As is, the Implementation of the mace doesn't feel connected to the rest of the game. It feels like a mod that didnt stop to ask why, why is it craftable when you get the items to craft it at the same time, why are you using this rare new heavy core for a mace of all things, why did Steve never think to make a mace or club before this, why is there this trial chamber to began with. I suggest you scrap the heavy core, and just have the mace drop no crafting needed and ADD NOMAL MACES AND SPEARS ALONG WITH A TREASURE TOOL'S FOR THE SWORD AND AXE!!! The trident is already the treasure variant for spears just have channeling or riptide be a base effect of the trident that the spears can't get and, for maces/hammers/clubs let them keep the AOE effect when you attack from a fall, the treasure mace would then have the bonus fall damage effect. For a sword you can take the fire aspect enchantment and use it as the base or something. You could also use this as a opportunity to revamp the enchanting system too remove some enchants like fire aspect and mending to use them for bigger ideas LIKE TREASURE TOOL'S!!!
This would be a huge revamp to combat and open the door to higher lvl strategies, with there being different tools for the job with the general purpose sword, shield braking ax, aoe blunt tool, and ranged spears.
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