Potions have become predictable and I just wanted to mix things up by adding some risk and new potions.These risky potion can be made by mixing others with blaze rods, gold ingots, or other things.
The potion of haste is uncraftable and can be found in dungeons, strongholds, etc..
The potion of frailness (the opposite of resistance) is made by mixing the potion of weakness with fish fins (crafted with fish).
Blindness is only available in creative.
The potion of dullness (mining fatigue) is made my mixing a potion of haste with a fermented spider eye.
The potion of nausea is made by mixing a thick potion with a red mushroom.
The potion of levitation is made by mixing dragon breath with non-splash leaping potions.
The potion of hunger is made by mixing a potion of poison with a red mushroom.
Risk effects:
Swiftness can give you strength and haste, but it might also give you nausea and hunger.
Slowness can give out resistance, but it might also give you mining fatigue.
Resistance might give you strength, but it might also give you slowness.
Frailness might give you speed and haste, but it might also give you weakness and hunger.
Regeneration might give you saturation and resistance, but it might also give you slowness and nausea.
Poison might give you speed, but it will also give you weakness, frailness and nausea.
Night vision might give you speed and strength, but it might give you blindness for the first few seconds.
Blindness has no risk version
Healing has no risk version.
Harming has no risk version.
Nausea will give you resistance, but also slowness.
Fire Resistance has no risk version
Water Breathing can give you speed, but it will also give you mining fatigue.
Haste might give you speed and strength, but it might also give you nausea and frailness.
Mining fatigue can give you resistance, but it will also give you slowness.
Invisibility will give you speed and resistance, but it will also give you blindness.
Hunger and give you jump boost and speed, but will also give you weakness.
Leaping might give you speed and haste, but it will also give you frailness.
Luck has no risk version.
Levitation might give you jump boost and resistance, but it would also give you slowness.
These secondary effects only happen with the risky versions.
The risky versions can actually be useful if tying to get away and you don't have the right potion. Would you risk it to do that?
1. Missing information. You've added some new features (fish fins, cherry, new Frailness effect) but some of these need clarification. Okay, just the cherry does. But you get the point.
2. Some of these are way too OP. Haste comes to mind the fastest. Currently, an Efficiency V diamond pickaxe with Haste II allows you to insta-mine stone (or an eff. V gold pickaxe with Haste I, but who ever uses gold tools?). That requires a tier 4 beacon, which in turn requires a beacon and 164 blocks of either iron, gold, emerald, diamond, or a combination. Haste potions come, and that requirement plummets to a brewing stand, two blaze powder (one to power it and one for the mundane potion), and a glistering melon. Yeah...no.
3. Some of these are useless. Blindness, hunger, mining fatigue, and nausea do not affect mobs.
-> 3.5. Some of these are very OP in survival multiplayer. Blindness, which causes your opponent to not only lose their vision but also makes them unable to sprint, means a near instant victory in PvP. However, hunger, mining fatigue, and nausea might add some interesting depth to fighting with splash potions.
4. Technique. Most of these potions follow patterns which divert from the standard of "awkward potion, ingredient, fermented spider eye to make them negative". I'd rather they stay that way.
5. Random effects and catalysts. No. Just...no. Why would this be necessary or wanted in any way? Potions have always been "you get what you pay for," and that's how it should be.
No, that's just awful. I want my potions to do what I want them to do, not turn into a luck-based game. Most of those are just random beyond words. No support to the Nth degree. I can't fathom the point of this.
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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 just realized that some of these are ludicrous and some of these potions are OP. I really need to think this through. So instead of requiring a brown mushroom, the risky potions would just have something else mixed in. Some of the effects are stuff that came up in 10 seconds and I'll be sure to edit this out. I'll be sure to get things straight, as Cerroz always does. As for the blindness potion, I'm deciding between removing it and keeping it.
Mining fatigue is the opposite of haste, whereas the opposite of resistance is weakness. And the author recognizes the fact that weakness already exists, and if you read further he states that it's just the name of a potion with multiple effects.
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Well, that sort of describes potions as a whole, doesn't it? (This is a joke, don't get defensive please)
I like the idea of combined potions, and names other than the effects they give. But the aspect of randomization and chance is something I'm not sure quite fits with the rest of potion brewing.
