For those who are not aware of this weapon, a bō is a piece of wood with different lengths meant to be used as a staff weapon. I never see this weapon in movies or other things in the mainstream media, so I just want to shed some light on this weapon and share my ideas.
First, I want to start off with something simple to start with - the crafting. Being a weapon from Eastern countries, why not make the crafting ingredients the same way? The bo staff could be made from bamboo, as I believe that the ingredient reflects perfectly on the length of the weapon, if that makes any sense. On the crafting table, three bamboo items can be placed in a line, or maybe it can be used on the smithing table to add some function. Of course, the staff could be repaired in the same way, or you could let it break, since bamboo is renewable.
So, why another melee weapon? Don't we already have enough? Of course, my concept for this weapon will be unique, or else this would be absolutely pointless garbage. The staff could revolve around a more strategic and defensive playstyle, as opposed to the "rush-at-enemies-while-hopping-and-spastically-clicking-even-though-there-is-an-attack-meter" strategy. My main idea is that the weapon could have a blocking function when in your main hand. Now, I know what you're probably thinking - but we already have shields, so what's the point? Well, if you're attacking and blocking with the main hand, you could use your off-hand for something else, like a Totem of Undying. Additionally, if you block a projectile with good timing, it could be reflected in the same manner as a ghast's fireball, or if you block a melee attack, it would have a knockback effect. Of course, durability will decrease with every block or reflection, but what if it was still overpowered?
If a weapon is too powerful, people will obviously choose it over a sword or a trident. This is where the balance comes in. Since the weapon comes from renewable materials, maybe it could have damage comparable to an unenchanted stone sword, while scaling with enchantments. This will allow players to decide on whether they want a highly renewable weapon with mediocre damage and a blocking function, or a high-damage weapon that takes work to find and requires a shield for additional defense.
Well, what about enchantments? In order to keep the number of enchantments low, I have only thought of two ideas. The first one can be called "Lightweight," which could increase attack speed and thus, damage per second (DPS). On the other hand, the other one could improve reflecting ability, with the nickname of "Sharp Mind," with a larger frame of time to reflect any projectile. The bo staff could also have a few sword enchantments, Looting and Fire Aspect to be specific. Finally, like all other tool and weapon in the game, it will obviously have Unbreaking, Mending, and Curse of Vanishing.
So, that's my idea. Feedback and opinions are welcome.
"a more strategic and defensive playstyle, as opposed to the "rush-at-enemies-while-hopping-and-spastically-clicking-even-though-there-is-an-attack-meter" strategy."
A good idea, but one that runs up against the limitations of the interface: essentially MS combat relies on a target designator (eg crosshair) and two buttons (defaults are left mouse = break/strike, right mouse = 'use')…
unless various bucky-bits are added (shift and control already have asigned functions, but alt and command are possibillities) this effectively limits action to aim [WASD + mouse] and either 'strike' or 'use'.
[Relying on activating additional modifier keys would be problematic, however… particularly as sneak and sprint both already find use in MC combat.]
Since even such comparatively minor differences as high-/low-line or inside/outside attacks are not differentiated in the current system, it is hard to see how a two handed weapon that relies on (among other things) changes of grip and switching between swing and thrust attacks could be effectively handled. This objection would apply to not only staff weapons (bō, or quarterstaff – which is the European near equivalent), but also to most flambard style two-handed swords (where the upper hand could be shifted to the ricasso to allow use in a spear-like fashion and attacks with quillion or pommel are available) as well as many polearm types (those that had both significant thrust and slice/cleave/punch functions).
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"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
A good idea, but one that runs up against the limitations of the interface: essentially MS combat relies on a target designator (eg crosshair) and two buttons (defaults are left mouse = break/strike, right mouse = 'use')…
unless various bucky-bits are added (shift and control already have asigned functions, but alt and command are possibillities) this effectively limits action to aim [WASD + mouse] and either 'strike' or 'use'.
[Relying on activating additional modifier keys would be problematic, however… particularly as sneak and sprint both already find use in MC combat.]
Since even such comparatively minor differences as high-/low-line or inside/outside attacks are not differentiated in the current system, it is hard to see how a two handed weapon that relies on (among other things) changes of grip and switching between swing and thrust attacks could be effectively handled. This objection would apply to not only staff weapons (bō, or quarterstaff – which is the European near equivalent), but also to most flambard style two-handed swords (where the upper hand could be shifted to the ricasso to allow use in a spear-like fashion and attacks with quillion or pommel are available) as well as many polearm types (those that had both significant thrust and slice/cleave/punch functions).
Unrelated to the post, but where are the Bedrock forums at? It seems to me that this forum is just for Java. I play on Bedrock. Also I imagine the Bo Staff would work the same way shields do on Bedrock where when you shift it blocks and still crouches your character.
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A towel is about the most massively useful thing an interstellar hitchhiker could have.
