I like the throwables, I think that unique throwables are a good way to improve combat choices, player suited style, and variety. Here's some more:
Throwable bricks (nether and normal) which do 2 hearts of damage and have a range of 10 blocks
Throwable sticks which do 0.5 heart of damage but have exceptionally long range
Throwable bones which are similar to sticks but with less range. If you have a tamed wolf, the wolf will attack the mob or player the bone hit
Throwable blaze rods which have slightly less range than a stick, but set mobs on fire
A few changes to current weapons:
To set mobs on fire with flint and steel, you can directly light the mob rather than having to light the ground
Splash potions conserve momentum so when you're running forward, the velocity of the player is added to the velocity of the splash potion, rather than having the player run into it's own projectile.
Blocking has a 5% chance to absorb all the damage a projectile gives (not splash potions, projectiles like slime and arrows) however this damage is absorbed into the durability of the sword
That's my input for this suggestion. Hope you like it.
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Splash potions conserve momentum so when you're running forward, the velocity of the player is added to the velocity of the splash potion, rather than having the player run into it's own projectile.
That's difficult because servers don't track player motion, only position. I've had hellish issues with this in modding and the solution is always horribly ad-hoc.
I have a strong dislike for potions because they ignore armor and are generally overpowered.
I feel that enchanting took a lot of fun out of combat as well. Since it gives enormous advantage to whoever has been grinding minerals the most.
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I have 2 recommendations to add to the system:
Make fire charges always light the foe on fire, with shorter times more common, and slime balls should have only a 60% chance to inflict slowness.
The potion effect haste allows the user of it to attack faster.
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I'll make a better information picture at some point.
I like the throwables, I think that unique throwables are a good way to improve combat choices, player suited style, and variety. Here's some more:
Throwable bricks (nether and normal) which do 2 hearts of damage and have a range of 10 blocks
Throwable sticks which do 0.5 heart of damage but have exceptionally long range
Throwable bones which are similar to sticks but with less range. If you have a tamed wolf, the wolf will attack the mob or player the bone hit
Throwable blaze rods which have slightly less range than a stick, but set mobs on fire
A few changes to current weapons:
To set mobs on fire with flint and steel, you can directly light the mob rather than having to light the ground
Splash potions conserve momentum so when you're running forward, the velocity of the player is added to the velocity of the splash potion, rather than having the player run into it's own projectile.
Blocking has a 5% chance to absorb all the damage a projectile gives (not splash potions, projectiles like slime and arrows) however this damage is absorbed into the durability of the sword
That's my input for this suggestion. Hope you like it.
Extra throwable items?: The ones so far are probably fine.
Direct flint 'n' steel lighting:Yes.
Splash conserves momentum: YES!
Block 5% nodmg projectiles: Perhaps perfect blocks against projectiles reduce damage to half a heart and zero out usual secondary effects instead.
Also, buffing falling critical hits to balance them being harder would be a good idea.
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I'll make a better information picture at some point.
I have a strong dislike for potions because they ignore armor and are generally overpowered.
I feel that enchanting took a lot of fun out of combat as well. Since it gives enormous advantage to whoever has been grinding minerals the most.
I tend to agree with you here. I really am not a fan of the enchanting system and (strength) potions are quite unbalanced in the scheme of things. But, separate issues, separate threads.
Extra throwable items?: The ones so far are probably fine.
Direct flint 'n' steel lighting:Yes.
Splash conserves momentum: YES!
Block 5% nodmg projectiles: Perhaps perfect blocks against projectiles reduce damage to half a heart and zero out usual secondary effects instead.
Also, buffing falling critical hits to balance them being harder would be a good idea.
Basically agreed here, except for the blocking projectiles and falling crits.
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"A lion does not concern himself with the opinions of sheep."
- Lord Tywin Lannister
.
