They gave servers time to start following the EULA, then after that time did precisely nothing, with no information given out. One EULA-following server that I play on nearly decided to start offering EULA-breaking perks solely because the EULA seemed like a bunch of hot air no one cared about.
The 1.9 update was doing quite well, up until they reverted pretty much everything they did in 16w02a. Now, spamclickers can spamclick again, and diamond armor remains super-tough and makes fights last really long. The spamclicking is now so overpowered that even though I am quite skilled in pvp without it, any random spamclicker can destroy me and make my skill irelevant by flailing around until they hit me, and hitting so fast that there is no way for someone that isnt spamming to hit back.
Fire now has a knockback effect that is always in a TOTALLY RANDOM direction. Because the direction is completely random, there is no way to predict which way it sends you when you need to hit someone, so you are unable to hit someone while on fire. This will probably turn high level pvp (where everyone has fire aspect) into a random crapshoot that is dependant on who gets more luck with the fire knockback.
Honestly, if the devs insist that spamclicking should come back, they should start the scaling at 25-35% instead of 50%, since right now people are actually winning by spamclicking.
Also, the armor max protection should be taken back down to before, but increase the minimum amount of armor against an attack to 50% so that armor is a little more useful.
Not really, swords have more overall DPS. In addition, swords are more effective when fighting things other than players: you want higher DPS to fight zombies so they die faster, and you can knock them back more.
1) Players can now choose between reaching their destination faster or being protected, allowing for ambushes as players have a reason to not constantly be in armor.
2) Heavier armor's slowing effect means that players with lighter armor can evade them and harass the heavy armor user at range, but a heavy armor player could use speed potions or change out armor to compensate for this.
3) The slower speed means that players that are heavily armored have a slightly harder time evading attackers and maneuvering, meaning they are more likely to use shields. This means that fights in light or no armor are different from heavy armor fights because of the increased speed.
2
They gave servers time to start following the EULA, then after that time did precisely nothing, with no information given out. One EULA-following server that I play on nearly decided to start offering EULA-breaking perks solely because the EULA seemed like a bunch of hot air no one cared about.
1
Good. I was about to attempt to fire the DeRailgun to destroy everything Undertale. Seriously guys, stop with the plot tumors.
/null
4
The 1.9 update was doing quite well, up until they reverted pretty much everything they did in 16w02a. Now, spamclickers can spamclick again, and diamond armor remains super-tough and makes fights last really long. The spamclicking is now so overpowered that even though I am quite skilled in pvp without it, any random spamclicker can destroy me and make my skill irelevant by flailing around until they hit me, and hitting so fast that there is no way for someone that isnt spamming to hit back.
1
Would you be stuck crouching until you leave the narrow area, or would you end up smashing into a wall when you stop crouching?
1
Fire now has a knockback effect that is always in a TOTALLY RANDOM direction. Because the direction is completely random, there is no way to predict which way it sends you when you need to hit someone, so you are unable to hit someone while on fire. This will probably turn high level pvp (where everyone has fire aspect) into a random crapshoot that is dependant on who gets more luck with the fire knockback.
1
Honestly, if the devs insist that spamclicking should come back, they should start the scaling at 25-35% instead of 50%, since right now people are actually winning by spamclicking.
Also, the armor max protection should be taken back down to before, but increase the minimum amount of armor against an attack to 50% so that armor is a little more useful.
2
Who else thought this would be a herobrine hoax when you read the title?
4
Not really, swords have more overall DPS. In addition, swords are more effective when fighting things other than players: you want higher DPS to fight zombies so they die faster, and you can knock them back more.
1
Dont fix that! It makes the oceans more dangerous and cool!
1
Ways this influences gameplay:
1) Players can now choose between reaching their destination faster or being protected, allowing for ambushes as players have a reason to not constantly be in armor.
2) Heavier armor's slowing effect means that players with lighter armor can evade them and harass the heavy armor user at range, but a heavy armor player could use speed potions or change out armor to compensate for this.
3) The slower speed means that players that are heavily armored have a slightly harder time evading attackers and maneuvering, meaning they are more likely to use shields. This means that fights in light or no armor are different from heavy armor fights because of the increased speed.