All enchantments are now available for all weapons. But they are individually balanced per-weapon. Some of the weapons are called things like spear/shovel. This means that either shovels can start functioning like this in combat, or a new item called a "spear" that works like this could be added. The purpose of this thread is not to discuss whether they should be added as a property of shovels or as an actual spear. I have a thread for that here, but it died quickly.
Axes: Now disable shields when they crit, rather than during the previous times.
Spear/Shovel: Now longer range and can attack while blocking, but have less DPS and speed than axes. They can't be enchanted with knockback, but still have normal knockback.
Dagger/Hoe: Same as now, except the DPS is higher than the swords' when you use all the enchantments and potions you can, but it is shorter range.
Hammer/Pickaxe: While most weapons knock back, the hammer knocks up!
(That empty space was to make sure you don't rage-quit when the actual suggestion part is pretty short)
Explanations
The current way of disabling shields is too random, and buffs sprinting, which doesn't need buffed. They still serve the same purpose with this change, and it fits into their theme of "slow, predictable attacks" even more than before, as well as letting them be countered by hammers.
These spears are like the spears in Mount and Blade: They're not as good as other weapons in super-close quarters (lower DPS and a shield can simply be broken by axes and sometimes abused by non-axes), but if you kite correctly with them you can be super strong (blocking while attacking?!). They're also good for chasing due to long range, and sometimes good for interrupting a jump due to range so that the enemy falls to their death, and sometimes good on horseback due to the range and slow attack speed, since effective mounted combat is usually hit-and-run.
The hoe has a problem in 1.9: it's too similar to the sword. By making it short range but higher DPS it should make it more unique. You can't reliably crit with it and the short range is a pretty big disadvantage, so swords will still probably be more common. Basically, you should pick the hoe when you want to get straight up in the enemy's face, damaging them and knocking them up at the same time. It would also make sense if knockback and flame enchantments were stronger on the hoe, since sharpness is stronger.
By knocking up instead of knocking back, you deal more damage if the enemy is in mid-air (about 2 more damage), since falling damage only applies after the first 3 blocks (and the average attack with a weapon knocks back 3 blocks + 3 per level of knockback, and you take damage for each block you fall beyond the third). It's also good for chasing enemies or just confusing them. I think it should have more of an "uppercut" animation than minecraft's usual downward+forward strike animation, since you are knocking up instead of back. I didn't mention the attack speed because that could be used a balancing factor: the faster the weapon, the more viable it is to chain knock-up, but the slower the weapon, the more viable it is to enchant with knockback and hit them up in one great blow so you can keep charging. Against mobs, pickaxes/hammers would be mainly used for escaping. While knock back would just push the enemy you're running at back, the hammer would allow you to throw him up so you can keep on running through. It wouldn't be that overpowered though, since it takes time for them to be knocked up, and they can still hit you while they aren't knocked up, and even if they are knocked up the other mobs next to them might hit you when you run in.
The milk idea is a redundant one, and a generally hated one for good reason. The concept of erasing all of player's status effects in one effortless splash would be purely a trollish annoyance.
I don't see a need for semi-weapon tools to get a rework as they are balanced as is. The fact that axes/shovels/pickaxes perform better at collecting some blocks already acts as a good tradeoff for them having lower damage than the sword, so I don't see any need to add these other attributes that would probably just complicate things in the long run.
Why would pickaxes apply blindness and slowness? Pre-enchantments are always a bad idea.
Rollback Post to RevisionRollBack
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Nobody's really gonna bring milk into fights. Not now not ever, even with this. Hoes may be a "good" weapon now, but that doesn't mean anybody is going to bring it. It's multiplayer. People are going to stick with the stereotype that swords are best.
If you ask me, I think shields are underpowered. Now breaking it with 1 hit is just. Bad. It can't be in game. People would rather just not have a shield if junk like this happens.