I like this idea about the tiers and their respective weight, however I won't add it to the OP. But I think something like this would be good (In terms of light>heavy:
Gold>Leather/Wood>Stone>Diamond>Iron
I think weight should be ordered as such (light -> heavy)
Iron -> Diamond -> Wood -> Stone -> Gold
For armor it would be:
Leather -> Chain -> Iron -> Gold -> Diamond (one can claim that Steve has the crafting ability to make a well-balanced suit of armor out of metals but can't make it out of diamond as easily, hence it would be more difficult to wear... either way I did that for balance)
For weapons, weightier weapons would attack slightly slower and deal more knockback.
For armor, weightier armors would make you move slightly slower (diamond making you move at 3.7bps instead of 4, gold being 3.8, iron being 3.9, and the rest having no impact). I know, it's been suggested to death, but still.
I think weight should be ordered as such (light -> heavy)
Iron -> Diamond -> Wood -> Stone -> Gold
For armor it would be:
Leather -> Chain -> Iron -> Gold -> Diamond (one can claim that Steve has the crafting ability to make a well-balanced suit of armor out of metals but can't make it out of diamond as easily, hence it would be more difficult to wear... either way I did that for balance)
For weapons, weightier weapons would attack slightly slower and deal more knockback.
For armor, weightier armors would make you move slightly slower (diamond making you move at 3.7bps instead of 4, gold being 3.8, iron being 3.9, and the rest having no impact). I know, it's been suggested to death, but still.
My reasoning for placing diamond lighter than iron was because I think iron is waayy too common to justify it being a faster weapon to use than diamond, as it takes no effort to obtain. I'm with SVGK on the fact that it shouldn't slow you down when you wear it, just make you attack slower.
no, i disagree with being slowed down walking, that would just be a pain, it should simply make you attack slower.
I for one find it utterly ridiculous that a diamond-clad player can keep up with an unarmored player. Balance-wise and realism-wise (but mostly balance-wise).
My reasoning for placing diamond lighter than iron was because I think iron is waayy too common to justify it being a faster weapon to use than diamond, as it takes no effort to obtain. I'm with SVGK on the fact that it shouldn't slow you down when you wear it, just make you attack slower.
Decent enough reasoning, but I still feel like making diamond 100% superior is a bad thing.
In hindsight, this weight system does not seem like it will work out well without making diamond even more OP. The core game would need more progression/depth first (and with that would come new tiers and hopefully side tiers) before it could work.
I support the general idea of this, and you can count me to the supporters even if you don't take my suggestions. The suggestions are:
1. I agree with having the slash take 0.4 seconds, but I don't like the 0.3 cooldown. It slows down fights, and during pvp, when your perception is enhanced and time slows down a little, it breaks any fast paced action. This wouldn't be a problem if most fights with swords ended after one major hit to the enemy (as IRL), but minecraft players have notoriously large amounts of heath, resulting in the clickfests you also mentioned, before one of the combatents kicks the bucket.
My solution is this: Have it take 0.2 seconds to raise the sword, and have it take 0.2 seconds to come crashing down to the crosshairs. If it hits the opponent on the crosshairs, the swing stops and you can attack again. However, if you miss, the sword crosses the crosshairs and then goes back into the ready position. This adds 0.3 seconds and discourages spam-clicking, but keeps the fight quick and exciting.
1.1 As an extra, you could have an another attack with the sword: the thrust. It also takes 0.4 seconds, and does less knowback and damage (slightly less), but it does damage after 0.2 seconds, with the 0.2 seconds to pull the sword back.
2. Keep the current critical hits system. With the time added to the swing, it becomes hard enough to time it right anyway.
3. I like the idea of charging your shots, but I don't see how you could do it. You can't hold the right mouse button, and assigning a keyboard button seems a little too specified. If you do find a way, the 0.4 seconds should only count if you miss, with it being 0.2 seconds if you hit. You should move slower while charging (so maybe a combo of shift+right mouse button?) and the attack should reset if you get hurt.
