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.

7

New attack patterns and techniques to vary combat

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    Registered User commented
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    Having the Thrust attack do more than a crit attack is a little farfetched, but otherwise I like it. The first 2 attacks of the sword should have reduced invisibility frames for the enemy hit, so they chain together better.

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    Registered User commented
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    I don't say I entirely agree w/ the sword, but I agree w/ everything else. +1 vote.

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    Registered User commented
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    Maybe these movement-based controls can be enabled or disabled by an item or enchantment? That way it wouldn't break any parkour maps or confuse new players, and if the item/enchantment was easy to get, it'd help implement these cool changes without tampering with existing gameplay.

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    Registered User commented
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    Replying to comment posted June 09,2021 ( I only see your name as Registered User, sorry). I'm the guy that made this post

    I think holding the movement options to an enchantment is kind of far-fetched. Hear me out. The backward sprint is as simple as holding the sprint key and pressing walking backward. Dodge is a term I used meaning to sprint jump in whatever direction and roll is taken straight out of minecraft dungeons. 

    I may as well include 1 more movement option( I ran out of space in the post) which is crawling. Crawling is already available in java ( not sure about bedrock) but is accessed in a weird way which is using a trapdoor. You crawl by double tapping the sneak key.

    I don't really see the controls being hard to grasp for newer players, maybe just the way I phrased them.eg. I would phrase the regular sprint jump

    As for breaking parkour maps, an intresting idea there but most parkour maps have players jumping from one block to the other. The diving roll is the only one I see giving some problems, so that will be the only one I can see not being implemented. Having different sprint jump options dosen't seem like a game breaking change. With the additiions of the player being able to crawl and roll, I can see opportunites for parkour reaching new heights. eg. like a ninja map

    I tried to create a system that isn't hard to learn but is rewarding to those who spend time with each move. Hope this clears some stuff:)

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    Registered User commented
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    Replying to comments posted May 22,2021 and May 29,2021 since both deal wit the sword attack (I see your names as Registered user as well). I'm the guy that made this post.

    I legit took the sword string from Minecraft dungeons and posted it here lol. I gave the thrust more damage since it requires 3 hits to do that much where as a crit takes 1( Although it is 3 consecutive hits with no cooldown in between, so fair point). I've no problems going with your idea instead though. Thank you both for your comments and put in what you think the sword's attack string should be:)