Hello! This would fix one of my (and I'm sure many others') main frustrations with 1.9.
Necessity: 9/10 (imo) Type: Changes some of the features of a recent update Version: 1.0
When we first heard that Mojang was adding new arrows, we were all very excited. Then while later, when they were revealed to be arrows tipped with potions, we wondered how the team was going to make arrows like 'arrows of leaping' or 'arrows of water breathing' useful. Finally, they were released, and we were disapointed to find that they really do have very little use, especially because the main ingredient, dragon's breath, is so dangerous to obtain. All of the positive arrows are virtually useless except for using on other players, and even then its not normally a problem to ask them to come nearer, so you can use a splash potion. Perhaps they have a plan for these arrows. In the event that they do not, I have an idea.
Tipped arrows (or, as I'll refer to them from now on, TAs) could work beautifully if they instead worked this way; instead of having a coating of potion to inject into some unlucky mob or player, the potion affects the arrow itself. The nice thing is, these arrows can't be too OP because of their price. I've also been careful to make each arrow useful, but not universally. You'll want a different arrow type depending on what sort of place you are going and what mobs will likely be there. In case a map-maker really needed tipped arrows to work the current way, this can be changed with an NBT tag. Also, skeletons can be changed with NBT tags to fire a TA type.
- All negative-effect TAs and custom TAs created with commands simply apply normal damage and then their effect. An exception are the poison TAs, which will not apply enough damage to kill the target, at maximum bringing the target to one half-heart of health before applying the poison effect (which will not kill the target either). These are really the only sort of tipped arrow in real life. These can be better than fire resistance TAs or instant damage TAs because they won't kill the target. Thus, you can find the target after you shot it and kill it easily, allowing you to collect the loot and XP. Instant healing TAs deal no damage to living mobs but instead heal them, and instant damage TAs work the same way with undead mobs. Instant health TAs are useful for destroying a zombie or skeleton dungeon.
- LEAPING: For these, I can't decide between two possibilities. Option 1: they can bounce once, as if they had hit an extending slime block, so they can go around corners or to out-of-reach places. Option 2: they can fly noticably further than other arrows.
- WATER BREATHING: These travel through water as if through air. Very useful for raiding an ocean monument.
- FIRE RESISTANCE: On other arrows, the fire tick will be shorter, but for these it will be a few seconds longer, dealing much more damage, but not as much as Instant * TAs.
- INVISIBILITY: Invisible to players not on the team of the shooting player. Neutral mobs hit by them won't target you when you shoot them, unless you are within half of their normal sight range. Useful for Zombie Pigmen, Endermen, and Spiders during the day. That's right, they can hit an Enderman before the Enderman teleports. These are maximum stealth arrows.
- SWIFTNESS: These fly faster than other arrows, have a faster drawback, and fly in a straighter arc than other arrows, closer to the trajectory of a bullet. Additionally, they aren't random. If shot directly upward, for example, they will fall in the same location, making them a bit more accurate.
-REGENERATION: Can fly through multiple mobs, then picked up again afterwards. This is the only one that feels slightly OP to me.
- STRENGTH: Can get through shields, the Wither's half-health aura, and the blocking feature of the Ender Dragon when roosting. This would be OP, but they would be used so infrequently that it balances out.
Also, TAs and spectral arrows should not be removed from creative players' inventories when shot!
ON THE SIDE:
(These are some undeveloped ideas I might delete, add to the main suggestion, or break each into their own. Just here so you can give initial feedback if you'd like)
Perhaps Swiftness arrows should always fire from dispensers in the same direction?
Thanks for reading. All feedback is appreciated. Please comment if you have a better idea for slowness or weakness, or an opinion for leaping, regeneration, or custom arrows.
In the beginning I had to stop reading, because these arrows no longer require dragons breath, they simply are made crafting a potion and an arrow. However I do agree, they say I shoot my friends with a health or regen arrow, it might kill them before healing them. I like the special effects but still think they should do what they are supposed to do, like healing can heal mobs and weakness can weaken them. It makes sense since arrows are technically mobs they should be affected by potions.
Added these ideas to the On The Side section. According to the wiki, TAs require lingering potions to craft. Dragon's breath is required to make lingering potions, so that's why I called dragon's breath the main ingredient for TAs.
However I feel that some tipped arrows DO have some use.
For example, while this lost a lot of usefulness after TA's stopped being affected by infinity, you can weakly spam upwards with healing arrows to rapidly spam your health back up (They do heal).
The major problem with tipped arrows is how weak the potion effects are, as they either last considerably shorter, or insanely weaker for instant dam/heal. potions. This is the same issue with lingering potions, too.
Either way, I like your approach on things. Very unique ideas, and I can support most of them. But I don't feel like nit-picking the ones I don't like, plz dont kill me.
I support this fully, the effects are well thought out and give a use to the fairly useless arrows as they are. The only one I don't like is the fire resistance changing normal arrows, but I can't decide what ELSE it could be, so i'll overlook it =P
In the beginning I had to stop reading, because these arrows no longer require dragons breath, they simply are made crafting a potion and an arrow.
They always required a lingering potion, a recent change merely made the recipe more consistent with other mechanics in the game. The lingering potion itself requires dragons breath, and it always has.
As for the OP, positive-effect arrows are actually deceptively useful; just shoot an uncharged arrow straight up and you get the arrow's effect. They're basically stackable potions. I'm not sure if I like this idea more or not.
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Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
I think that Tipped Arrows are best left as they are, maybe have their damage removed for "positive" arrows (so you don't murder the target you want to assist). Being able to give effects to mobs from afar is useful (except for Poison. That effect is useless. Almost every mob is either passive or immune.)
Thank you! I don't think skeletons should naturally have PAs, but I'll add that they can with commands. I'll add the second in as well, but I'm still not sold on it, especially because strength and swiftness don't work the same way.
Jump boost 1 arrows are useful. They make it so that players slow down when run jumping.
This is only useful in Multiplayer. I believe that all minecraft features available in survival should be primarily for singleplayer. There are far more players that exclusively play singleplayer than those who exclusively play multiplayer.
Being able to give effects to mobs from afar is useful
Only very rarely.
As for the OP, positive-effect arrows are actually deceptively useful;
just shoot an uncharged arrow straight up and you get the arrow's
effect. They're basically stackable potions.
There are three major problems here. First, TAs are too expensive for this to be generally practical. Second, they apply damage, so healing and regeneration aren't worth it. Third, they have such a short duration that you would have to shoot yourself every minute or so, applying damage each time. A single, long-duration splash or normal potion is more effective, with none of the drawbacks.
Yes, these are some decent uses for TAs. But these are not useful enough to warrant an entire potion tier. These uses could and should be applied to splash potions, but that is beyond the scope of this suggestion. TAs should be used as a weapon, bringing variety to archery. Currently, TAs have just a little purpose. But with this suggestion, the possibilities are vast.
This is well thought out, but the fire resistance one I'm not a fan of.
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Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
I don't think this mechanic is broken, and I'm not usually a fan of fixing something that isn't broken. However, I like this. It's unique, but does fit the game, and could add more strategy into shooting arrows (like they did with swords) and make pvp more interesting. Can you imagine a server full of people firing tons of different types of arrows doing tons of different effects? That would be pretty cool. However the only one I'm not really a fan of is fire resistance.
Big Support. These ideas are extremely unique. I love it. Also its just perfect for each arrow. Each gives a special purpose to itself. These are way thought out to make a great idea. These arrows make the spectral arrow an equal thought out idea as the rest of these.