4. I feel blocking should change like this: If you block while the is swinging (a 0.4 second time) you block 80% of the damage the moment the sword reaches the crosshairs of the other guy. An audiable clanging is heard, (more or less the sound of an anvil being placed) but none of the players flash blue (this seems a little too convenient). When blocking, your hitbox extends a little, so you could block a swing that wouldn't have hit you, but still recieve 20% of the damage, but no knockback, making dodging attacks another viable option. If you block and the opponent would have hit you, you get a minor knockback. The opponent never recieves knockback. This is to make blocking easier, but to punish players who would block cowardly all the time.
5. I have always felt thrown items should behave like shooting a bow and arrow (with a reduced range, obviously), having you charge up to throw. This would be very usefull for potions as well.
charging swords would be holding the left mouse button,
But if you press the left mouse button, you swing automaticly. It could be changed to swords only hitting when you let the button go, but I think that could get rather fiddly.
Perhaps the middle mouse button for that? It would be difficult to use with the charged swing (preventing the wheel from rolling while moving the mouse to aim etc.), but for a quick click it would be usable.
i think this suggestion, coupled with armor and swords slowing your swings and extending charge time a bit, is a simple change, and would do wonders for the game, having multiple swing animations would be cool as well.
Hmmm, I'm not sure about that, because I'm afraid it would slow down combat.
i like the blocking mechanic, and the idea of attacks only having a cooldown if you miss sounds cool, maybe having an attack perfectly blocked would give you a 0.6 delay before you can attack?.
Hmmm, but what counts as a perfect block? But if it existed, it would again, slow down combat, and I feel it would frustrate players.
Minecraft's combat system is simple, because there is no need for a combat system. Minecraft is mainly about singleplayer survival. Since most mobs don't have combat strategies, the player's system doesn't have to be enhanced. If you talk about multiplayer PvP, you can always enhance that using plugins. No need to change the system, so a small part of the community (not everyone is an active PvP-Minecraftian) can enjoy what already be changed. No support.
ing . Most of multiplayer is based on PvP. Minecraft PvP desperately needs improving.
The proposed ideas as they are now won't work because you are trying to fit 5+ new features on 1 item using 2 mouse buttons.
Part 1/3: Simplify OP mechanics by removing timed blocks.
If sword "cast time" is less than "cooldown" then attacking right after blocking guarantees an unblocked hit since their sword is still on cooldown (I'm assuming you can't block while on cooldown)
Part 2/3: Balance jump and sprint attacks.
Normal:
As described in OP, without timed blocks for reasons in Part 1.
Jump:
As described in OP, but blocking mid air only blocks 40% damage due to lack of footwork. Makes jumping riskier and less spammable.
Sprint:
Normal attacks have longer cooldown and no knockback. Releasing a charged attack after 3 seconds halts movement to do extra knockback and damage. Blocking while sprinting reduces speed to walking and only blocks 40% of damage.
These changes make pursuit a tradeoff between defense, speed without knocking enemies out of range, and a charged attack that halts movement. Also, sprint knockbacks are less spammable, making creeper gangs scary again.
Sneak: Surprise attacks are already dangerous, no need to make sneaking more dangerous.
Part 3/3 That's it.
In my opinion, the less complicated this idea the more likely it is to work. Giving mobs attack animations and AIs adjusted to the above mechanics (zombies that BLOCK????) would be monumental in and of itself, so I'm not worried about adding new weapons / throwables at this stage. What we want here is a fix, not something super fancy and complicated.
Slowing Slimeballs and Throwable fire charges would still be fun though.
1. I added timed blocks more as a handy (but not required) feature instead of something that, as you stated, adds complexity to learn and master. It is very difficult to time it correctly, therefore getting an unblocked hit while your opponent is on cooldown wouldn't be too much of an issue. If needed we can always add the ability to block on cooldown, though I think in a way it defeats the purpose of timing your swing.
