This category is for the special Experimental Combat Snapshot feedback only and features that exist in this snapshot only. This category is temporary and WILL be archived when we have a new snapshot to discuss. This keeps your feedback relevant, fresh, and current. Please focus on features that are IN the release and do not suggest new features/weapons/mechanics here. Thank you.

64

Charged Strikes could be more impactful

11 Comments

Please sign in to leave a comment.

Sorted by oldest
  • 22
    Registered User commented
    Comment actions Permalink

    Critical hits being exclusive to charged attacks is a great idea. Critical hits should also deal double damage to compensate.

  • 9
    Registered User commented
    Comment actions Permalink

    Critical hits should not be exclusive to a charged attack, that would make axes useless.

  • 10
    Registered User commented
    Comment actions Permalink

    Hey DDZiroWan, But axes have 200% charged attacks, don't they?

  • 8
    Registered User commented
    Comment actions Permalink

    This idea is great to recompensate charged attacks. (I only talk about the critical hits and the knockback, the third idea may still be discussed)

    You have my vote.

  • 6
    Registered User commented
    Comment actions Permalink

    I think it'd be good for Critical Attacks to require 200% Charge, though it'd be interesting if Slower Weapons like the Axe didn't need it.

  • 9
    Registered User commented
    Comment actions Permalink

    Agreed with @RedSol6419, slower weapons would need a buff (or crits would need a buff) if you have to wait to charge. Turns out it's not as simple as "charge to crit".

    Jeb made any attack to be able to crit back in V4 due to an imbalance when crits dealt more damage on charged hits. Slower weapons like Axes and Tridents can't combo as well as Hoes and Swords, so they depend on quick crits to match Sword DPS. By having to wait to properly crit, they were unviable in PVP.

    I think I came up with a pretty good solution, though. By buffing crits to x1.75, modifying charge time from 200% to 80% + 8 ticks, and increasing the base damage of Axes by +1 and attack speed of Tridents by +0.5, this is was it would look like;

    Diamond Axe (Reach of 2.5) :

    • Damage per tick when spamming: 8 damage / 10 ticks = 0.8
    • Damage per tick with perfect charged crits: 14 damage / 16 ticks = 0.875

    Diamond Sword (Reach of 3.0):

    • Damage per tick when spamming: 6 damage /  6.67 ticks = 0.9
    • Damage per tick with perfect charged crits: 10.5 damage / 13 ticks = 0.8

    Trident (Reach of 3.5):

    • Damage per tick when spamming: 7 damage /  8 ticks = 0.875
    • Damage per tick with perfect charged crits: 12.3 damage / 14 ticks = 0.85

    These are the changes that would be needed for crits to be exclusive to charged attacks. Swords would still be the meta, but Tridents and Axes would be serious competitors. What do you guys think?

  • 4
    Registered User commented
    Comment actions Permalink

    Tabarnaque8507 Your idea is perfect, and as a player who plays frequently on 1.8 servers and 1.16 (or with 1.9/1.11 combat) servers, I can say that it's perfect.

  • 3
    Registered User commented
    Comment actions Permalink

    Tabarnaque8507 here’s an idea: for every 0.1 seconds of recharge time, the damage of a crit increases by 10%, with base crit damage always starting at +10% damage. (Also, this doesn’t refer to recharge time as amount of time the player recharges the weapon being used, but as attack speed of the weapon in question, You still have to wait.) This means that a sword would have a 40% crit bonus (10% + 30% for the 0.33 sec attack speed) and an axe would have a 60% crit bonus (20% + 50% for the 0.5 sec attack speed)

  • 2
    Registered User commented
    Comment actions Permalink

    Podríamos usar el sift y click derecho para cargar el daño de nuestro ataque para generarlo a una unidad pero que al hacerlo genere una leve lentitud

  • 2
    Registered User commented
    Comment actions Permalink

    I think this Idea could work, Upon landing a successful charged hit (as opposed to ones that aren't), the player will receive 1 and a half shanks of Vigor, but upon missing, will lose a shank, making it more important to land those hits.



    As for what Vigor is...: https://feedback.minecraft.net/hc/en-us/community/posts/4409234019853-Combat-Mechanics-Vigor

  • 1
    Registered User commented
    Comment actions Permalink

    Los ataques cargados dependerían del ataque constante al aire del jugador con un arma  para que cuando efectué un ataque contra un oponente efectúe un 10% mas de daño .Para cargar un ataque debería el jugador atacar 5 veces o 6 al aire para tener el arma cargada con un 10% mas de daño