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Even though my Join date is in 2014, I tried the demo on 8/30/2012, and bought the game two days later on 9/1/2012. So hipster
Mining fatigue is the opposite of haste, whereas the opposite of resistance is weakness. And the author recognizes the fact that weakness already exists, and if you read further he states that it's just the name of a potion with multiple effects.
Well, that sort of describes potions as a whole, doesn't it? (This is a joke, don't get defensive please)
I like the idea of combined potions, and names other than the effects they give. But the aspect of randomization and chance is something I'm not sure quite fits with the rest of potion brewing.
Weakness is the opposite of strength and frailness is the opposite of resistance.
1. Missing information. You've added some new features (fish fins, cherry, new Frailness effect) but some of these need clarification. Okay, just the cherry does. But you get the point.
2. Some of these are way too OP. Haste comes to mind the fastest. Currently, an Efficiency V diamond pickaxe with Haste II allows you to insta-mine stone (or an eff. V gold pickaxe with Haste I, but who ever uses gold tools?). That requires a tier 4 beacon, which in turn requires a beacon and 164 blocks of either iron, gold, emerald, diamond, or a combination. Haste potions come, and that requirement plummets to a brewing stand, two blaze powder (one to power it and one for the mundane potion), and a glistering melon. Yeah...no.
3. Some of these are useless. Blindness, hunger, mining fatigue, and nausea do not affect mobs.
-> 3.5. Some of these are very OP in survival multiplayer. Blindness, which causes your opponent to not only lose their vision but also makes them unable to sprint, means a near instant victory in PvP. However, hunger, mining fatigue, and nausea might add some interesting depth to fighting with splash potions.
4. Technique. Most of these potions follow patterns which divert from the standard of "awkward potion, ingredient, fermented spider eye to make them negative". I'd rather they stay that way.
5. Random effects and catalysts. No. Just...no. Why would this be necessary or wanted in any way? Potions have always been "you get what you pay for," and that's how it should be.
No, that's just awful. I want my potions to do what I want them to do, not turn into a luck-based game. Most of those are just random beyond words. No support to the Nth degree. I can't fathom the point of this.
So without mixing in a brown mushroom everything would have negative effects? That's not really a significant cost, you know. I see no point.
Frailness is referred to as Mining Fatigue in the game.
I do not think those potions should be possible, as most of them are useless in single player and overpowered in multiplayer.
This does not have my support.
I did tweak that suggestion from that ludicrous idea. I really didn't know what I was thinking. But in some scenarios, this could be useful. For example, someone could've splashed you with a risky potion of poison and now you can escape that person.
Potions have become predictable and I just wanted to mix things up by adding some risk and new potions.These risky potion can be made by mixing others with blaze rods, gold ingots, or other things.
The potion of haste is uncraftable and can be found in dungeons, strongholds, etc..
The potion of frailness (the opposite of resistance) is made by mixing the potion of weakness with fish fins (crafted with fish).
Blindness is only available in creative.
The potion of dullness (mining fatigue) is made my mixing a potion of haste with a fermented spider eye.
The potion of nausea is made by mixing a thick potion with a red mushroom.
The potion of levitation is made by mixing dragon breath with non-splash leaping potions.
The potion of hunger is made by mixing a potion of poison with a red mushroom.
Risk effects:
Swiftness can give you strength and haste, but it might also give you nausea and hunger.
Slowness can give out resistance, but it might also give you mining fatigue.
Resistance might give you strength, but it might also give you slowness.
Frailness might give you speed and haste, but it might also give you weakness and hunger.
Regeneration might give you saturation and resistance, but it might also give you slowness and nausea.
Poison might give you speed, but it will also give you weakness, frailness and nausea.
Night vision might give you speed and strength, but it might give you blindness for the first few seconds.
Blindness has no risk version
Healing has no risk version.
Harming has no risk version.
Nausea will give you resistance, but also slowness.
Fire Resistance has no risk version
Water Breathing can give you speed, but it will also give you mining fatigue.
Haste might give you speed and strength, but it might also give you nausea and frailness.