Unrelated to the post, but where are the Bedrock forums at? It seems to me that this forum is just for Java. I play on Bedrock. Also I imagine the Bo Staff would work the same way shields do on Bedrock where when you shift it blocks and still crouches your character.
Minecraft: no subtitle used to mean java, bit MS/Mj changed this so it now means Bedrock AKA "Better Together Update" (ie without java; this was the update that allowed non-java based versions to play across platforms) AKA Win10…
Interesting that block automatically sneaks on BR; does holding the right mouse button also block? and does one incur an increased movement penalty from both sneaking and blocking?
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
For those who are not aware of this weapon, a bō is a piece of wood with different lengths meant to be used as a staff weapon. I never see this weapon in movies or other things in the mainstream media, so I just want to shed some light on this weapon and share my ideas.
First, I want to start off with something simple to start with - the crafting. Being a weapon from Eastern countries, why not make the crafting ingredients the same way? The bo staff could be made from bamboo, as I believe that the ingredient reflects perfectly on the length of the weapon, if that makes any sense. On the crafting table, three bamboo items can be placed in a line, or maybe it can be used on the smithing table to add some function. Of course, the staff could be repaired in the same way, or you could let it break, since bamboo is renewable.
So, why another melee weapon? Don't we already have enough? Of course, my concept for this weapon will be unique, or else this would be absolutely pointless garbage. The staff could revolve around a more strategic and defensive playstyle, as opposed to the "rush-at-enemies-while-hopping-and-spastically-clicking-even-though-there-is-an-attack-meter" strategy. My main idea is that the weapon could have a blocking function when in your main hand. Now, I know what you're probably thinking - but we already have shields, so what's the point? Well, if you're attacking and blocking with the main hand, you could use your off-hand for something else, like a Totem of Undying. Additionally, if you block a projectile with good timing, it could be reflected in the same manner as a ghast's fireball, or if you block a melee attack, it would have a knockback effect. Of course, durability will decrease with every block or reflection, but what if it was still overpowered?
If a weapon is too powerful, people will obviously choose it over a sword or a trident. This is where the balance comes in. Since the weapon comes from renewable materials, maybe it could have damage comparable to an unenchanted stone sword, while scaling with enchantments. This will allow players to decide on whether they want a highly renewable weapon with mediocre damage and a blocking function, or a high-damage weapon that takes work to find and requires a shield for additional defense.
Well, what about enchantments? In order to keep the number of enchantments low, I have only thought of two ideas. The first one can be called "Lightweight," which could increase attack speed and thus, damage per second (DPS). On the other hand, the other one could improve reflecting ability, with the nickname of "Sharp Mind," with a larger frame of time to reflect any projectile. The bo staff could also have a few sword enchantments, Looting and Fire Aspect to be specific. Finally, like all other tool and weapon in the game, it will obviously have Unbreaking, Mending, and Curse of Vanishing.
So, that's my idea. Feedback and opinions are welcome.
A good idea, but one that runs up against the limitations of the interface: essentially MS combat relies on a target designator (eg crosshair) and two buttons (defaults are left mouse = break/strike, right mouse = 'use')…
unless various bucky-bits are added (shift and control already have asigned functions, but alt and command are possibillities) this effectively limits action to aim [WASD + mouse] and either 'strike' or 'use'.
[Relying on activating additional modifier keys would be problematic, however… particularly as sneak and sprint both already find use in MC combat.]
Since even such comparatively minor differences as high-/low-line or inside/outside attacks are not differentiated in the current system, it is hard to see how a two handed weapon that relies on (among other things) changes of grip and switching between swing and thrust attacks could be effectively handled. This objection would apply to not only staff weapons (bō, or quarterstaff – which is the European near equivalent), but also to most flambard style two-handed swords (where the upper hand could be shifted to the ricasso to allow use in a spear-like fashion and attacks with quillion or pommel are available) as well as many polearm types (those that had both significant thrust and slice/cleave/punch functions).
Unrelated to the post, but where are the Bedrock forums at? It seems to me that this forum is just for Java. I play on Bedrock. Also I imagine the Bo Staff would work the same way shields do on Bedrock where when you shift it blocks and still crouches your character.
A towel is about the most massively useful thing an interstellar hitchhiker could have.
https://www.minecraftforum.net/forums/minecraft is the section (below Servers:Java and above Minecraft:Editions ) on the https://www.minecraftforum.net/forums page
Minecraft: no subtitle used to mean java, bit MS/Mj changed this so it now means Bedrock AKA "Better Together Update" (ie without java; this was the update that allowed non-java based versions to play across platforms) AKA Win10…
Interesting that block automatically sneaks on BR; does holding the right mouse button also block? and does one incur an increased movement penalty from both sneaking and blocking?
A bo/quarterstaff sounds like a nice addition to the game and the further implementation of additional
(well thought out and balanced) strategies, as well as another use for bamboo sound neat.
Support.^^