2. Jump attacks were removed (unless you fall at least 3 blocks), and I'll add more cooldown to sprint attacks. I don't think the mid-air block thing is too much of an issue. I dunno what your saying about the sneak attack though, I thought I didn't suggest any new sneak attacks?
Personally, I do like the concept of the materials that you use taking more/less time to swing, but I'm trying to keep this idea as simple as possible so the system is still agreeable to most people. As for the animations, they are very creative and I like them, but I'm not going to go ahead in the OP and post: this should be the animation. I'd rather just leave it open
I think the attack ranges are currently okay, though.
I like the idea very much. I support! But make it so critical and sprint attacks don't have a longer cooldown, and also you go it wrong with the falling criticals part, you don't have to be falling 3 blocks. Also, I disagree with the slimeballs and fire charges only being stackable to 16. I think all throwable items should be stackable to 64, I have no idea why they aren't. Also make it so the fire charges can be shot the same a dispensers do, so you throw it and it goes in a stright line and sets things on fire 100% of the time. But overall I support.
The reason I added larger cooldowns to sprint and critical attacks is because they provide an additional bonus than a regular attack, and thus need some sort of drawback for this bonus. Similarly, the throwables are stackable to 16 for balancing. But thankyou for your support and feedback.
if mobs have animations, the player will need a nerf in attack distance, as it will be far too easy to just go back and forth in and out of their attack radius and then attack while they are swinging at air.
Damage should still be contact for mobs I believe, so the perfect block would have to be executed at exactly the right time. The swing time already (slightly) makes PvE harder in theory, so I'd rather not make it any more so.
The minecraft pvp mechanics is good as it is. Being simple is a good thing. We don't need a more advance combat system. While your idea is good, it still need a lot of balancing. Critical hits needs to have more power than normal hits.
RIght now you're saying that
1.5 hits per 3 seconds (crit hit) is better than
3.0 hits per second (normal hits).
Critical hits do have more power than normal hits. And it is not 3.0 regular hits per second, it is closer to 1.43. The system shouldn't be so that a critical hit is available and the best option in every scenario, which is what the current system is. It is supposed to be an attack that you use strategically to inflict greater damage on your opponent in specific situations, rather than herping and derping around jumping during PvP to inflict more damage. The system is not complex, at its core it is adding animations and slowing down the amount of attacks per second.
No, they do not rely 100% on gear. I've played a lot of pvp, and once you getter at it you stop spamming your mouse and start actually doing some running. Please do not say that everybody does things the same way...
They very much do rely largely on gear, maybe not 100%, but it does play a massive factor. As for the 'running' in combat, I do not see how it relates to the combat system at all. Sure, you can incorporate movements into your fights, but that is not a feature of the system and even so your strategic movement options are limited.
You are entitled to your own opinion, nobody is saying everybody does things the same way. We are simply offering counter-arguments to your arguments for consideration.
on the contrary, your suggestion as a whole would make PvE easier because:
see it?.
giving time to react to mob attacks will, simply put, guarantee that it will be easier because the player has a longer range, think, the player walks up to a zombie just within it's attack range, zombie starts to swing, player walks backwards outside of range again while zombie is performing the animation and attacks, all because the player can attack the zombie while the zombie cannot.
also, i would like to make one suggestion:
I see where you are coming from, but I think you slightly misinterpreted me. An animation that would give you time to react meaning that a zombie raises his arms when x number of blocks away from you, and when contact is made the damage is dealt and the arms swing down. So in reality PvE would stay very similar. In the future, I'm open to having more interactive animations but for now I'd rather start with the basics.
As for the sprint and charged attacks, I did add cooldowns to make them less spammable but I'm against the idea of making the player immobile after a critical/sprint attack due to the fast-paced nature of Minecraft's combat. I'd also prefer to keep the knockback on regular attacks because it is a mechanic that has been in the game since Alpha and is a classic characteristic of MC combat. However, I will consider adding the 'sprint block' that protects less than a regular block, it needs to block less than 40% though for it to be balanced, but I'm not sure how often people would actually use it.
