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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.

5

Special attacks

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  • 1
    Registered User commented
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    This is a revamp for my original heavy attacks, and I believe If this WAS Implemented In the way I said It, I think jeb should start with 3 obtainable skills per special attack.

    6 x 3 = 18, and 18 x 2 = 36, meaning we have 48 skills In total. 24 for each side of the weapon tree.

    If spears or glaives are added in the future, they'd have to have their own side, likewise a "poking" skill tree, however, this would mean tridents would also have to get this treatment, meaning a throwing button for mobile devices would have to be Implemented (although said "use" button could potentially allow ender pearls, shields, and potions to be rightfully used In the offhand.)

  • 1
    Registered User commented
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    If you're wondering why I am suggesting a new mechanic, It Is In fact related to charged attacks (200%) and shields. Here's my proof:

    • As of now, there Is no Fun way to disable shields or punish normal hold-to-attack spammers aside from critical hits. Adding this hard-coded mechanic would allow players to disable shields for additional seconds or use additional reach to out-reach a trigger-happy swordsman.

     

    • When the meter reaches 200%, we should have new attacks In our disposal, which changes depending on our movement. This Is charged by holding to attack, meaning It replaces auto-attack for 200% unless you use the charged hit before holding to attack. Once released, a unique animation will play as you use It. right now we only can gain extra reach and the ability to critical hit when using charged attacks. Adding the ability to use heavy attacks would allow players to charge their attacks more often. 
     
    • Currently there Is no unique difference between a sword and an axe, adding two slots for two different types of weapons would create a gap between two weapons while paving the way for new weapons. Ever wanted to slash a Zombie with a sword beam? There we go. Ever wanted to create a energy geyser In front of you to Inflict major damage toward an Illager? Craft yourself an axe.

     

    • If you think there's no balance, there actually Is a catch. Once you use a special attack, your weapon becomes unusable for a certain amount of time. This allows some people to land some hits.

     

  • 3
    Registered User commented
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    having special attacks is a great idea but when the skill-selling golem popped into my head I thought that mojang would never add that. the same goes for the animations. but I agree with the skills.

  • 1
    Registered User commented
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    Samuel Bouchard, I do notice the flaw here, so hear me out.

    1. The Golem Is (and Is supposed to be) an Instructor of sorts. The reason why I chose a Golem rather then something like a combat-villager or skill orbs Is obvious: It shows exactly what Golems are; defenders and warriors of the village. I'd thought It'd be a pretty silly, simple, and "vanilla" way to change your special attacks. Perhaps the Instructor Golem Is a old, wise golem (regardless If they could even age) and be found In a village.

    2. Didn't riptide get It's own unique animation when you use a trident with It? It was simple yet unique to use. Special attacks shouldn't be left out If that's the case, and Most of them should be simple yet fun to look at, others being completely flashy while retaining simplicity. Spiral (AOE by crouching) attacks should probably have some of the flashiest, like pointing upward to summon a spiral of swords from below around you, or using a simple spin attack to knock back people around you. 

    3. I do see where you're coming from, for It may seem complex to grasp at first, however, there are already a ton of variables when In combat, such as durability, status effects, compensation time, weapon recharge, and enchantments. From my perspective, combat should be complex but readable (easy to understand after awhile.), and be well-baked Into a strategic brawl with many opportunities and choices.