We now have tridents and crossbows, isn't it time we got another weapon added to the game? daggers?
daggers could be crafted using 1 stick and 1 wooden plank, iron ingot, gold ingot or diamond.
but be compatible with loyalty enchantment, so when thrown, they return to the player, but still costing durability points upon striking a target.
They would do half the damage of swords per hit, but have the advantage of being cheaper to make in addition to having a ranged attack. More weapon variety would be nice, and could potentially make PVP more interesting, who knows? anyway I would definitely like to see this happen.
The daggers would give the wielder 2 ways to attack, close quarters combat, and ranged.
They could either be used to stab the target or be thrown, but without loyalty, be potentially lost forever if thrown too far away to be found or into a ravine where recovery of the item was too risky, meaning players would need to pay attention to their environment and their aim when attacking.
Another feature we could have is the daggers being dual wielded, if in the second hand slot the total attack damage is increased to about that of a sword made with the same material, but only 1 dagger can be thrown at a time, when thrown, the damage bonus is ignored, making dual wielding only useful in stabbing, damage buffs for thrown daggers should only apply where enchantments are involved.
I would say they should just make Tridents craftable in some capacity, instead of just having a miniature-trident that would make actual tridents obsolete. Tridents aren't very commonly used, so I feel that in the event that you do want to use one, you'd just end up using a dagger instead if this suggestion was implemented. But we'll see (if it ever gets added, that is).
I would say they should just make Tridents craftable in some capacity, instead of just having a miniature-trident that would make actual tridents obsolete. Tridents aren't very commonly used, so I feel that in the event that you do want to use one, you'd just end up using a dagger instead if this suggestion was implemented. But we'll see (if it ever gets added, that is).
But the trident not being craftable would allow daggers to be a viable alternative, and when dual wielded they would have the close range damage output of a sword which is still powerful. Other than loyalty as suggested, the daggers could be made compatible with many other enchantments like mending, sharpness, smite, bane of arthropods, unbreaking and fire aspect. They could possibly be made to end up with a newer enchantment later on, Nightshade could be a new enchantment exclusively for daggers, which allow thrown ones to home in on the nearest hostile mob.
I would rather have a separate kunai / throwing knife as cheap ranged weapon with bad accuracy made of iron and sticks, stackable up to 16 and possible to be tipped - one lingering potion would enhance 3 throwing knives for 1/3 of the effect.
For melee only-daggers, I think that their strength should be DPM and ease of use, but weakness - limitation to single target damage (unlike AoE swords), low damage per hit, helplessness versus shields (unlike axes), as well as low knockback (unlike both).
My proposal is to make them stab automatically every 0.65/0.6/0.55/0.5 seconds for 5/6 damage (0.65/5 for wood, 0.6/5 for gold, 0.65/6 for stone, 0.6/6 for iron, 0.55/6 for diamond, 0.5/6 for netherite) - you press and hold left mouse button and the stabbing goes on.
I think we don't need dual-wield mode for daggers - they were of more common use as single-wield sidearm for most forces - knights used them to finish off the wounded, and archers as last-resort weapon when it came to melee.
Naturally, in PvP daggers would be not really dangerous due to their relative lack of utility in combat when shields are involved - with enemy shield up, the player can deal only meager damage when the enemy dishes out nearly twice as much with an axe, and constant stabbing forces the dagger user to disuse his own shield as well, due to the recharge time being practically as long as putting up the shield.
When it comes to enchantments, I propose a different setup than normal melee weapons - oriented around negating armor and its enchantments.
A ) Puncture I-III would count armor toughness as if decreased by 2 every level.
B ) Ignore I-IV would cause as much damage as if every armor piece was a level lower per level of enchantment, affecting Protection and Thorns, so if enemy uses Protection III on a helmet and protection IV on a chestplate, armor with Ignore II would deal as much damage as if helmet had Protection I and chestplate protection II.
C ) Infect would cause a 1-second-long Wither I effect without stacking, and it would be a high-grade enchantment like Infinity on Bow. Note that its effect would be decreased by Protection, regardless whether Ignore is present or not.
Note #1: Puncture and Ignore are mutually exclusive enchantments, like Multishot/Piercing, Mending/Infinity or Sharpness/BoA/Smite.
Note #2: Standard melee weapon enchantments do not work on daggers
Totalitarian architecture. Angular, defensible masonry over sleek, sloped carpentry.
Taking it slow. Provoking into attack typically does better rushing.
Underground engineering. Well-lit tunnels are much safer and often cheaper than any surface construct.
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Farmability. One of primary concerns relating to any feature.
Practical mobs. No annoyances taking up space and processor power.