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"A lion does not concern himself with the opinions of sheep."
- Lord Tywin Lannister
No, I don't like this. While it may make pvp better in ways, survival could be an issue. When your being attacked by a horde of zombies, its kind of useful to be able to attack very quickly to keep them away, no to mention that if it takes a second for each attack to occur, the zombies can hit you faster than you can hit them. When confronted with a little zombie, slashing out in all directions quickly may be the only way to defend yourself. When confronting jumpy endermen, you may only have a few seconds to lash out before it teleports again. When near death, people tend to rely on the quick slash of the sword to keep them alive until they heal. And in pvp this could even be a problem. Currently, a single player facing off against two people has an good chance of wining, because he can apply hits to them as fast as they can apply hits to him. If he can only cause a hit once every second, then they can hit him twice every second, and the chance he had at surviving the attack perishes.
Amazingly well-written, Minecraft needs this. Complete and utter full support, sir.
Except for one thing. Taking on multiple people at once, not so easy with this. I rely on spam-click in order to take out those 5 people teams. Maybe there is a cool down per enemy?
Amazingly well-written, Minecraft needs this. Complete and utter full support, sir.
Except for one thing. Taking on multiple people at once, not so easy with this. I rely on spam-click in order to take out those 5 people teams. Maybe there is a cool down per enemy?
One person should not be able to take out five people unless they are vastly under-equipped. Just my opinion.
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- Throwable bricks (nether and normal) which do 2 hearts of damage and have a range of 10 blocks
- Throwable sticks which do 0.5 heart of damage but have exceptionally long range
- Throwable bones which are similar to sticks but with less range. If you have a tamed wolf, the wolf will attack the mob or player the bone hit
- Throwable blaze rods which have slightly less range than a stick, but set mobs on fire
A few changes to current weapons:- To set mobs on fire with flint and steel, you can directly light the mob rather than having to light the ground
- Splash potions conserve momentum so when you're running forward, the velocity of the player is added to the velocity of the splash potion, rather than having the player run into it's own projectile.
- Blocking has a 5% chance to absorb all the damage a projectile gives (not splash potions, projectiles like slime and arrows) however this damage is absorbed into the durability of the sword
That's my input for this suggestion. Hope you like it.17 000 subscribers on YouTube.
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That's difficult because servers don't track player motion, only position. I've had hellish issues with this in modding and the solution is always horribly ad-hoc.
I have a strong dislike for potions because they ignore armor and are generally overpowered.
I feel that enchanting took a lot of fun out of combat as well. Since it gives enormous advantage to whoever has been grinding minerals the most.
Make fire charges always light the foe on fire, with shorter times more common, and slime balls should have only a 60% chance to inflict slowness.
The potion effect haste allows the user of it to attack faster.
I'll make a better information picture at some point.
Extra throwable items?: The ones so far are probably fine.
Direct flint 'n' steel lighting:Yes.
Splash conserves momentum: YES!
Block 5% nodmg projectiles: Perhaps perfect blocks against projectiles reduce damage to half a heart and zero out usual secondary effects instead.
Also, buffing falling critical hits to balance them being harder would be a good idea.
I'll make a better information picture at some point.
Basically agreed here, except for the blocking projectiles and falling crits.
- Lord Tywin Lannister
I think weight should be ordered as such (light -> heavy)
Iron -> Diamond -> Wood -> Stone -> Gold
For armor it would be:
Leather -> Chain -> Iron -> Gold -> Diamond (one can claim that Steve has the crafting ability to make a well-balanced suit of armor out of metals but can't make it out of diamond as easily, hence it would be more difficult to wear... either way I did that for balance)
For weapons, weightier weapons would attack slightly slower and deal more knockback.