And I don't agree that tools should become weapons of any sort. They should remain tools, and should be largely inferior to swords in terms of combat if you ask me. Which is partly why I dislike the new update
Sometimes I think people pay more immediate attention to joke, troll, vague, and wrong section threads here instead of the actual proper suggestions.
OP: Multicoloured wood stuff!!!! More wood kinds! Community: Would love this! Support! Me: STOP IT. STOP NO. NOOOOOOOOOOOOOOOOO
Me: Posts*
Community: Hey look! A thread with no comments! Lets leave it empty and let it die without even giving any thoughts! 2 days later: Me: What the... where's the thread.... oh page 10
Other notes:
> If you make a banner that doesn't link back to your thread, I'll hate you a little.
> Stop suggesting: lighted torch holding, retarded bosses, new dimensions, thirst, natural disasters.
> If you don't support a gun thread because it is "OP" and "unfitting" when it clearly isn't, (eg that musket thread), I will hunt you, and I will absorb your life essence.
The milk idea is a redundant one, and a generally hated one for good reason. The concept of erasing all of player's status effects in one effortless splash would be purely a trollish annoyance.
Which is why I made it only the most recently applied status effect.
It might result in too much strength/milk spamming, which would get repetitive. It's got some rough edges like that I guess, but I think it could work pretty well with a few changes.
And how is that redundant? It's meant to be used by players on enemy players, which creates this weird sort of strategic minigame:
After they splash milk on you once to remove an effect they really want gone, you might try to reapply that effect. But if you do that and have a balanced number of each potion type, they will keep splashing milk until you no longer have any of that potion, since they probably brought more milk than you did each type of potion! So you have to either trick them into wasting their milk on the absorption from your golden apple, or you can trick them by using a different potion, or you can try attacking them while they splash milk if you value the damage on them less than the removed potion effect.
I don't see a need for semi-weapon tools to get a rework as they are balanced as is. The fact that axes/shovels/pickaxes perform better at collecting some blocks already acts as a good tradeoff for them having lower damage than the sword, so I don't see any need to add these other attributes that would probably just complicate things in the long run.
Which is why I specifically said the part about shovels could be added as either shovels or spears. That's an argument for which there is already a thread, and people are actually split 50-50 on the issue.
Why would pickaxes apply blindness and slowness? Pre-enchantments are always a bad idea.
Well, portals cause nausea and bows cause slowness.
A "shock" enchantment which does the same thing the hammer would mean that you could counter both a shield and jumping with an axe. Which is annoying.
The hammer was one of the weirder ones though, tbh. But gameplay-wise it's interesting just like the axe is.
And just in case you didn't understand (you probably did tho), the hammer isn't just "slowness". It's "blindness if the enemy is in mid-air". It's only "slowness" for mobs because blindness does nothing to them
Nobody's really gonna bring milk into fights. Not now not ever, even with this. Hoes may be a "good" weapon now, but that doesn't mean anybody is going to bring it. It's multiplayer. People are going to stick with the stereotype that swords are best.
Are you kidding me? Multiplayer is far more hardcore than single-player. Many people will use this if it is powerful.
Besides, these weapons are useful for single-player combat too.
If you ask me, I think shields are underpowered. Now breaking it with 1 hit is just. Bad. It can't be in game. People would rather just not have a shield if junk like this happens.
Lolwut? It breaks after a lot more hits than that (or at least it's supposed to, it might be glitched).
And if you're talking about axes, they don't break the shield, just temporarily disable it.
And I don't agree that tools should become weapons of any sort. They should remain tools, and should be largely inferior to swords in terms of combat if you ask me. Which is partly why I dislike the new update
See my second response to Cerroz's comment. That's why I have shovels/spears instead of just shovels (spears)
Are you kidding me? Multiplayer is far more hardcore than single-player. Many people will use this if it is powerful.
Besides, these weapons are useful for single-player combat too.
