Evening dear adventurers and survivors! Ever since the 1.8 update we've seen that Minecraft has taken the direction of a more adventurous game. This is great, but before we get more jungle temples and other dungeons, i think it's about time something is done to the repetitive, boring and too easy combat we currently have. I understand there have been a lot of topics about this, but most i've seen are really out of balance and i wanted to bring my 2 cents in too. So, let's start!
First of all, enchants should completely be redesigned. Currently, a level 30 diamond sword is quite frankly ridiculously overpowered. There is no challenge. Sharpness and other damage improving enchants should be at least halved from their current power, and certain stuff like knockback could be completely removed. Mob health should also be improved, at least on hard difficulty. By a minimum of 50%+ i think is reasonable. Critical attacks when falling should also be taken out, they make no sense.
Melee
So, to start things off, let's talk about melee. I think we should have some special moves, which would be bindable to whatever key you prefer.
Kick - Pressing R on your keyboard would cause you to kick the target, dealing 200% increased punch damage, stunning the target for 2 seconds and crippling their movement by 50%. This would make combat without a sword more interesting and would serve great use to players with one too. It would only be usable every 30 seconds.
Powerful Strike - Pressing G with a sword equipped would cause a powerful attack, knocking the target back and dealing 100% increased weapon damage. This would be usable every 20 seconds and would give more variety to combat.
A new sword should also be added, a smaller one. This one would have less durability, would deal less damage and less knockback, but would strike twice as fast as a normal sword. It would be unable to deal powerful attacks.
Ranged
I don't think spellbooks and magic would be a good addition to the game as they would end up being the top choice like in every game created. Magic always ends up being unbalanced. Instead, bow combat should be improved. First of all, once being shot (even from far away) mobs would be alerted of your position and retaliate. Drawing back your bow for too long would cause you to lose control, and damage and effects should also differ from where the arrow lands:
Knee (pun not intended) - Landing a successful shot on the enemies knee would cripple it, reducing movement speed by 50%.
Head - Landing a fully charged headshot would instantly kill the enemy. However, this would only occur when you are not seen. (i'll get to that more in a second)
Heart - Same effect as head (very small hitbox), except possible even when seen.
Other parts deal regular damage.
So, going back to the head part. Similar to Skyrim, i think sneaking should decrease the chance of being seen and landing a successful shot to an unsuspecting enemy while sneaking should increase the damage. Instant kills would also only happen unseen and sneaking to keep it balanced.
New arrow types! - Poison and flaming. Poison could be applied to arrows, with one poison feeding a stack of arrows. Flaming arrows could be done by drawing back your bow and bringing it to a torch / flame. This would light the current arrow on fire, and would return to a regular one if drawn back. Arrows would be equipped in a slot next to armor instead of keeping them in your bags, and they would stack up to 200.
Poisonous arrows - Applies the poison effect to the target.
Flaming arrows - Lights the enemy on fire (duh) and emits light as it travels.
Enemies
So, that's it for combat changes. Let's talk mobs. First, if a mob would be engaged (no matter what the range) it would always attack back. Here are changes to the mobs:
Skeleton - If you engage a skeleton in melee combat, it should take out a quick sword and use that to fight you instead. It would deal little damage and little knockback, but would strike twice as fast as a regular sword. They would shoot you smarter than they currently do. Let's say you come across a ravine and you see a skeleton sitting at the top. You go for the headshot but miss it, which causes the skeleton to rapidly respond with a shot. You hide behind a wall and the skeleton holds his fire. You go for a second shot and once you peek out he shoots a second one. Skeletons would also be able to climb up 2 blocks every short period of time.
Zombies -These guys would simply walk down if they are higher than you when engaged, since they are brainless, but they would also take much less fall damage than regular mobs.
Endermen- Just make them teleport properly when looked at.
I think spiders and creepers are relatively good atm. Spiders should however climb down or up wherever they are, but being smart and avoiding lava. I don't really have any ideas for creepers. Perhaps they should just continue to chase you brainlessly and try to go boom.
Mobility
A few changes to this. Firstly, you would be able to climb up 2 blocks every 20 seconds by pressing a key next to a 2 block high obstacle. This would consume a hunger "heart" and take a short time to do. Pressing this key, you could also grab to a block when falling. Let's say you're jumping over a ravine and fail, you can try and fall next to a wall and grab from it. You can't hang forever because it quickly consumes hunger, and you'd need to be in good shape (50%+ hunger) to climb up.
Overall, i think these changes would make combat and adventuring more challenging, fun and interesting. Please give your thoughts!
