called drowned-with-tridents. Yeah, projectile all the way.
*And* shulkers.
Can't say I agree with this. The potions are so overpowered (paired with health regeneration) that they make the fire protection enchantment near useless. Yes, consumables should be allowed to be more powerful than one-and-done things, but there's still a point where something is overpowered and I feel these way cross that point. After all, we don't have potions that 100% negate projectile damage or explosion damage for up to eight minutes (a rather long time too)?
I've been playing since 1.2.5 and my ignorance of the potions shows here because I thought all the way up until very recently (!) that they merely minimized fire damage, not completely negated it. Why? Well the name for one. But also because I was assuming some level of balance and thus presumed they minimized damage further, and therefore I never even used them as a result, as I was choosing to be a "lazy" player and figured I'd forgo an enchant slot and use fire protection instead of consumable potions. Fair enough, it's on me for never trying it, but again, between the misleading name and assuming some level of balance, it was how I was naive to what it truly did for literally over a decade.
Ever since I discovered they are actually fire immunity potions, not fire resist potions, it changed my perspective of the usefulness of the fire protection enchant. Before I saw it as less efficient but still niche and useful. Now I see it as borderline useless. Admittedly, part of that is because you can minimize fire damage so much AND regenerate through it, so it's not ONLY that the potions are overpowered, but they also are.
But at the least, the potions need renamed to convey what they do better if they aren't going to be nerfed.
Yes, I'm very unfamiliar with the bedrock version, although I have heard of the many tales of its bugs and issues and random deaths and less precise math for better performance leading to some of these things (among many other things), but this is a poor excuse to leave an overpowered thing in a game.
You don't introduce overpowered gameplay mechanics in the off chance one version leads a player to an unfair result. You fix the actual cause of whatever is leading to it. In over a decade of play on just the Java version, I've never, and I mean never, had myself just "randomly" die from getting stuck in/suffocating in terrain or falling through it or hitting the ground too hard or sync issues leading me to die going through a portal. Never. Not once. Not once in over a decade and in over four digit hours (maybe approaching or over five digit hours?) of play invested into it. Definitely may have had some non-critical wonky things occur but never stuff like that. If those are truly issues with that version, they need resolved in non-gameplay ways, not with bandages to the problem of overpowered things that impact gameplay itself.
But this is moot as I personally don't think the potions are merely being left in for just that reason anyway. They potions have (likely?) been like this long before the modern bedrock version as we know it was a thing.
A simple way to fix this would be to make potion effects not stack, this way health regeneration potions cannot be used with fire resistance potions at the same time.
They're not going to fix it, it is pointless even asking them because they clearly do not care to clean up the code of their game, even TheMasterCaver has implied the way Mojang program their game is a disgrace, people have tried many times on the bug tracker and Mojang just won't listen, there are even people who create mods who could help them clean up the code of the game if they offered them a job, this idea isn't new. Issues like randomly vanishing blocks to phasing through terrain when players shouldn't could be eliminated if the proper work had been put in.
As I said about the potion effects, if you remove the ability to have their effects stack, barring beacon effects of course, players are still at risk of dying if they're not careful, what makes potions overpowered is you can not just eliminate one damage source with them, but potentially all of them.
And of course I respectfully disagree with the idea that fire resistance potions should have their fire immunity removed,
because then that would make them no better than Fire Protection enchantments on armour, where they only provide a limited amount of protection,
and for an item that only grants a temporary buff I find this to be an unreasonable response to deal with the balancing issues of potions.
The potion of the turtle master provides resistance iv slowness iv which essentially acts as a drinkable protection potion
@Princess_Garnet @Agtrigormortis
The issue with Potion of Turtle Master is it also slows you down, this can make it impractical to use in some situations because there are cases where damage sources are extreme, if you need to evade a threat, say if you accidentally spawned a Warden in Ancient Cities, then you're in trouble and the worst possible thing to do in this case is to make your character too slow to run away when it is angered.
I don't like potions that are impractical to use, makes them useless.
If Fire Resistance potions were to allow some damage to get through from lava then this would mean falling into lava lakes is certain doom for a lot of people even with the potions being used.
Everyone has accidents from time to time and it is absolutely cruel to then rob them of an entire inventories worth of items all because of an update that broke the potion system.
1.19.4 allows you to turn on keepinventory from customization options. TMP's use is niche for fighting withers for instance, or walking through a zombie siege maybe. It was more of a ackshually than a legit useful analog.
Also lava does not negate fall damage so there is still risk of big falls unless you also bothered with feather falling or slow falling etc
and on that note elytra, slowfall potions, and featherfall boots are analogs too
That was my point earlier when I suggested having potion status buffs not stack on top of each other.
Fire Resistance potions would still retain their fire immunity, even if the effect only lasts 3 minutes, 8 with redstone boost per bottle but these potions are non stackable for obvious reasons.
But what Fire Resistance potion does not grant you is immunity or damage reduction from any other source, only burn damage from lava or fire.
You can use Potion of Slow Falling to negate fall damage, but not both at the same time, meaning players need to choose one or the other, which one they pick should be based solely on which damage source they are most likely to be hurt by.