Doesn't change my mind. Why should a tool, used for interacting with blocks, be used to fight mobs. And mobs don't have natural effects, so why should dumping milk on mobs matter. Multiplayer is more hardcore than singleplayer. I still don't see a reason why I would ever bring a bucket, and waste time switching items to remove a effect from some guy, in which I don't even know if he has an effect.
Lolwut? It breaks after a lot more hits than that (or at least it's supposed to, it might be glitched).
And if you're talking about axes, they don't break the shield, just temporarily disable it.
Er, did you read your own suggestion? You suggested that axes break shields upon critting.
See my second response to Cerroz's comment. That's why I have shovels/spears instead of just shovels (spears)
This isn't even the same. I am completely against weaponized tools, not 50-50 with it. I'm not a fan of the 1.9 update. What you're doing here is giving other tools the ability to have combat capabilities and strengths that the sword doesn't have. You're giving reasons to bring these in combat. I don't agree with this in general. I believe tools should stay tools, and swords should stay swords.
Sometimes I think people pay more immediate attention to joke, troll, vague, and wrong section threads here instead of the actual proper suggestions.
OP: Multicoloured wood stuff!!!! More wood kinds! Community: Would love this! Support! Me: STOP IT. STOP NO. NOOOOOOOOOOOOOOOOO
Me: Posts*
Community: Hey look! A thread with no comments! Lets leave it empty and let it die without even giving any thoughts! 2 days later: Me: What the... where's the thread.... oh page 10
Other notes:
> If you make a banner that doesn't link back to your thread, I'll hate you a little.
> Stop suggesting: lighted torch holding, retarded bosses, new dimensions, thirst, natural disasters.
> If you don't support a gun thread because it is "OP" and "unfitting" when it clearly isn't, (eg that musket thread), I will hunt you, and I will absorb your life essence.
Doesn't change my mind. Why should a tool, used for interacting with blocks, be used to fight mobs.
I have stated three times now that they don't need to be the old tools. Either they could be added as spears, or they could be added to shovels.
And mobs don't have natural effects, so why should dumping milk on mobs matter. Multiplayer is more hardcore than singleplayer. I still don't see a reason why I would ever bring a bucket, and waste time switching items to remove a effect from some guy, in which I don't even know if he has an effect.
The point is that you're gambling on whether he has the given effect and whether it's worth sacrificing your time purging the effect. As I stated before in a comment to Cerroz, it is a little too repetitive and probably needs some more thought put into it, but the way it works out as a bid for a potion effect is pretty cool, and I want to maintain that concept, especially considering how it makes daggers different from swords.
Er, did you read your own suggestion? You suggested that axes break shields upon critting. Not actually break, just temporarily disable just like they do now. Right now they disable on a random chance, or automatically if you're sprinting. I don't like RNG and crits are more interesting than sprinting.
This isn't even the same. I am completely against weaponized tools, not 50-50 with it. I'm not a fan of the 1.9 update. What you're doing here is giving other tools the ability to have combat capabilities and strengths that the sword doesn't have. You're giving reasons to bring these in combat. I don't agree with this in general. I believe tools should stay tools, and swords should stay swords.
For the fifth time, that's just not true. I am attempting to stay completely neutral in that debate. EITHER these can be added as a property of shovels OR they can be added as spears.
