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.

68

Combo mechanics

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  • 22
    Registered User commented
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    Have you played the new combat in multiplayer ? Combos are a thing, and it works pretty much the same way as it did in 1.8.

  • 8
    Registered User commented
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    Being able to launch multiple strikes in quick succession is a fun mechanic if balanced right. I had an idea a little while ago for implementing combos as "bursts" of light attacks; basically instead of there being a cooldown between each attack, there would be a cooldown between every three* (not fully-charged) attacks. The tradeoff could be that the burst attacks would do slightly less damage, and wouldn't do damage if your opponent is blocking. Maybe you'd have to to a fully-charged attack to knock aside someone's shield (or "break their guard.") I figured that this could perhaps provide a balance between the two systems?

    *Perhaps this number could be different for each weapon, or be altered using enchantments.

  • 2
    Registered User commented
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    There no longer is a cooldown, you can spam click in this version. 

  • 2
    Registered User commented
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    You can combo in all versions of Minecraft. Including  the current combat: 1.9-1.18

  • 1
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    Tratar de mejorar el combate del pvp seria el sueño de muchos .Seria genial poder tener combos de ataque como el daño de critico, con salto y golpe en la cabeza que generaría el daño completo del arma a una unidad. O otra podría ser el combo de espada y hacha que intercambiaría daño entre un arma y otra que generaría daño conjunto