Yeh I have to agree with sugarmaster1, but I love the idea of kicking. This mod would be better as a game option for a hardcore survival, rather than servers. This would make a great game option.
A lot of those melee moves are unrealistically overpowered. Some of them are more effective than a potion and diamond sword combined. A lot of those moves sound a bit complex and might not fit so well with the blocky and low-jointed characters we have.
Kick - Overpowered. With this kick, the Potion of Slowness almost has no reason to exist. So a sword can't cripple a mob, but kicking it can? Powerful Strike - This is what critical hits, enchantments and making better swords is for. Imagine how overpowered this would be combined with a diamond sword and a Sharpness enchantment. Knee - This one is pretty similar to the kick one in terms of end results... Again, you're taking a dump on the slowness potion, and making our knees do more damage than "sharp" swords. Why is this a ranged attack? Head - This one makes a lot of sense, but would still make the game too easy in the long run. It's extremely easy to see a hostile mob, stay out of it's detection range, and score a simple headshot. Mobs can already be spammed with arrows without them noticing you, so this headshot thing would be overkill. Heart - Now you're really making mob kills too easy. So now we get instant kill headshots and instant kill heart shots, and these heart shots work even when mobs detect us? It's all too much.
Alright, now onto your mob changes:
Skeleton - Nah. Skeletons are meant to be a ranged-only mob. It's something that makes skeletons somewhat unique. We already have the Wither Skeleton, Zombies, Slimes, Enderman, Iron Golems, Silverfish, Magma Cubes, Zombie Pigmen, wolves, spiders and cave spiders and as our melee mobs, we don't need more. Skeletons being only ranged and not melee is meant to be a balanced tradeoff. Zombie - I can actually live with this one. Endermen - I'm indifferent to this one. Having them freeze when looked at can be a good strategy to fight them, but I could care less.
Overall, no support. These karate kicks and such don't seem very Minecraft-like and can do more damage than any other conventional weapon.
I have to admit, the idea is nice and all but it could use a few tweaks.
Melee
So, to start things off, let's talk about melee. I think we should have some special moves, which would be bindable to whatever key you prefer.
Kick - Pressing R on your keyboard would cause you to kick the target, dealing 200% increased punch damage, stunning the target for 2 seconds and crippling their movement by 50%. This would make combat without a sword more interesting and would serve great use to players with one too. It would only be usable every 30 seconds. Problem: Too OP, a 2 second stun would be enough time for any person to deal a large amount of damage to any attacker even with the 30 second cooldown,a 50% movement reduction seriously? it would make the Potion of slowness obsolete. Fix: Same controls, it would cause you to kick to the direction your facing (maybe with an animation perhaps) dealing 2 and a half hearts (a heart and a half more than a punch), remove the stun and slow and add a knockback, a simple knockback as if you hit someone while sprinting except a bit further. 30 second cooldown.
Powerful Strike - Pressing G with a sword equipped would cause a powerful attack, knocking the target back and dealing 100% increased weapon damage. This would be usable every 20 seconds and would give more variety to combat. Problem: Great add this with knockback and you can knock any entity a mile away, again too OP. Fix: Don't add this it's obsolete and Overpowered.
A new sword should also be added, a smaller one. This one would have less durability, would deal less damage and less knockback, but would strike twice as fast as a normal sword. It would be unable to deal powerful attacks. A Dagger Perhaps?
Ranged
I don't think spellbooks and magic would be a good addition to the game as they would end up being the top choice like in every game created. Magic always ends up being unbalanced. Instead, bow combat should be improved. First of all, once being shot (even from far away) mobs would be alerted of your position and retaliate. Drawing back your bow for too long would cause you to lose control, and damage and effects should also differ from where the arrow lands: Magic too overpowered? look at your Combat suggestions.
Suggestions below are too OP and don't fit in the game. Knee (pun not intended) - Landing a successful shot on the enemies knee would cripple it, reducing movement speed by 50%.
Head - Landing a fully charged headshot would instantly kill the enemy. However, this would only occur when you are not seen. (i'll get to that more in a second)
Heart - Same effect as head (very small hitbox), except possible even when seen.
Other parts deal regular damage.
So, going back to the head part. Similar to Skyrim, i think sneaking should decrease the chance of being seen and landing a successful shot to an unsuspecting enemy while sneaking should increase the damage. Instant kills would also only happen unseen and sneaking to keep it balanced. Instant kills are too OP, give the victim a chance to counterattack for pete sake! and Minecraft isn't skyrim please do not attempt to add anything from the game.