Although I gave my "support" (FYI Im not very good w/ all da snapshot stuffs) however I personaly think that the Minecraft devs. should stop wasting there time debuffing evrything from golden apples to wooden hoes ( Who use's a wooden hoe in combat any ways lol ) I feel like they should be working on adding more intrest to pvp besides just killing the gapple pvp compunity. I feel like 1.9 dosent live up to the title of "The combat update" I was hoping for something like obby armor or quartz weapons the only things I like are the lingering potions the new arrows and the Ender Dragon Head ( It looks like its eating your face if you stand on a half slab with 1 and a half blocks above you hooked up to redstone clock ) I feel like most pvp style servers will probaly not update / create plugins to try and work around it ( Like many servers did when 1.8 added the "You need lapis to enchant feature" Then it was a big deal and a lot of people were really mad now evry1 seems to have forgoten I think 1.9's main "features will be like that most pepole will A. Get over it B. Quit Minecraft or C. Start playing on 1.8 / servers that have plugins / features to counter act 1.9. Howeve I think eventully once ppl find ways to work around the features they dont like ( or just learn to live w/ em ) A lot of people will like some of the smaller but still very cool features ( Lingering Pots , End City Blocks , New arrows (in some cases) duel wielding) And yes I realise this post was very off topic lol sry
Although I gave my "support" (FYI Im not very good w/ all da snapshot stuffs) however I personaly think that the Minecraft devs. should stop wasting there time debuffing evrything from golden apples to wooden hoes ( Who use's a wooden hoe in combat any ways lol ) I feel like they should be working on adding more intrest to pvp besides just killing the gapple pvp compunity. I feel like 1.9 dosent live up to the title of "T
Meh, the balance changes probably just don't take as much work as new features do.
And while the current p4/gapple pvp is pretty cool, I don't think it should be the default pvp, because it's supppeeer weird. Like, no one dies o_O
Also, I really, really like what Mojang has done so far. I wish they would always do updates like 1.9 and beta 1.8. I mean, new places to explore are kinda nice, but you could just get mods for those. New combat mechanics are just awesome.
By the way, right now I'm thinking about making changes to milk-dumping and hammers. Strategically they're cool but a little too inconvenient.
Cool! The "no one dies" thing however weird it may be is somewhat the point of op pvp In gapple p4 pvp all the little mistakes matter and It makes pvp much more intense when you go into pvp and some1 dies in 3 seconds its kinda boreing / lame , but I get the point
2) Redid hoe explanation to make sense with removal of #1
3) Reworked hammers
4) Reformatted it to make it easier to read, and removed the part about precise damage balance, since it's kinda irrelevant
Explanations
1) Ok, milk dumping just can't be done right. Either it would be too strong/annoying because it removes all their effects, or it would be too repetitive/difficult to see because it removes only one of their effects. It had "rough edges" but those edges were rougher than expected...
2) I thought about changing hoes after removing milk dumping, but come to think about it, they're actually pretty different from swords, because you can't consistently crit and your range is much shorter (and knockback swords could even be used before you hit the enemy). Then there's also the fact that the enemy can block more and that they might gain more DPS due to their range if they play right, so yeah, hoes are pretty interesting with just that.
3) Short-duration blindness is annoying, and it was a little redundant to have slowness on a weapon. Instead, hammers now knock up rather than knocking back!
1) Added a bookcase marker to the intial suggestion details to make it more attractive
2) Added a ton of spaces before the explanations so people can get a TL;DR
3) Added voting, since this is pretty much the final form of the suggestion
4) Redid a part of the pickaxe/hammer explanation to explain how much extra damage a pickaxe does to jumping people, the hammer's use in PvE and other stuff.
5) Removed a joke that might have been too dirty for some people's taste, lol
I know. I made this after seeing that (but I was going to make it whether that thread was there or not). My spears have a unique detail though: you can block while attacking with them. That makes them very different.
I'd rather see spears, daggers, and hammers added as separate weapons, I don't like the idea of making shovels, pickaxes, and hoes weapons. Otherwise, I like what you said about their stats.
Some of the weapons are called things like shovel/spear. This means that either they could be added as a property of shovels, or they could be added as a new item called a spear. I don't care which, so don't comment on how you don't want shovels to be weapons, because that is not what I'm suggesting.
Some of the weapons are called things like shovel/spear. This means that either they could be added as a property of shovels, or they could be added as a new item called a spear. I don't care which, so don't comment on how you don't want shovels to be weapons, because that is not what I'm suggesting.
(I'm not actually mad, I think this is kinda funny. Does anyone have a suggestion for how to make this more clear?)