For armor, weightier armors would make you move slightly slower (diamond making you move at 3.7bps instead of 4, gold being 3.8, iron being 3.9, and the rest having no impact). I know, it's been suggested to death, but still.
My reasoning for placing diamond lighter than iron was because I think iron is waayy too common to justify it being a faster weapon to use than diamond, as it takes no effort to obtain. I'm with SVGK on the fact that it shouldn't slow you down when you wear it, just make you attack slower.
- Lord Tywin Lannister
I for one find it utterly ridiculous that a diamond-clad player can keep up with an unarmored player. Balance-wise and realism-wise (but mostly balance-wise).
Decent enough reasoning, but I still feel like making diamond 100% superior is a bad thing.
In hindsight, this weight system does not seem like it will work out well without making diamond even more OP. The core game would need more progression/depth first (and with that would come new tiers and hopefully side tiers) before it could work.
1. I agree with having the slash take 0.4 seconds, but I don't like the 0.3 cooldown. It slows down fights, and during pvp, when your perception is enhanced and time slows down a little, it breaks any fast paced action. This wouldn't be a problem if most fights with swords ended after one major hit to the enemy (as IRL), but minecraft players have notoriously large amounts of heath, resulting in the clickfests you also mentioned, before one of the combatents kicks the bucket.
My solution is this: Have it take 0.2 seconds to raise the sword, and have it take 0.2 seconds to come crashing down to the crosshairs. If it hits the opponent on the crosshairs, the swing stops and you can attack again. However, if you miss, the sword crosses the crosshairs and then goes back into the ready position. This adds 0.3 seconds and discourages spam-clicking, but keeps the fight quick and exciting.
1.1 As an extra, you could have an another attack with the sword: the thrust. It also takes 0.4 seconds, and does less knowback and damage (slightly less), but it does damage after 0.2 seconds, with the 0.2 seconds to pull the sword back.
2. Keep the current critical hits system. With the time added to the swing, it becomes hard enough to time it right anyway.
3. I like the idea of charging your shots, but I don't see how you could do it. You can't hold the right mouse button, and assigning a keyboard button seems a little too specified. If you do find a way, the 0.4 seconds should only count if you miss, with it being 0.2 seconds if you hit. You should move slower while charging (so maybe a combo of shift+right mouse button?) and the attack should reset if you get hurt.
4. I feel blocking should change like this: If you block while the is swinging (a 0.4 second time) you block 80% of the damage the moment the sword reaches the crosshairs of the other guy. An audiable clanging is heard, (more or less the sound of an anvil being placed) but none of the players flash blue (this seems a little too convenient). When blocking, your hitbox extends a little, so you could block a swing that wouldn't have hit you, but still recieve 20% of the damage, but no knockback, making dodging attacks another viable option. If you block and the opponent would have hit you, you get a minor knockback. The opponent never recieves knockback. This is to make blocking easier, but to punish players who would block cowardly all the time.
5. I have always felt thrown items should behave like shooting a bow and arrow (with a reduced range, obviously), having you charge up to throw. This would be very usefull for potions as well.
But if you press the left mouse button, you swing automaticly. It could be changed to swords only hitting when you let the button go, but I think that could get rather fiddly.
Perhaps the middle mouse button for that? It would be difficult to use with the charged swing (preventing the wheel from rolling while moving the mouse to aim etc.), but for a quick click it would be usable.
Hmmm, I'm not sure about that, because I'm afraid it would slow down combat.
Hmmm, but what counts as a perfect block? But if it existed, it would again, slow down combat, and I feel it would frustrate players.
As to increasing the cooldown, it again, slows down combat. The thing I like about combat in minecraft at the moment is its' fast pace.
ing . Most of multiplayer is based on PvP. Minecraft PvP desperately needs improving.
Part 1/3: Simplify OP mechanics by removing timed blocks.
If sword "cast time" is less than "cooldown" then attacking right after blocking guarantees an unblocked hit since their sword is still on cooldown (I'm assuming you can't block while on cooldown)
Part 2/3: Balance jump and sprint attacks.
