Right now there are 13 different potions that can be obtained in Minecraft survival mode, but there are actually a total of 27 potion effects in the game. Although some of these can be obtained in other ways it would be nice to see them as obtainable potions. Adding in these potions wouldn't just simply expand upon potions but other parts of the game as well. That's one of the reasons why potions are so great. New methods of obtaining potion ingredients helps expand other aspects of the game. Exploration, hunting, farming, fishing, trading, anything you can think of really.
Rather than suggesting specific ways to obtain a potion's ingredients like how the suggestion previously did. I'm going to name a few potential options for each effect as what specifically makes it is up to Mojang in the end. Here we go.
Haste: This effect increases mining and attack speed. It is currently only obtained through beacons which isn't all to useful. Due to its effects it would make the most sense if the ingredient was obtained from mining in some way. Probably by combining an existing underground material with a food item.
Mining Fatigue (Dullness): This is the opposite of the haste effect so it would make the most sense if it was obtained by using a fermented spider eye on a haste potion.
Nausea: This effect causes the screen to wobble. It is currently only obtained by eating pufferfish. An idea I had would be if the ingredient was sold by a new priest villager (Alchemist?). Due to the strength of the potion this ingredient would be very expensive.
Resistance: This effect increases defense. It is currently only obtained through super golden apples and beacons. Since it raises defense, perhaps a new ore could be made specifically for this ingredient. It would be rare since resistance is very strong.
Blindness: This lowers a player's view distance. It can currently only be obtained through commands. Be cause of it's strength against players, it would simply be obtained through corrupting a nausea potion (another potion that is strong against players).
Hunger: This effect causes the player's hunger to go down faster. It is obtained by eating various rotten/poison foods and by getting hit by husks. Since husks give the effect I thought it would make sense if the ingredient would have a chance to be dropped by them.
Wither: It's like poison but it can kill. Because of this it would not have an ingredient but could be found in the chests found within Nether Forts.
Health Boost: Increases max health. Currently only obtainable with commands. It could be dropped by a new monster in either the Nether or overworld.
Absorption: Instantly gives temporary hit points. Only gained through golden apples and totems of undying. To get the potion one could corrupt a health boost potion.
Saturation: Slightly fills the hunger bar by one point. Only obtained through commands. Perhaps the ingredient could be a rare drop from pig.
Glowing: Highlights mobs. Given to mobs/players that are hit by spectral arrows. Perhaps the ingredient could be dropped by witches.
Levitation: Causes mobs to slowly rise over time. Only given to mobs hit by the shulker's spark projectile. Considering the fact that shulkers now have a drop perhaps it could be involved in the making of levitation potions.
Luck: Increases chances to fish up treasure. It's currently available in the creative inventory. The only right ingredient for this would by four leaf clovers.
Bad Luck: Deacreases chance to fish up treasure. Only obtained through commands. Corrupting a luck potion with a fermented spider eye sounds like a good method of obtaining this potion.
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Aqua Affinity is an enchantment for armor (helmets, I believe) which raises your mining speed underwater. It is actually quite useful to counteract the mining speed debuff underwater and is essential for hardcore builders.
Mojang is shunning the idea of more tool tiers, but this prismarine stuff is hinting at it!
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When tools (Picks, shovels, axes) are given Aqua Affinity, they simply gain an efficiency boost underwater equal to half a level of Efficiency. Nothing too fancy.
Swords, when given Aqua Affinity, allow you to dash underwater when right clicking. This has no cooldown, but is of a very inconsequential speed. The worst it could be abused is speeding along a water channel at about 3/4 the speed of a ice tunnel.
Bows get a boost in arrow velocity underwater. The worst I could see it being abused is having little sniper nooks which are covered in water, which would actually be quite cool.
Boats can only be Aqua Affinity enchanted through crafting. Their bonus is a higher boat speed.
The Prismarine bit in here is connected to the Aqua Affinity. When you craft 8 shards with your item, one level of Affinity is added onto your item. This has a cap of level 10. I can imagine this suggestion being used on a PVP map, where your reward for killing the other team is shards to upgrade your weapons. Thank you for reading!
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And Over9000Guy, it actually is balanced. If you get a guy down to 4 hearts with your flintlock pistol, and he keeps shooting at you with his bow, he'll likely kill you because of the bow's higher speed, accuracy and range at the cost of less damage. Same with a sword. If you manage to get a shot into him, you'll be long gone before your reload time is up because of the superior damage, speed and accuracy of the sword at the cost of range. And up against a potion user, you'd be dominated from mid-range, high-accuracy, high-speed specialized attacks before you could even come close to loading the thing. Personally, I think this idea is genius. Why? Because the little quartet of weapon choices is missing something. A slow, inaccurate long-ranged weapon that hits like a truck. *cough*flintlockpistols*cough*
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