Given 1.9, this is a very balanced suggestion. I would think that hammers, spears and daggers wouldn't exist though. It makes far more sense to just incorporate the special qualities into tools we already have rather than trying to juggle three entirely new items.
"I would rather have a shovel as a close range weapon"- okay. Would the hoe be a good long range one? (also I'm not sure if you missed the "spears can be spears or shovels" thing, but I'll fix that soon)
"Hoes should only be up to sharpness V" and "A stronger knockback is something I can agree with" - I mean, I agree with you, I feel like enchantments should be balanced per-weapon, but that doesn't seem to be mojang's style; it seems like if they keep the enchantments, then they want to keep all levels, as it is for sharpness axes. Which is why I was kind of unsure about the stronger knockback.
"Would spears deal more damage when far away?" - No (that was too annoying and even felt unrealistic in Mount & Blade). But, effectively yes, because they deal less damage than a sword at close range, especially if it's over a long amount of time since they attack slowly. I'm not sure if blocking and attacking with a spear would become OP against hoards of mobs, but I don't think so, since running is pretty good too.
"Pickaxes knock enemies upwards?" Yep. Instead of the weapon's knock back knocking the entity away from you, it knocks it straight up, regardless of what direction you are facing. It's good for escape, countering jumping enemies, and slowing enemies by keeping them in the air.
All enchantments are now available for all weapons. But they are individually balanced per-weapon. Some of the weapons are called things like spear/shovel. This means that either shovels can start functioning like this in combat, or a new item called a "spear" that works like this could be added. The purpose of this thread is not to discuss whether they should be added as a property of shovels or as an actual spear. I have a thread for that here, but it died quickly.
Axes: Now disable shields when they crit, rather than during the previous times.
Spear/Shovel: Now longer range and can attack while blocking, but have less DPS and speed than axes. They can't be enchanted with knockback, but still have normal knockback.
Dagger/Hoe: Same as now, except the DPS is higher than the swords' when you use all the enchantments and potions you can, but it is shorter range.
Hammer/Pickaxe: While most weapons knock back, the hammer knocks up!
(That empty space was to make sure you don't rage-quit when the actual suggestion part is pretty short)
Explanations
The current way of disabling shields is too random, and buffs sprinting, which doesn't need buffed. They still serve the same purpose with this change, and it fits into their theme of "slow, predictable attacks" even more than before, as well as letting them be countered by hammers.
These spears are like the spears in Mount and Blade: They're not as good as other weapons in super-close quarters (lower DPS and a shield can simply be broken by axes and sometimes abused by non-axes), but if you kite correctly with them you can be super strong (blocking while attacking?!). They're also good for chasing due to long range, and sometimes good for interrupting a jump due to range so that the enemy falls to their death, and sometimes good on horseback due to the range and slow attack speed, since effective mounted combat is usually hit-and-run.
The hoe has a problem in 1.9: it's too similar to the sword. By making it short range but higher DPS it should make it more unique. You can't reliably crit with it and the short range is a pretty big disadvantage, so swords will still probably be more common. Basically, you should pick the hoe when you want to get straight up in the enemy's face, damaging them and knocking them up at the same time. It would also make sense if knockback and flame enchantments were stronger on the hoe, since sharpness is stronger.
By knocking up instead of knocking back, you deal more damage if the enemy is in mid-air (about 2 more damage), since falling damage only applies after the first 3 blocks (and the average attack with a weapon knocks back 3 blocks + 3 per level of knockback, and you take damage for each block you fall beyond the third). It's also good for chasing enemies or just confusing them. I think it should have more of an "uppercut" animation than minecraft's usual downward+forward strike animation, since you are knocking up instead of back. I didn't mention the attack speed because that could be used a balancing factor: the faster the weapon, the more viable it is to chain knock-up, but the slower the weapon, the more viable it is to enchant with knockback and hit them up in one great blow so you can keep charging. Against mobs, pickaxes/hammers would be mainly used for escaping. While knock back would just push the enemy you're running at back, the hammer would allow you to throw him up so you can keep on running through. It wouldn't be that overpowered though, since it takes time for them to be knocked up, and they can still hit you while they aren't knocked up, and even if they are knocked up the other mobs next to them might hit you when you run in.