Normal:
As described in OP, without timed blocks for reasons in Part 1.
Jump:
As described in OP, but blocking mid air only blocks 40% damage due to lack of footwork. Makes jumping riskier and less spammable.
Sprint:
Normal attacks have longer cooldown and no knockback. Releasing a charged attack after 3 seconds halts movement to do extra knockback and damage. Blocking while sprinting reduces speed to walking and only blocks 40% of damage.
These changes make pursuit a tradeoff between defense, speed without knocking enemies out of range, and a charged attack that halts movement. Also, sprint knockbacks are less spammable, making creeper gangs scary again.
Sneak: Surprise attacks are already dangerous, no need to make sneaking more dangerous.
Part 3/3 That's it.
In my opinion, the less complicated this idea the more likely it is to work. Giving mobs attack animations and AIs adjusted to the above mechanics (zombies that BLOCK????) would be monumental in and of itself, so I'm not worried about adding new weapons / throwables at this stage. What we want here is a fix, not something super fancy and complicated.
Slowing Slimeballs and Throwable fire charges would still be fun though.
1. I added timed blocks more as a handy (but not required) feature instead of something that, as you stated, adds complexity to learn and master. It is very difficult to time it correctly, therefore getting an unblocked hit while your opponent is on cooldown wouldn't be too much of an issue. If needed we can always add the ability to block on cooldown, though I think in a way it defeats the purpose of timing your swing.
2. Jump attacks were removed (unless you fall at least 3 blocks), and I'll add more cooldown to sprint attacks. I don't think the mid-air block thing is too much of an issue. I dunno what your saying about the sneak attack though, I thought I didn't suggest any new sneak attacks?
Personally, I do like the concept of the materials that you use taking more/less time to swing, but I'm trying to keep this idea as simple as possible so the system is still agreeable to most people. As for the animations, they are very creative and I like them, but I'm not going to go ahead in the OP and post: this should be the animation. I'd rather just leave it open
I think the attack ranges are currently okay, though.
Thankyou!
- Lord Tywin Lannister
Damage should still be contact for mobs I believe, so the perfect block would have to be executed at exactly the right time. The swing time already (slightly) makes PvE harder in theory, so I'd rather not make it any more so.
Critical hits do have more power than normal hits. And it is not 3.0 regular hits per second, it is closer to 1.43. The system shouldn't be so that a critical hit is available and the best option in every scenario, which is what the current system is. It is supposed to be an attack that you use strategically to inflict greater damage on your opponent in specific situations, rather than herping and derping around jumping during PvP to inflict more damage. The system is not complex, at its core it is adding animations and slowing down the amount of attacks per second.They very much do rely largely on gear, maybe not 100%, but it does play a massive factor. As for the 'running' in combat, I do not see how it relates to the combat system at all. Sure, you can incorporate movements into your fights, but that is not a feature of the system and even so your strategic movement options are limited.
You are entitled to your own opinion, nobody is saying everybody does things the same way. We are simply offering counter-arguments to your arguments for consideration.
- Lord Tywin Lannister
As for the sprint and charged attacks, I did add cooldowns to make them less spammable but I'm against the idea of making the player immobile after a critical/sprint attack due to the fast-paced nature of Minecraft's combat. I'd also prefer to keep the knockback on regular attacks because it is a mechanic that has been in the game since Alpha and is a classic characteristic of MC combat. However, I will consider adding the 'sprint block' that protects less than a regular block, it needs to block less than 40% though for it to be balanced, but I'm not sure how often people would actually use it.
- Lord Tywin Lannister
No support
Except for one thing. Taking on multiple people at once, not so easy with this. I rely on spam-click in order to take out those 5 people teams. Maybe there is a cool down per enemy?
One person should not be able to take out five people unless they are vastly under-equipped. Just my opinion.