Mining fatigue can give you resistance, but it will also give you slowness.
Invisibility will give you speed and resistance, but it will also give you blindness.
Hunger and give you jump boost and speed, but will also give you weakness.
Leaping might give you speed and haste, but it will also give you frailness.
Luck has no risk version.
Levitation might give you jump boost and resistance, but it would also give you slowness.
These secondary effects only happen with the risky versions.
The risky versions can actually be useful if tying to get away and you don't have the right potion. Would you risk it to do that?
So without mixing in a brown mushroom everything would have negative effects? That's not really a significant cost, you know. I see no point.
Frailness is referred to as Mining Fatigue in the game.
I do not think those potions should be possible, as most of them are useless in single player and overpowered in multiplayer.
This does not have my support.
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
I really don't like these ideas.
1. Missing information. You've added some new features (fish fins, cherry, new Frailness effect) but some of these need clarification. Okay, just the cherry does. But you get the point.
2. Some of these are way too OP. Haste comes to mind the fastest. Currently, an Efficiency V diamond pickaxe with Haste II allows you to insta-mine stone (or an eff. V gold pickaxe with Haste I, but who ever uses gold tools?). That requires a tier 4 beacon, which in turn requires a beacon and 164 blocks of either iron, gold, emerald, diamond, or a combination. Haste potions come, and that requirement plummets to a brewing stand, two blaze powder (one to power it and one for the mundane potion), and a glistering melon. Yeah...no.
3. Some of these are useless. Blindness, hunger, mining fatigue, and nausea do not affect mobs.
-> 3.5. Some of these are very OP in survival multiplayer. Blindness, which causes your opponent to not only lose their vision but also makes them unable to sprint, means a near instant victory in PvP. However, hunger, mining fatigue, and nausea might add some interesting depth to fighting with splash potions.
4. Technique. Most of these potions follow patterns which divert from the standard of "awkward potion, ingredient, fermented spider eye to make them negative". I'd rather they stay that way.
5. Random effects and catalysts. No. Just...no. Why would this be necessary or wanted in any way? Potions have always been "you get what you pay for," and that's how it should be.
For the aforementioned reasons,
NO SUPPORT.
SURPRISE!!!!
Oh great, now I have to get a new computer.
No, that's just awful. I want my potions to do what I want them to do, not turn into a luck-based game. Most of those are just random beyond words. No support to the Nth degree. I can't fathom the point of this.
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.
Unofficial Suggestions Guide (2.0) - by Theriasis
Unofficial Critics Guide - by yoshi9048
I just realized that some of these are ludicrous and some of these potions are OP. I really need to think this through. So instead of requiring a brown mushroom, the risky potions would just have something else mixed in. Some of the effects are stuff that came up in 10 seconds and I'll be sure to edit this out. I'll be sure to get things straight, as Cerroz always does. As for the blindness potion, I'm deciding between removing it and keeping it.
(Note: cherries come from cherry trees)
Mining fatigue is the opposite of haste, whereas the opposite of resistance is weakness. And the author recognizes the fact that weakness already exists, and if you read further he states that it's just the name of a potion with multiple effects.
Well, that sort of describes potions as a whole, doesn't it? (This is a joke, don't get defensive please)
I like the idea of combined potions, and names other than the effects they give. But the aspect of randomization and chance is something I'm not sure quite fits with the rest of potion brewing.
Even though my Join date is in 2014, I tried the demo on 8/30/2012, and bought the game two days later on 9/1/2012. So hipster
Stuff I support:
Click here to get Rick-Rolled. No seriously
Weakness is the opposite of strength and frailness is the opposite of resistance.
Whoops, I always get that mixed up Also, I just noticed that my quotes broke on my earlier post. I'll fix that now
Even though my Join date is in 2014, I tried the demo on 8/30/2012, and bought the game two days later on 9/1/2012. So hipster
Stuff I support:
Click here to get Rick-Rolled. No seriously
You put a fish in a crafting table and you get fish fins. Frailness is the opposite of resistance.
I did tweak that suggestion from that ludicrous idea. I really didn't know what I was thinking. But in some scenarios, this could be useful. For example, someone could've splashed you with a risky potion of poison and now you can escape that person.