Basically, the Knockback or Punch enchantment shouldn't work on ranged monsters, such as skeletons, or passive mobs, such as cows.
While knockback is helpful on zombies or creepers, there are certain mobs in which they are not effective. The reason that skeletons, magma cubes, or guardians shouldn't take knockback is pretty obvious; it is because it becomes harder for the player to attack them after they move back, and it is easier for them to attack the player with their ranged attack. It is better for the player to be/stay close to a ranged mob rather than 7 blocks away when only the monster can hit them.
The reason that passive mobs shouldn't take knockback is that it's just frustrating to kill them when they immediately move back from a sword attack.
No support. Not all enchantments are supposed to be useful in every situation. It is a tradeoff to make you think strategically about a fight.
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Wait what?? This is just proof people don't read threads and just numb their post count.
As for the actual idea, support. But their should be separate gamerules to affect this;
/gamerule knockbackRange true
/gamerule knockbackPassive true
So noobs don't complain.
80% Support
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My Avatar is a Dalek, therefor your argument is... EXTERMINATED!!!
You know who can tell me something I already know? Me. All the time. I'm really good at telling me stuff I already know. I don't need help in that department. I don't know about others, but I can't imagine I'm alone here.
Wait what?? This is just proof people don't read threads and just numb their post count.
As for the actual idea, support. But their should be separate gamerules to affect this;
/gamerule knockbackRange true
/gamerule knockbackPassive true
So noobs don't complain.
80% Support
I'm going to have to pose the same theory about people not reading threads properly to you. The thread is suggesting that knockback should not affect ranged mobs or passive mobs because you want to stay close to them. Therefore the suggestion is to make the game easier by making knockback only work against mobs where it would be an advantage. So Purechillos' response was perfectly valid in saying that this would make knockback stronger, possibly to the point of being overpowered and would make the game easier.
With the same reasoning, making them gamerules to "keep the noobs from complaining" is faulty logic because allowing people to make this choice at all would be making it more noob friendly.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
If you insist on addressing me by name just say Adsper. It's annoying when people say my full out username. "Oh hey AdswordTheBaws54763721" ~Mount and Blade
I'm going to have to pose the same theory about people not reading threads properly to you. The thread is suggesting that knockback should not affect ranged mobs or passive mobs because you want to stay close to them. Therefore the suggestion is to make the game easier by making knockback only work against mobs where it would be an advantage. So Purechillos' response was perfectly valid in saying that this would make knockback stronger, possibly to the point of being overpowered and would make the game easier.
With the same reasoning, making them gamerules to "keep the noobs from complaining" is faulty logic because allowing people to make this choice at all would be making it more noob friendly.
But what about punch? It would weaken punch. But I didn't see it that way. Oh well.
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My Avatar is a Dalek, therefor your argument is... EXTERMINATED!!!
You know who can tell me something I already know? Me. All the time. I'm really good at telling me stuff I already know. I don't need help in that department. I don't know about others, but I can't imagine I'm alone here.
Wait what?? This is just proof people don't read threads and just numb their post count.
I did read it, actually, completely. And my point still stands.
It's making it unnecessarily easier because knockback will only affect those mobs it's useful against; it's like a the sword enchantment Smite or Arthropods. Which I don't believe it should be, it's a general enchantment, like Sharpness.
I can honestly say I rarely post, and I no longer "numb my post count", but I understand what you're saying.
Knockback is a terrible enchantment anyway, even on the mobs you listed. Worse than Bane of Arthopods in my book; at least that only prevents you from getting an overkill enchantment instead of making your weapon less effective. In virtually every scenario, you want your enemy to be right in front of you so you can hit them with your sword a few times and kill them. Knockback makes this a lot more difficult.
Though in general I agree with Badprenup's stance. No support, really.
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Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
Knockback is a terrible enchantment anyway, even on the mobs you listed. Worse than Bane of Arthopods in my book; at least that only prevents you from getting an overkill enchantment instead of making your weapon less effective. In virtually every scenario, you want your enemy to be right in front of you so you can hit them with your sword a few times and kill them. Knockback makes this a lot more difficult.
Though in general I agree with Badprenup's stance. No support, really.
