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.

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How to improve spamclicking/autoattack and alternate/heavy/charged attacks

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  • 2
    Registered User commented
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    What if you held the attack button, it would decrease not only the attack speed, but also the damage by 1 damage point(0.5 heart)? I agree with the recharged attacks. I could just spam and the damage wouldn't go down at all. There should be a disadvantage for spamming and with the increased attack speed that has been introduced, it wouldn't be that slow like it was before. Parrying should be for swords and I would like to see a new (better) animation for attacking.

  • 4
    Registered User commented
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    I think the animation thing is not that neccesary, in fact, the new animation is supposed to be more fitting for fast attacks.

    About the rest, and primarily, charged attacks: Yes please, more benefits are need for tactical fighters (post 1.9 fans),

  • 3
    Registered User commented
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    Blast Burner Mojang wants to introduce hold-to-attack for accessibility reasons, I don't think creating disadvantages for spamming or holding the button would work then, rather than that I think using charged attacks and waiting for them should be more rewarding to give players more valid options. In short: make spamclicking look and feel good while charged attacks should primarly punish players who mindlessly spamclick.

  • 1
    Registered User commented
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    I have an idea. This should apply to all weapons (swords, axes and tridents). Currently in the snapshots, spam attacking or clicking to attack (120%/100% charged attack) does the base damage, and critical hits can be done by falling/jumping and attacking. This could make it hard and somewhat unbalanced to perform critical hits, because there are some situations where you cannot jump. When you think of it physically, it might make sense, except that you can critically hit mobs above you if you're falling, which doesn't make any sense. Also, there is currently very little reason behind the cool-down (200% charged attack/delay), as it just increases your range and allows the sweeping attack; it’s not really worth waiting. You could just get close enough to attack in less time than if you use the cool-down. By allowing critical hits via the cool-down, players on both PvP and PvE will have a reason to wait before attacking, and critical hits would be less complicated and easier to figure out for new players. The idea of the cool-down being primarily for critical hits was introduced at some point in the combat snapshots and then removed. Re-adding that mechanism would make it possible for everyone to painlessly perform critical hits, and it should be so because the damage caused by sharpness was greatly decreased after 1.9 to encourage critical hits, and making them not easy, but simple to perform, would be great for everyone when it comes to game-play.

  • 1
    Registered User commented
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    I also think this would impact the difficulty for PvE players, adding a real cost for dealing more damage and allowing players to perform critical attacks with similar ease. I, for instance, find it frustrating to time the attack while jumping, but eventually as players learn it (which is quite fast), it’s nothing at all (no cost), which is too overpowered. Just hitting an extra button to deal more damage is not something that affects how it goes in-game, and is almost impossible to learn about if you don't look at any sources or tutorials. Critical hits should be simple, accessible and yet a trade-off. Having to wait for increased damage would form a challenge for most survival players, something PvE players want. As for PvP players, they mostly use spam attacks, which became available after the snapshots, so there is nearly no impact. Except if you count that critical hits would be potentially slightly more of a challenge, something I think would make it more exciting and allow more diversity.

  • 2
    Registered User commented
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    Just so that it isn't complicated, I think critical hits should be simply via the charged attacks so that we don't have to add special, complicated effects for each weapon when it is 200% charged. I also think spam clicking should still do the same base damage. By the way, holding the attack button creates a penalty of +1 ticks between attacks (as far as my knowledge goes).

  • 1
    Registered User commented
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    I think the combat systems like the charged attack work well. I just think that the shield should be nerfed slightly so if you are crouching and you swing your weapon you will unblock for a brief moment like in bedrock edition.