New arrow types! - Poison and flaming. Poison could be applied to arrows, with one poison feeding a stack of arrows. Flaming arrows could be done by drawing back your bow and bringing it to a torch / flame. This would light the current arrow on fire, and would return to a regular one if drawn back. Arrows would be equipped in a slot next to armor instead of keeping them in your bags, and they would stack up to 200. Potion of Poison could already do the same as a poison arrow, and there already is an Enchantment for flaming arrows.
Poisonous arrows - Applies the poison effect to the target.
Flaming arrows - Lights the enemy on fire (duh) and emits light as it travels.
Enemies
So, that's it for combat changes. Let's talk mobs. First, if a mob would be engaged (no matter what the range) it would always attack back. Here are changes to the mobs:
Skeleton - If you engage a skeleton in melee combat, it should take out a quick sword and use that to fight you instead. It would deal little damage and little knockback, but would strike twice as fast as a regular sword. They would shoot you smarter than they currently do. Let's say you come across a ravine and you see a skeleton sitting at the top. You go for the headshot but miss it, which causes the skeleton to rapidly respond with a shot. You hide behind a wall and the skeleton holds his fire. You go for a second shot and once you peek out he shoots a second one. Skeletons would also be able to climb up 2 blocks every short period of time. Skeletons are ranged mobs, and they should stay that way. Zombies -These guys would simply walk down if they are higher than you when engaged, since they are brainless, but they would also take much less fall damage than regular mobs. An Idea I can support. Endermen- Just make them teleport properly when looked at. Same goes for the Enderman.
I think spiders and creepers are relatively good atm. Spiders should however climb down or up wherever they are, but being smart and avoiding lava. I don't really have any ideas for creepers. Perhaps they should just continue to chase you brainlessly and try to go boom.
Mobility
A few changes to this. Firstly, you would be able to climb up 2 blocks every 20 seconds by pressing a key next to a 2 block high obstacle. This would consume a hunger "heart" and take a short time to do. Pressing this key, you could also grab to a block when falling. Let's say you're jumping over a ravine and fail, you can try and fall next to a wall and grab from it. You can't hang forever because it quickly consumes hunger, and you'd need to be in good shape (50%+ hunger) to climb up. Another Idea I can support.
Overall, i think these changes would make combat and adventuring more challenging, fun and interesting. Please give your thoughts!
An Improved Combat system is interesting really but your idea's are either too OP or don't fit in the game at all. for the time being Partial Support.
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You shall not pass! - Gandalf the Grey vanquishing the Balrog
Kick - Overpowered. With this kick, the Potion of Slowness almost has no reason to exist. So a sword can't cripple a mob, but kicking it can?
In the sense where you're kicking the knee, it makes sense to cripple them.
Powerful Strike - This is what critical hits, enchantments and making better swords is for. Imagine how overpowered this would be combined with a diamond sword and a Sharpness enchantment.
With mob health doubled and enchants halved of their current power?
Knee - This one is pretty similar to the kick one in terms of end results... Again, you're taking a dump on the slowness potion, and making our knees do more damage than "sharp" swords. Why is this a ranged attack?
What do you mean "making our knees do more damage"? If you shoot an arrow to someones knee, why wouldn't they be slowed?
Head - This one makes a lot of sense, but would still make the game too easy in the long run. It's extremely easy to see a hostile mob, stay out of it's detection range, and score a simple headshot. Mobs can already be spammed with arrows without them noticing you, so this headshot thing would be overkill.
How is it different from using one arrow instead of two? You can already kill enemies with even one arrow, how is this so immensely overpowered? You can't always be seen if mob detection was improved, nor can you always land a headshot on a moving enemy.
Heart - Now you're really making mob kills too easy. So now we get instant kill headshots and instant kill heart shots, and these heart shots work even when mobs detect us? It's all too much.
How are you going to land a shot to very small hitbox every time?
Alright, now onto your mob changes:
Skeleton - Nah. Skeletons are meant to be a ranged-only mob. It's something that makes skeletons somewhat unique. We already have the Wither Skeleton, Zombies, Slimes, Enderman, Iron Golems, Silverfish, Magma Cubes, Zombie Pigmen, wolves, spiders and cave spiders and as our melee mobs, we don't need more. Skeletons being only ranged and not melee is meant to be a balanced tradeoff.
So skeletons standing there like idiots, not being able to land one shot to circling attacker makes them somehow difficult to fight?
Endermen - I'm indifferent to this one. Having them freeze when looked at can be a good strategy to fight them, but I could care less.
Right now endermen do absolutely nothing to fight back.
In the sense where you're kicking the knee, it makes sense to cripple them. It... doesn't matter if it makes sense. It's still overpowered...