Generalism and simplicity. Overly complicated and specialized concepts hardly ever come into fruition.
We now have tridents and crossbows, isn't it time we got another weapon added to the game? daggers?
daggers could be crafted using 1 stick and 1 wooden plank, iron ingot, gold ingot or diamond.
but be compatible with loyalty enchantment, so when thrown, they return to the player, but still costing durability points upon striking a target.
They would do half the damage of swords per hit, but have the advantage of being cheaper to make in addition to having a ranged attack. More weapon variety would be nice, and could potentially make PVP more interesting, who knows? anyway I would definitely like to see this happen.
The daggers would give the wielder 2 ways to attack, close quarters combat, and ranged.
They could either be used to stab the target or be thrown, but without loyalty, be potentially lost forever if thrown too far away to be found or into a ravine where recovery of the item was too risky, meaning players would need to pay attention to their environment and their aim when attacking.
Another feature we could have is the daggers being dual wielded, if in the second hand slot the total attack damage is increased to about that of a sword made with the same material, but only 1 dagger can be thrown at a time, when thrown, the damage bonus is ignored, making dual wielding only useful in stabbing, damage buffs for thrown daggers should only apply where enchantments are involved.
Sounds like a good way to balance out the sword in general and less OP than a longsword or scythe idea.
Isn't this just a less powerful trident?
Except it is craftable and cheap to make.
I would say they should just make Tridents craftable in some capacity, instead of just having a miniature-trident that would make actual tridents obsolete. Tridents aren't very commonly used, so I feel that in the event that you do want to use one, you'd just end up using a dagger instead if this suggestion was implemented. But we'll see (if it ever gets added, that is).
But the trident not being craftable would allow daggers to be a viable alternative, and when dual wielded they would have the close range damage output of a sword which is still powerful. Other than loyalty as suggested, the daggers could be made compatible with many other enchantments like mending, sharpness, smite, bane of arthropods, unbreaking and fire aspect. They could possibly be made to end up with a newer enchantment later on, Nightshade could be a new enchantment exclusively for daggers, which allow thrown ones to home in on the nearest hostile mob.
I would rather have a separate kunai / throwing knife as cheap ranged weapon with bad accuracy made of iron and sticks, stackable up to 16 and possible to be tipped - one lingering potion would enhance 3 throwing knives for 1/3 of the effect.
For melee only-daggers, I think that their strength should be DPM and ease of use, but weakness - limitation to single target damage (unlike AoE swords), low damage per hit, helplessness versus shields (unlike axes), as well as low knockback (unlike both).
My proposal is to make them stab automatically every 0.65/0.6/0.55/0.5 seconds for 5/6 damage (0.65/5 for wood, 0.6/5 for gold, 0.65/6 for stone, 0.6/6 for iron, 0.55/6 for diamond, 0.5/6 for netherite) - you press and hold left mouse button and the stabbing goes on.
I think we don't need dual-wield mode for daggers - they were of more common use as single-wield sidearm for most forces - knights used them to finish off the wounded, and archers as last-resort weapon when it came to melee.
Naturally, in PvP daggers would be not really dangerous due to their relative lack of utility in combat when shields are involved - with enemy shield up, the player can deal only meager damage when the enemy dishes out nearly twice as much with an axe, and constant stabbing forces the dagger user to disuse his own shield as well, due to the recharge time being practically as long as putting up the shield.
When it comes to enchantments, I propose a different setup than normal melee weapons - oriented around negating armor and its enchantments.
A ) Puncture I-III would count armor toughness as if decreased by 2 every level.
B ) Ignore I-IV would cause as much damage as if every armor piece was a level lower per level of enchantment, affecting Protection and Thorns, so if enemy uses Protection III on a helmet and protection IV on a chestplate, armor with Ignore II would deal as much damage as if helmet had Protection I and chestplate protection II.
C ) Infect would cause a 1-second-long Wither I effect without stacking, and it would be a high-grade enchantment like Infinity on Bow. Note that its effect would be decreased by Protection, regardless whether Ignore is present or not.
Note #1: Puncture and Ignore are mutually exclusive enchantments, like Multishot/Piercing, Mending/Infinity or Sharpness/BoA/Smite.
Note #2: Standard melee weapon enchantments do not work on daggers
Totalitarian architecture. Angular, defensible masonry over sleek, sloped carpentry.
Taking it slow. Provoking into attack typically does better rushing.
Underground engineering. Well-lit tunnels are much safer and often cheaper than any surface construct.
-----
Farmability. One of primary concerns relating to any feature.
Practical mobs. No annoyances taking up space and processor power.
Generalism and simplicity. Overly complicated and specialized concepts hardly ever come into fruition.