This means digging through the upper section of the Nether underneath bedrock, remains very risky for players as they could still potentially fall and land on a hard surface and may end up being insta death even with enchanted armour on.
I've even made a suggestion in a different thread to expand the Nether terrain generation for that purpose,
it would force players to be more careful where they are going.
Nah, you need to combine potions sometimes. Even now that water breathing has its own night vision.
Also, RIP to the secret advancements How Did We Get Here then
Without this I do not see any viable way to rebalance the potion system without it becoming annoying for people.
Nerfing individual potions so their effects are no better than enchanted armour on though is silly, because then almost nobody would use them.
Fire Resistance potions already grant a more powerful buff compared to Fire Protection enchanted armour, which makes sense as it is a one time use item, the potion bottles themselves do not stack which takes up inventory slots which could have otherwise been used for other things such as Totem of Undying, and it is only an immunity to one damage source. I do not see the issue here.
@Princess_Garnet may not find the game challenging enough as is, but this is why more difficulty options should be implemented into the game, either that or use mods, but I do not see how one person's opinion justifies a change to how everyone else plays the game.
Well I don't know either, but while I would find it simpler to only use one potion at a time, people would likely find it annoying. Beacons and the like exist, I know, still...
I meant just the innate health regeneration when saturated in modern versions.
Sure, and that's frustrating. I might not be intimately familiar with Bedrock, but I get it. Just hearing about some of the issues and what they can cause or lead to turns me off.
I also understand it from the perspective of other issues, because Java has its own.
I used to be a player who would strive to play at long render distances (and for a Java player, that means 32, which is probably nothing in Bedrock, at least prior to 1.18). Then performance debt caught up.
I used to strive to play with anti-aliasing. Then 1.7 happened. Editing the options file worked... but with its own issues. And then only until nVidia's driver updates post 373.06 happened. And then until editing the options file stopped working.
You missed my overall point. These may be issues on their own, but not at all reasons to change potion/game play balance.
Thinking they should have their fire immunity removed isn't saying they should be equal to the fire protection enchant. You're giving it a Black or White only ultimatum, when really there's a huge space of possibility between them.
And in my opinion, you're playing the fire protection enchant down a bit anyway. The fire protection enchant isn't really useless on its own. It's currently useless precisely because of fire resistance potions giving fire immunity. Without that, the fire protection enchantment suddenly becomes a bit better. Still probably not a go-to for the most efficient setup, but useful at least. Remember, the protection enchants are all mutually exclusive and therefore competing with one another, so you can't use the fact that it's not used (which is again largely because of fire resistance potions anyway) as a sign that it is useless in a vacuum. It's not.
But this isn't to say I wouldn't be opposed to some balancing/buff efforts there, too. Certain things (fire protection, projectile protection, smite to a small degree, bane of arthropods to a large degree) are between way under powered to useless. Maybe have projectile and fire protection do 50% more than they currently do? I don't know; not a numbers person but they feel near useless. Blast protection only earns its spot because of how powerful the thing is it protects against.
But I get the impression you disagree with them changing away from fire immunity at all, which is fine. Your following post explains your reasoning and I see now where the source of our disagreement comes from. I find the game too easy and find there to be too many ways to avoid being penalized for mistakes. And I say this as a HUGE casual and as someone NOT what you'd call "good" at the game. I mostly play to build, and in my non-hardcore worlds I may die a lot, but it's always due to carelessness or NOT using many of the game's broken features, because if I ever try or do use them, I won't often die, and my hardcore world attempt has shown me I get far better results even while being unskilled simply if I put in a minimal amount of effort, and that's solely due to how unforgiving the game already is.
But anyway... I wasn't trying to start a discussion on if that particular potion should be changed. I just stated my preference on it in passing, but more importantly I was agreeing with what someone else said on how they are poorly named compared to what they currently do.
I did pause when considering that, but as mentioned, it has the effect of slowing you down so it's not really directly comparable.
It's also much harder to get, doesn't last as long, and still doesn't make you completely immune to certain damage types, so even without slowing you down it still would not be directly comparable to something like the fire resistance potions.
I'm not saying Fire Protection enchant is useless on its own, I even implied it's a good upgrade on its own due to it being a permanent upgrade, at least when you factor in things like armour repair through mending, because as long as you took care of it and the game would function as it should, then it would last forever.
I was merely stating that because Fire Resistance potions are one time use items which grant players temporary stat increases, they should be more powerful than the permanent upgrade, otherwise it makes the potion an unattractive option and this fact can't be denied.
Also you may find the game too easy, but you're forgetting there are players who are younger than us who won't be as skilled, and they would find it frustrating to keep losing inventories worth of gear over and over, your idea of balance clearly doesn't apply to everybody else and there needs to be a nuanced approach to this.
I also find it interesting that you admit to being a casual but are seemingly okay with the game being made harder to the point of causing you to die more often, which would mean you wouldn't have as much free time to build structures with the build play style as you claim, as you would be going back into mining expeditions or seeking out more biomes to get the resources you've just lost.