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.

24

The way Mobs attack players needs an update

4 Comments

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  • 10
    Registered User commented
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    I think that knockback should be lower when you walk backwards to discourage cowardly fighting.

  • 6
    Registered User commented
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    There are some things that I don't agree with this but one thing is for sure, mobs need a combat update.

  • 5
    Registered User commented
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    The skeletons need there arms and bow to move when they are going to shoot someone or something

  • 7
    Registered User commented
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    Maybe no attack wind-ups, but at least different behavior states. One way to make mobs more threatening and challenging could be to increase their attack range, that way you're best bet is to charge attacks to 200% to stay out of their range. Could be interesting to give some melee mobs an AOE attack, similarly to the Ravager's roar.

    Also think mobs need more line of sight and a lot more movement speed, especially to increase difficulty in the early game. The fact that you can always sprint away from mob combat kind of kills the tension and plays a role in fights feeling a bit formulaic.

    More versatile movement (spiders crawling on surfaces, zombies jumping 1 block gaps) could be implemented for harder difficulties, too, and could really revitalize the early game for players that want that extra challenge. There's a mod out there for overhauling spider pathfinding, so it's definitely possible!