Try fighting off a horde of 10 zombies (or worse, zombie pigmen) without Knockback, then report back on how you did; i consider it to be an absolute "must-have" enchantment, not going caving until I get it. Then again, some people like Fire Aspect - never again for me after being burnt to death by zombies one too many times (that first sword became too expensive to repair anyway since I didn't know about renaming back then).
As far as Knockback not working on ranged mobs, it is supposed to have tradeoffs, like any other enchantment (Sharpness works on any mob by isn't as effective on certain mobs like Smite, etc are). Although it also depends on the situation; in caves it is easy to duck around a corner and hit a skeleton as it comes around, without ever getting shot (or I just run up to them and hit them into a wall, which prevents them from being knocked out of range). If the mob is too far away (across a ravine) I just use my bow to shoot it; unlike swords, I don't use Punch on bows because of this as it only makes it more expensive to repair (not a real issue, I only repair my bow every few IRL weeks) with little knockback benefit due to distance.
Basically, the Knockback or Punch enchantment shouldn't work on ranged monsters, such as skeletons, or passive mobs, such as cows.
While knockback is helpful on zombies or creepers, there are certain mobs in which they are not effective. The reason that skeletons, magma cubes, or guardians shouldn't take knockback is pretty obvious; it is because it becomes harder for the player to attack them after they move back, and it is easier for them to attack the player with their ranged attack. It is better for the player to be/stay close to a ranged mob rather than 7 blocks away when only the monster can hit them.
The reason that passive mobs shouldn't take knockback is that it's just frustrating to kill them when they immediately move back from a sword attack.
Knockback is a double-edged sword... no pun intended...
just gotta deal with these things, or enchant for a sword without knockback.
No support.
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Try fighting off a horde of 10 zombies (or worse, zombie pigmen) without Knockback, then report back on how you did; i consider it to be an absolute "must-have" enchantment, not going caving until I get it. Then again, some people like Fire Aspect - never again for me after being burnt to death by zombies one too many times (that first sword became too expensive to repair anyway since I didn't know about renaming back then).
As far as Knockback not working on ranged mobs, it is supposed to have tradeoffs, like any other enchantment (Sharpness works on any mob by isn't as effective on certain mobs like Smite, etc are). Although it also depends on the situation; in caves it is easy to duck around a corner and hit a skeleton as it comes around, without ever getting shot (or I just run up to them and hit them into a wall, which prevents them from being knocked out of range). If the mob is too far away (across a ravine) I just use my bow to shoot it; unlike swords, I don't use Punch on bows because of this as it only makes it more expensive to repair (not a real issue, I only repair my bow every few IRL weeks) with little knockback benefit due to distance.
If you see the zombies in advance, they're pretty simple to kill even if there are large numbers (which from my experience is rare in the numbers you listed for regular zombies). Just maintain a safe distance from their attacks, which is easy given that they walk slower than you and have less range than you, and wail away on them and they'll die eventually. If they corner you, on the other hand, you're probably dead if there are more than seven or so (maybe more than three or four if you're unarmored), but that doesn't happen often either.
It's especially easy when they form a big pack (which they tend to do automatically); even if there's a few zombies not in the pack, you can weave around them pretty easily.
It's generally slightly harder to do with zombie pigmen given that they're more damaging and spawn in larger packs, but the tactics work just as well on them as it does on their human counterparts.
Punch is much more useful than Knockback since getting enemies away from you is much more useful in ranged combat than melee combat. Of course, I tend to ignore it when I get it because a Power V arrow will OHK most mobs that would be significantly hurt by arrows to begin with (Enderdragon and the Wither have a ton of health, Endermen teleport away from arrows, and Guardians of both varieties live in the water where arrow damage is going to be reduced anyway).
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Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
No support. Not only does it make a completely unnecessary change of an enchantment, it makes absolutely no sense. Why would a weapon that was made to knock stuff back ONLY work on certain mobs? That's like having the Efficiency enchantment only work on iron or the Fire Aspect enchantment only work on non-zombies.
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A man who dares to waste an hour of his life has not yet discovered the value of time. A man who dares waste ten hours of his life has obviously discovered the internet.
While knockback is helpful on zombies or creepers, there are certain mobs in which they are not effective. The reason that skeletons, magma cubes, or guardians shouldn't take knockback is pretty obvious; it is because it becomes harder for the player to attack them after they move back, and it is easier for them to attack the player with their ranged attack. It is better for the player to be/stay close to a ranged mob rather than 7 blocks away when only the monster can hit them.
