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13

Difficulty BEYOND Hard Mode (Master Mode)

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  • 2
    ACORNHEAD07 commented
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    What about enemies can heal if left alone, this also leaves open the idea of a health bar for any type of mob.

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    ACORNHEAD07
    That would be pretty neat, too. It would certainly add a factor for players to consider before engaging a group of mobs on top of everything else, and force players to think and act quickly about how they engage them.

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    A few additions to the idea (couldn't fit it all in one place due to the character limit)

    -Give all potion effects in the game's code a craftable potion. Potions of Absorption and Health Boost, for instance, don't need to have a simple crafting recipe by any means, but implementing their effects would be crucial given how much damage you could take with just a single attack. Splash Potions of Blindness could be used to shorten a mobs line of sight by half or even temporarily disable their pathfinder. More on this in another suggestion.

    -Add mini-boss mobs and boss mobs that only spawn in Master level difficulty. These can be mobs that spawn exclusively in generated structures such as dungeons and stronghold, or even in the middle of the Overworld in broad daylight. Their inclusion could introduce new mob drops, materials, weapons, tools, and armor that can only be acquired at this difficulty. More specific ideas in future suggestions.

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    That's cool but I don't think that the skeleton and spider affects should be 15% instead it should be lower 

    like a 5% chance on being hit

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    It would also be cool if there was a way to play Hardcore mode on Master difficulty.

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    I dont want all these mob buffs, such as skeletons shooting special arrows, spiders giving bad effects. I just want a harder difficulty without changing the whole game