Spears, Daggers, and Hammers for 1.9
I like it Youve got some pretty nice concepts here
The milk idea is a redundant one, and a generally hated one for good reason. The concept of erasing all of player's status effects in one effortless splash would be purely a trollish annoyance.
I don't see a need for semi-weapon tools to get a rework as they are balanced as is. The fact that axes/shovels/pickaxes perform better at collecting some blocks already acts as a good tradeoff for them having lower damage than the sword, so I don't see any need to add these other attributes that would probably just complicate things in the long run.
Why would pickaxes apply blindness and slowness? Pre-enchantments are always a bad idea.
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Unofficial Suggestions Guide (2.0) - by Theriasis
Unofficial Critics Guide - by yoshi9048
Nobody's really gonna bring milk into fights. Not now not ever, even with this. Hoes may be a "good" weapon now, but that doesn't mean anybody is going to bring it. It's multiplayer. People are going to stick with the stereotype that swords are best.
If you ask me, I think shields are underpowered. Now breaking it with 1 hit is just. Bad. It can't be in game. People would rather just not have a shield if junk like this happens.
And I don't agree that tools should become weapons of any sort. They should remain tools, and should be largely inferior to swords in terms of combat if you ask me. Which is partly why I dislike the new update
Sometimes I think people pay more immediate attention to joke, troll, vague, and wrong section threads here instead of the actual proper suggestions.
Community: Would love this! Support!
Me: STOP IT. STOP NO. NOOOOOOOOOOOOOOOOO
Me: Posts*
Community: Hey look! A thread with no comments! Lets leave it empty and let it die without even giving any thoughts!
2 days later:
Me: What the... where's the thread.... oh page 10
Other notes:
> If you make a banner that doesn't link back to your thread, I'll hate you a little.
> Stop suggesting: lighted torch holding, retarded bosses, new dimensions, thirst, natural disasters.
> If you don't support a gun thread because it is "OP" and "unfitting" when it clearly isn't, (eg that musket thread), I will hunt you, and I will absorb your life essence.
Which is why I made it only the most recently applied status effect.
It might result in too much strength/milk spamming, which would get repetitive. It's got some rough edges like that I guess, but I think it could work pretty well with a few changes.
And how is that redundant? It's meant to be used by players on enemy players, which creates this weird sort of strategic minigame:
After they splash milk on you once to remove an effect they really want gone, you might try to reapply that effect. But if you do that and have a balanced number of each potion type, they will keep splashing milk until you no longer have any of that potion, since they probably brought more milk than you did each type of potion! So you have to either trick them into wasting their milk on the absorption from your golden apple, or you can trick them by using a different potion, or you can try attacking them while they splash milk if you value the damage on them less than the removed potion effect.
Which is why I specifically said the part about shovels could be added as either shovels or spears. That's an argument for which there is already a thread, and people are actually split 50-50 on the issue.
Well, portals cause nausea and bows cause slowness.
A "shock" enchantment which does the same thing the hammer would mean that you could counter both a shield and jumping with an axe. Which is annoying.
The hammer was one of the weirder ones though, tbh. But gameplay-wise it's interesting just like the axe is.
And just in case you didn't understand (you probably did tho), the hammer isn't just "slowness". It's "blindness if the enemy is in mid-air". It's only "slowness" for mobs because blindness does nothing to them
Are you kidding me? Multiplayer is far more hardcore than single-player. Many people will use this if it is powerful.
Besides, these weapons are useful for single-player combat too.
Lolwut? It breaks after a lot more hits than that (or at least it's supposed to, it might be glitched).