The reason that passive mobs shouldn't take knockback is that it's just frustrating to kill them when they immediately move back from a sword attack.
.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
I understand your reasoning, but I think this would just be making the game unnecessarily easier.
Wait what?? This is just proof people don't read threads and just numb their post count.
As for the actual idea, support. But their should be separate gamerules to affect this;
/gamerule knockbackRange true
/gamerule knockbackPassive true
So noobs don't complain.
80% Support
~yoshi9048
My best suggestion:
Mobs actually being varied???
I'm going to have to pose the same theory about people not reading threads properly to you. The thread is suggesting that knockback should not affect ranged mobs or passive mobs because you want to stay close to them. Therefore the suggestion is to make the game easier by making knockback only work against mobs where it would be an advantage. So Purechillos' response was perfectly valid in saying that this would make knockback stronger, possibly to the point of being overpowered and would make the game easier.
With the same reasoning, making them gamerules to "keep the noobs from complaining" is faulty logic because allowing people to make this choice at all would be making it more noob friendly.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
May the bringer of peace be with you.
If you insist on addressing me by name just say Adsper. It's annoying when people say my full out username. "Oh hey AdswordTheBaws54763721" ~Mount and Blade
But what about punch? It would weaken punch. But I didn't see it that way. Oh well.
~yoshi9048
My best suggestion:
Mobs actually being varied???
I did read it, actually, completely. And my point still stands.
It's making it unnecessarily easier because knockback will only affect those mobs it's useful against; it's like a the sword enchantment Smite or Arthropods. Which I don't believe it should be, it's a general enchantment, like Sharpness.
I can honestly say I rarely post, and I no longer "numb my post count", but I understand what you're saying.
Though in general I agree with Badprenup's stance. No support, really.
Try fighting off a horde of 10 zombies (or worse, zombie pigmen) without Knockback, then report back on how you did; i consider it to be an absolute "must-have" enchantment, not going caving until I get it. Then again, some people like Fire Aspect - never again for me after being burnt to death by zombies one too many times (that first sword became too expensive to repair anyway since I didn't know about renaming back then).
As far as Knockback not working on ranged mobs, it is supposed to have tradeoffs, like any other enchantment (Sharpness works on any mob by isn't as effective on certain mobs like Smite, etc are). Although it also depends on the situation; in caves it is easy to duck around a corner and hit a skeleton as it comes around, without ever getting shot (or I just run up to them and hit them into a wall, which prevents them from being knocked out of range). If the mob is too far away (across a ravine) I just use my bow to shoot it; unlike swords, I don't use Punch on bows because of this as it only makes it more expensive to repair (not a real issue, I only repair my bow every few IRL weeks) with little knockback benefit due to distance.
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?
Knockback is a double-edged sword... no pun intended...
just gotta deal with these things, or enchant for a sword without knockback.
No support.
New Skyblock Server! Come check it out!
IP: SkyblockUniverse.beastmc.com
If you see the zombies in advance, they're pretty simple to kill even if there are large numbers (which from my experience is rare in the numbers you listed for regular zombies). Just maintain a safe distance from their attacks, which is easy given that they walk slower than you and have less range than you, and wail away on them and they'll die eventually. If they corner you, on the other hand, you're probably dead if there are more than seven or so (maybe more than three or four if you're unarmored), but that doesn't happen often either.
It's especially easy when they form a big pack (which they tend to do automatically); even if there's a few zombies not in the pack, you can weave around them pretty easily.
It's generally slightly harder to do with zombie pigmen given that they're more damaging and spawn in larger packs, but the tactics work just as well on them as it does on their human counterparts.
Punch is much more useful than Knockback since getting enemies away from you is much more useful in ranged combat than melee combat. Of course, I tend to ignore it when I get it because a Power V arrow will OHK most mobs that would be significantly hurt by arrows to begin with (Enderdragon and the Wither have a ton of health, Endermen teleport away from arrows, and Guardians of both varieties live in the water where arrow damage is going to be reduced anyway).
A man who dares to waste an hour of his life has not yet discovered the value of time. A man who dares waste ten hours of his life has obviously discovered the internet.