With mob health doubled and enchants halved of their current power? Huh..?Where's this coming from?
What do you mean "making our knees do more damage"? If you shoot an arrow to someones knee, why wouldn't they be slowed? You're not getting it. That doesn't matter. Mobs are not hard to kill, as you can sword/arrow spam them without effort. So slowing them down from shooting their legs just makes it all too easy. And... once again, the slowing effect is left to the Potion of Slowness.
How is it different from using one arrow instead of two? You can already kill enemies with even one arrow, how is this so immensely overpowered? You can't always be seen if mob detection was improved, nor can you always land a headshot on a moving enemy. "Instead of two"? No, it takes three fully charged arrows shots to kill the common hostile mobs: the skeleton, zombie,zombie pigmen and creeper. Except for the spider mobs which can take two. Hitting the heads of mobs with arrows is not hard at all. The mobs have pretty big heads and move slowly when they advance toward you. The spiders are a bit quicker, but you can still pull it off.
How are you going to land a shot to very small hitbox every time? Why even have that small hitbox there? Like I've been saying, it's easy to spam arrows at mobs without them noticing you... So taking the time to program in these headshots or heartshots is just not worth it.
So skeletons standing there like idiots, not being able to land one shot to circling attacker makes them somehow difficult to fight? Uhhhhh...Did I say skeletons were difficult to fight? No I didn't. I simply said that we have waaaaayy more than enough melee/touch damage mobs, making the skeleton a part of that isn't the best idea.
Right now endermen do absolutely nothing to fight back. I just... wow. So Endermen teleporting all over the place and hitting you when they can is not their way of fighting back..?
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The Unofficial Suggestion Guide - Everything you need to know to not make goofy mistakes in a suggestion! Honestly though, you should really go there.
Mob health should also be improved, at least on hard difficulty. By a minimum of 50%+ i think is reasonable. Critical attacks when falling should also be taken out, they make no sense.
I already explained that you couldn't be able to headshot an approaching enemy, making it a little difficult to aim to the head every time considering mobs move and arrows arc. And endermen after engaging simply teleport around and don't fight you.
I still don't understand how something that slows an enemy down is immensely overpowered.
Easy, 1. Slow down enemy by shooting them in the knee 2. while their slowed you can begin spamming arrows at them, due to the slow they cannot escape or perform a counterattack. 3. ??? 4. Repeat until target is dead and profit! Bonus: Slow makes Potion of Slowness Obsolete.
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You shall not pass! - Gandalf the Grey vanquishing the Balrog
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First of all, enchants should completely be redesigned. Currently, a level 30 diamond sword is quite frankly ridiculously overpowered. There is no challenge. Sharpness and other damage improving enchants should be at least halved from their current power, and certain stuff like knockback could be completely removed. Mob health should also be improved, at least on hard difficulty. By a minimum of 50%+ i think is reasonable. Critical attacks when falling should also be taken out, they make no sense.
Melee
So, to start things off, let's talk about melee. I think we should have some special moves, which would be bindable to whatever key you prefer.
Kick - Pressing R on your keyboard would cause you to kick the target, dealing 200% increased punch damage, stunning the target for 2 seconds and crippling their movement by 50%. This would make combat without a sword more interesting and would serve great use to players with one too. It would only be usable every 30 seconds.
Powerful Strike - Pressing G with a sword equipped would cause a powerful attack, knocking the target back and dealing 100% increased weapon damage. This would be usable every 20 seconds and would give more variety to combat.
A new sword should also be added, a smaller one. This one would have less durability, would deal less damage and less knockback, but would strike twice as fast as a normal sword. It would be unable to deal powerful attacks.
Ranged
I don't think spellbooks and magic would be a good addition to the game as they would end up being the top choice like in every game created. Magic always ends up being unbalanced. Instead, bow combat should be improved. First of all, once being shot (even from far away) mobs would be alerted of your position and retaliate. Drawing back your bow for too long would cause you to lose control, and damage and effects should also differ from where the arrow lands:
Knee (pun not intended) - Landing a successful shot on the enemies knee would cripple it, reducing movement speed by 50%.
Head - Landing a fully charged headshot would instantly kill the enemy. However, this would only occur when you are not seen. (i'll get to that more in a second)
Heart - Same effect as head (very small hitbox), except possible even when seen.
Other parts deal regular damage.
So, going back to the head part. Similar to Skyrim, i think sneaking should decrease the chance of being seen and landing a successful shot to an unsuspecting enemy while sneaking should increase the damage. Instant kills would also only happen unseen and sneaking to keep it balanced.
