And it's relative to their size compared to you. So if you hit a cow, it can actually hurt you by running into you even if it doesn't mean to, but a chicken will do much less if any damage (perhaps half a heart on hard mode).
This applies to non-hostile mobs as well as vehicles that are pushed into you. This means that villagers can slap you one if you attack them by accident.
I like the concept, but I feel like the flight mechanic should be tweaked to be less random. I know it's there to add a level of protection to the animal you're trying to murder, but it's never really made sense that an animal trying to get away from you and your hurtful claws would randomly rush back towards you. In this case, too, I feel like it it came down to a choice between "towards the attacker" and "off a cliff" the animal would always run off the cliff (as opposed to just going nowhere because all options are invalid).
That might open up a new way to hunt passives so that we didn't have to chase after them so much.
Great suggestions all around, folks. All of which require effort if to-be ever implemented, on the developers' side
Oh, for the Years of "Bouncing, Passive Mobs." That was Another-way they made killing them more-difficult (and perhaps - even - dare I Write? realistic).
Hyper-active Animals aside ("what, you get all that from one bit of Wheat?" ; "my Bread doesn't-even let me Jump That much..!"). And them being overly-Passive (specifically, Inactive, actually), aside (from all else, ignoring All unless-attacked, and now it feels like they only sometimes respond ).
Having them counter-attack - as opposed to pre-emptively get ready, or even "Stalk" us ("You aren't gonna Shear me, are you? Looks like [it'll] Snow!") - individually (again, not running as any-groups nor massively engaging in Farm "Combat"), feels real-enough, and maybe invites some-meaning to those "bad Hearts," which now-show after hitting /shooting something (Hostiles, of course, just keep-attacking, while Neutral-s get "egged-on" - even if just Throwing a no-damage Egg! - and so on). But "activating 'Hate Mode'" on our previously pacifist-ic seemingly-already in "Farm" - not "War" - Passive Mobs will probably feel a bit Too-real, at times, so the appearance of these Mobs while "Fighting"-back probably matters at least a little bit, here.
"Why is the Llama Spitting?" , might-become "why is the Chicken 'Pecking'," or-even ".. 'Clawing'?" , or-even "covering up the Screen while 'Crowing' ' .. murder! ' ?" Somewhere the line'd have-to be drawn, and No, "Degrees"-of realism - which Reality-even shows too, of these as-examples, some or all of which may /may not happen - wouldn't likely be the way.
I've always supported the bigger Passive Mobs having more-ability to get-away more-quickly (up to the point where their bulk would obviously affect-that: maybe-Then they'd turn-and "Fight"? ; as one compromise idea for Mobs, possibly-regardless of size even? "get /got tired [of] running," much??), while the littler-ones perhaps could hide-better (in the first place, even? I'd wondered if they could go-into Vegetation /fence posts /climb walls /look for Water and-UnderGround, places). But as for counter-attacks..? meh, since it'd be on an Animal-by Animal basis - that's a lot of Passive Mobs to cover their "New" would-be "interactions," of, bases-of - let's have an Idea here where we Count-the attacks - the Mobs - how they'd look - and finally, how they'd have different-effects, from one another, as a full-on Suggestion, perhaps more-specifically??