I've been PvP-ing with friends and there are some things I think are missing as far as enchantments to balance it out a bit.
These enchantments are more defensively inclined and spice up PvP battles more.
So Here are some enchantments I've devised:
Quickdraw (Bow): Max level (3/III) Every level, the bow takes 1/3 of a second less to completely charge. right now the bow takes 1 1/3 seconds to fully charge (give or take). Level 3 will be somewhat slower than the Old Beta Bow clocking to about 1/3 of a second. (I thought I fixed this before. Maybe I just stated it. It's fixed now)
Comboing (Sword): Max level (3) The sword has a chance to hit faster after a successful hit at a 15% chance. Each level adds 20% to the chance.
Toughness (Armor): Max Level (5/V) Every level counters/reduces the effects of Knockback/Punch on wearer.
Safety (Armor): Max level (3) Every level there is a 20% chance to completely null damage when hit next below 4 HP() every level also adds 20%. If you have more than one armor enchanted, chances do not stack, The highest chance will be tested first, if it fails the 2nd will be tested, and so on and so forth. (credit goes to flazooni for finding an argument in the suggestion) (This is considered OP by some but this is a Higher level enchant, so it will be hard to obtain.)
Zoom (Bow): Max level (3) When applied, the view distance the player can view when charging a bow increases. The higher the level the greater the distance viewed.
I know that many people have been asking for the axe to be a weapon; but here's my take upon it that could add variety to fighting (hence more balance)
(Give the Axe Sharpness,Fire aspect and Knockback and the comboing)
Swing (Axe): Max Level (3) Holding Right-Click (Use) while an axe is in hand will charge the swing, releasing will hit any mob/player in front of you, increasing level increases distance to a maximum 2.5 blocks also decreases similarly to the Quickdraw enchantment. (Swing I time is 1 1/2 seconds, and reduced a 1/2 second every level.)
Parry (Axe): Max Level (3) While charging, if you are hit, you will release your charge and deal 1/3 of the damage done to you within the swing radius. Higher levels increase to 3/3 or full damage added.
If you like this suggestion and want more, please me.
Quickdraw (Bow): Max level (3/III) Every level, the bow takes 1 less tick to get to maximum draw. Level 3 will be somewhat slower than the Old Beta Bow.
This changes virtually nothing. One tick is 1/20th of a second. Quickdraw III would equal to substracting a meager 3/20 of the total needed time for maximum draw, which is more than a full second to begin with. Having bows that are even close to resembling the Beta fire rate would be completely broken, though.
I don't think it's a broken at all, originally it was instantaneous, but they changed it to charging it so to stop launching arrows instead of interacting with objects in 1.8 Beta. If you think this is broken, a diamond sword with maximum sharpness can kill an unarmored player in one hit. That's broken, but why is it still implemented? Because it catches the unprepared off guard. Like this enchantment will.
Depends on what was he thinking of. One game tick is 1/20 of a second, but a redstone tick is 1/10. And a third of a second is quite a noticable diffrence
I get the 2 values mixed up. I edited it to better show the difference.
I get the 2 values mixed up. I edited it to better show the difference.
Oh, sorry, but I think it doesn't clarify yet whether it's a game tick or redstone tick. Personally, I think a game tick is too little of a difference and a redstone tick is too many.
Daaaayum Boy!
I remember it was such an emotion when sprinting was launched, this is just like it, minecraft surely is needing some good pvp improves, so i totally Support this! Good idea man!
I thought this would be a thread on negating certain enchantments, like "Hardened Armor" to negate Sharpness damage. But this is cool too.
I added some negations, in addition to some improvements to certain weapons, where Mojang thought they could get away with giving the bow only sword enchantments. (Note I only have 1 sword enchantment)
I'm going to probably focus on counter enchantments now that you mention it.
Daaaayum Boy!
I remember it was such an emotion when sprinting was launched, this is just like it, minecraft surely is needing some good pvp improves, so i totally Support this! Good idea man!
Yeh, I've been around since 1.6 Beta I was ecstatic for 1.8. Thanks for the support!
I've been PvP-ing with friends and there are some things I think are missing as far as enchantments to balance it out a bit.
These enchantments are more defensively inclined and spice up PvP battles more.
So Here are some enchantments I've devised:
Quickdraw (Bow): Max level (3/III) Every level, the bow takes 1/3 of a second less to completely charge. right now the bow takes 1 1/3 seconds to fully charge (give or take). Level 3 will be somewhat slower than the Old Beta Bow clocking to about 1/3 of a second. (I thought I fixed this before. Maybe I just stated it. It's fixed now)
Comboing (Sword): Max level (3) The sword has a chance to hit faster after a successful hit at a 15% chance. Each level adds 20% to the chance.
Toughness (Armor): Max Level (5/V) Every level counters/reduces the effects of Knockback/Punch on wearer.
Safety (Armor): Max level (3) Every level there is a 20% chance to completely null damage when hit next below 4 HP() every level also adds 20%. If you have more than one armor enchanted, chances do not stack, The highest chance will be tested first, if it fails the 2nd will be tested, and so on and so forth. (credit goes to flazooni for finding an argument in the suggestion) (This is considered OP by some but this is a Higher level enchant, so it will be hard to obtain.)
Zoom (Bow): Max level (3) When applied, the view distance the player can view when charging a bow increases. The higher the level the greater the distance viewed.
I know that many people have been asking for the axe to be a weapon; but here's my take upon it that could add variety to fighting (hence more balance)
(Give the Axe Sharpness,Fire aspect and Knockback and the comboing)
Swing (Axe): Max Level (3) Holding Right-Click (Use) while an axe is in hand will charge the swing, releasing will hit any mob/player in front of you, increasing level increases distance to a maximum 2.5 blocks also decreases similarly to the Quickdraw enchantment. (Swing I time is 1 1/2 seconds, and reduced a 1/2 second every level.)
Parry (Axe): Max Level (3) While charging, if you are hit, you will release your charge and deal 1/3 of the damage done to you within the swing radius. Higher levels increase to 3/3 or full damage added.
If you like this suggestion and want more, please me.
Feel free to comment, and thanks for reading!
I don't think it's a broken at all, originally it was instantaneous, but they changed it to charging it so to stop launching arrows instead of interacting with objects in 1.8 Beta. If you think this is broken, a diamond sword with maximum sharpness can kill an unarmored player in one hit. That's broken, but why is it still implemented? Because it catches the unprepared off guard. Like this enchantment will.
Heh. Thanks man.
Adds the chance to null damage taken if below 2 hearts of HP
I get the 2 values mixed up. I edited it to better show the difference.
"On a scale of one mile to Lord of the Rings, how far did you walk today?"
I remember it was such an emotion when sprinting was launched, this is just like it, minecraft surely is needing some good pvp improves, so i totally Support this! Good idea man!
I added some negations, in addition to some improvements to certain weapons, where Mojang thought they could get away with giving the bow only sword enchantments. (Note I only have 1 sword enchantment)
I'm going to probably focus on counter enchantments now that you mention it.
Yeh, I've been around since 1.6 Beta I was ecstatic for 1.8. Thanks for the support!
60% over-powered? Dunno. The effect only works if you're below 4HP or 2 hearts.