New arrow types! - Poison and flaming. Poison could be applied to arrows, with one poison feeding a stack of arrows. Flaming arrows could be done by drawing back your bow and bringing it to a torch / flame. This would light the current arrow on fire, and would return to a regular one if drawn back. Arrows would be equipped in a slot next to armor instead of keeping them in your bags, and they would stack up to 200.
Poisonous arrows - Applies the poison effect to the target.
Flaming arrows - Lights the enemy on fire (duh) and emits light as it travels.
Enemies
So, that's it for combat changes. Let's talk mobs. First, if a mob would be engaged (no matter what the range) it would always attack back. Here are changes to the mobs:
Skeleton - If you engage a skeleton in melee combat, it should take out a quick sword and use that to fight you instead. It would deal little damage and little knockback, but would strike twice as fast as a regular sword. They would shoot you smarter than they currently do. Let's say you come across a ravine and you see a skeleton sitting at the top. You go for the headshot but miss it, which causes the skeleton to rapidly respond with a shot. You hide behind a wall and the skeleton holds his fire. You go for a second shot and once you peek out he shoots a second one. Skeletons would also be able to climb up 2 blocks every short period of time.
Zombies -These guys would simply walk down if they are higher than you when engaged, since they are brainless, but they would also take much less fall damage than regular mobs.
Endermen- Just make them teleport properly when looked at.
I think spiders and creepers are relatively good atm. Spiders should however climb down or up wherever they are, but being smart and avoiding lava. I don't really have any ideas for creepers. Perhaps they should just continue to chase you brainlessly and try to go boom.
Mobility
A few changes to this. Firstly, you would be able to climb up 2 blocks every 20 seconds by pressing a key next to a 2 block high obstacle. This would consume a hunger "heart" and take a short time to do. Pressing this key, you could also grab to a block when falling. Let's say you're jumping over a ravine and fail, you can try and fall next to a wall and grab from it. You can't hang forever because it quickly consumes hunger, and you'd need to be in good shape (50%+ hunger) to climb up.
Overall, i think these changes would make combat and adventuring more challenging, fun and interesting. Please give your thoughts!
Half support.
Kick - Overpowered. With this kick, the Potion of Slowness almost has no reason to exist. So a sword can't cripple a mob, but kicking it can?
Powerful Strike - This is what critical hits, enchantments and making better swords is for. Imagine how overpowered this would be combined with a diamond sword and a Sharpness enchantment.
Knee - This one is pretty similar to the kick one in terms of end results... Again, you're taking a dump on the slowness potion, and making our knees do more damage than "sharp" swords. Why is this a ranged attack?
Head - This one makes a lot of sense, but would still make the game too easy in the long run. It's extremely easy to see a hostile mob, stay out of it's detection range, and score a simple headshot. Mobs can already be spammed with arrows without them noticing you, so this headshot thing would be overkill.
Heart - Now you're really making mob kills too easy. So now we get instant kill headshots and instant kill heart shots, and these heart shots work even when mobs detect us? It's all too much.
Alright, now onto your mob changes:
Skeleton - Nah. Skeletons are meant to be a ranged-only mob. It's something that makes skeletons somewhat unique. We already have the Wither Skeleton, Zombies, Slimes, Enderman, Iron Golems, Silverfish, Magma Cubes, Zombie Pigmen, wolves, spiders and cave spiders and as our melee mobs, we don't need more. Skeletons being only ranged and not melee is meant to be a balanced tradeoff.
Zombie - I can actually live with this one.
Endermen - I'm indifferent to this one. Having them freeze when looked at can be a good strategy to fight them, but I could care less.
Overall, no support. These karate kicks and such don't seem very Minecraft-like and can do more damage than any other conventional weapon.
The Unofficial Suggestion Guide - Everything you need to know to not make goofy mistakes in a suggestion! Honestly though, you should really go there.
An Improved Combat system is interesting really but your idea's are either too OP or don't fit in the game at all.
for the time being
Partial Support.
The Unofficial Suggestion Guide - Everything you need to know to not make goofy mistakes in a suggestion! Honestly though, you should really go there.
Read the post.
I already explained that you couldn't be able to headshot an approaching enemy, making it a little difficult to aim to the head every time considering mobs move and arrows arc. And endermen after engaging simply teleport around and don't fight you.
Easy,
1. Slow down enemy by shooting them in the knee
2. while their slowed you can begin spamming arrows at them, due to the slow they cannot escape or perform a counterattack.
3. ???
4. Repeat until target is dead and profit!
Bonus: Slow makes Potion of Slowness Obsolete.