And if you're talking about axes, they don't break the shield, just temporarily disable it.
See my second response to Cerroz's comment. That's why I have shovels/spears instead of just shovels (spears)
Spears, Daggers, and Hammers for 1.9
Doesn't change my mind. Why should a tool, used for interacting with blocks, be used to fight mobs. And mobs don't have natural effects, so why should dumping milk on mobs matter. Multiplayer is more hardcore than singleplayer. I still don't see a reason why I would ever bring a bucket, and waste time switching items to remove a effect from some guy, in which I don't even know if he has an effect.
Er, did you read your own suggestion? You suggested that axes break shields upon critting.
This isn't even the same. I am completely against weaponized tools, not 50-50 with it. I'm not a fan of the 1.9 update. What you're doing here is giving other tools the ability to have combat capabilities and strengths that the sword doesn't have. You're giving reasons to bring these in combat. I don't agree with this in general. I believe tools should stay tools, and swords should stay swords.
Sometimes I think people pay more immediate attention to joke, troll, vague, and wrong section threads here instead of the actual proper suggestions.
Community: Would love this! Support!
Me: STOP IT. STOP NO. NOOOOOOOOOOOOOOOOO
Me: Posts*
Community: Hey look! A thread with no comments! Lets leave it empty and let it die without even giving any thoughts!
2 days later:
Me: What the... where's the thread.... oh page 10
Other notes:
> If you make a banner that doesn't link back to your thread, I'll hate you a little.
> Stop suggesting: lighted torch holding, retarded bosses, new dimensions, thirst, natural disasters.
> If you don't support a gun thread because it is "OP" and "unfitting" when it clearly isn't, (eg that musket thread), I will hunt you, and I will absorb your life essence.
Spears, Daggers, and Hammers for 1.9
Although I gave my "support" (FYI Im not very good w/ all da snapshot stuffs) however I personaly think that the Minecraft devs. should stop wasting there time debuffing evrything from golden apples to wooden hoes ( Who use's a wooden hoe in combat any ways lol ) I feel like they should be working on adding more intrest to pvp besides just killing the gapple pvp compunity. I feel like 1.9 dosent live up to the title of "The combat update" I was hoping for something like obby armor or quartz weapons the only things I like are the lingering potions the new arrows and the Ender Dragon Head ( It looks like its eating your face if you stand on a half slab with 1 and a half blocks above you hooked up to redstone clock ) I feel like most pvp style servers will probaly not update / create plugins to try and work around it ( Like many servers did when 1.8 added the "You need lapis to enchant feature" Then it was a big deal and a lot of people were really mad now evry1 seems to have forgoten I think 1.9's main "features will be like that most pepole will A. Get over it B. Quit Minecraft or C. Start playing on 1.8 / servers that have plugins / features to counter act 1.9. Howeve I think eventully once ppl find ways to work around the features they dont like ( or just learn to live w/ em ) A lot of people will like some of the smaller but still very cool features ( Lingering Pots , End City Blocks , New arrows (in some cases) duel wielding) And yes I realise this post was very off topic lol sry
Meh, the balance changes probably just don't take as much work as new features do.
And while the current p4/gapple pvp is pretty cool, I don't think it should be the default pvp, because it's supppeeer weird. Like, no one dies o_O
Also, I really, really like what Mojang has done so far. I wish they would always do updates like 1.9 and beta 1.8. I mean, new places to explore are kinda nice, but you could just get mods for those. New combat mechanics are just awesome.
By the way, right now I'm thinking about making changes to milk-dumping and hammers. Strategically they're cool but a little too inconvenient.
Spears, Daggers, and Hammers for 1.9
Cool! The "no one dies" thing however weird it may be is somewhat the point of op pvp In gapple p4 pvp all the little mistakes matter and It makes pvp much more intense when you go into pvp and some1 dies in 3 seconds its kinda boreing / lame , but I get the point
Made a few changes:
1) Removed milk dumping
2) Redid hoe explanation to make sense with removal of #1
3) Reworked hammers
4) Reformatted it to make it easier to read, and removed the part about precise damage balance, since it's kinda irrelevant
Explanations
1) Ok, milk dumping just can't be done right. Either it would be too strong/annoying because it removes all their effects, or it would be too repetitive/difficult to see because it removes only one of their effects. It had "rough edges" but those edges were rougher than expected...
2) I thought about changing hoes after removing milk dumping, but come to think about it, they're actually pretty different from swords, because you can't consistently crit and your range is much shorter (and knockback swords could even be used before you hit the enemy). Then there's also the fact that the enemy can block more and that they might gain more DPS due to their range if they play right, so yeah, hoes are pretty interesting with just that.
3) Short-duration blindness is annoying, and it was a little redundant to have slowness on a weapon. Instead, hammers now knock up rather than knocking back!
Spears, Daggers, and Hammers for 1.9
Made a few more changes:
1) Added a bookcase marker to the intial suggestion details to make it more attractive
2) Added a ton of spaces before the explanations so people can get a TL;DR
3) Added voting, since this is pretty much the final form of the suggestion
4) Redid a part of the pickaxe/hammer explanation to explain how much extra damage a pickaxe does to jumping people, the hammer's use in PvE and other stuff.
5) Removed a joke that might have been too dirty for some people's taste, lol
Spears, Daggers, and Hammers for 1.9
I know. I made this after seeing that (but I was going to make it whether that thread was there or not). My spears have a unique detail though: you can block while attacking with them. That makes them very different.
Spears, Daggers, and Hammers for 1.9
I'd rather see spears, daggers, and hammers added as separate weapons, I don't like the idea of making shovels, pickaxes, and hoes weapons. Otherwise, I like what you said about their stats.
I really don't know what to put here...
Intranet, y u do dis.
Spears, Daggers, and Hammers for 1.9
I don't like it. The tools are balanced as weapons as is and it doesn't make sense to have weapon enchantments on tools like shovels.
No Support
...You're serious, right?
You're seriously serious?
ALRIGHT, ONE MORE TIME:
(I'm not actually mad, I think this is kinda funny. Does anyone have a suggestion for how to make this more clear?)
Spears, Daggers, and Hammers for 1.9
I love how AThingWithAThing reposted my swearing post by quoting it.
And this is "AThingWithAThing". I mean, come on! xD
Spears, Daggers, and Hammers for 1.9
Given 1.9, this is a very balanced suggestion. I would think that hammers, spears and daggers wouldn't exist though. It makes far more sense to just incorporate the special qualities into tools we already have rather than trying to juggle three entirely new items.
It has my support.
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
"I would rather have a shovel as a close range weapon"- okay. Would the hoe be a good long range one? (also I'm not sure if you missed the "spears can be spears or shovels" thing, but I'll fix that soon)
"Hoes should only be up to sharpness V" and "A stronger knockback is something I can agree with" - I mean, I agree with you, I feel like enchantments should be balanced per-weapon, but that doesn't seem to be mojang's style; it seems like if they keep the enchantments, then they want to keep all levels, as it is for sharpness axes. Which is why I was kind of unsure about the stronger knockback.
"Would spears deal more damage when far away?" - No (that was too annoying and even felt unrealistic in Mount & Blade). But, effectively yes, because they deal less damage than a sword at close range, especially if it's over a long amount of time since they attack slowly. I'm not sure if blocking and attacking with a spear would become OP against hoards of mobs, but I don't think so, since running is pretty good too.
"Pickaxes knock enemies upwards?" Yep. Instead of the weapon's knock back knocking the entity away from you, it knocks it straight up, regardless of what direction you are facing. It's good for escape, countering jumping enemies, and slowing enemies by keeping them in the air.
Spears, Daggers, and Hammers for 1.9