I propose adding a conditional knockback mechanic to the spear to improve its ability to control distance, while keeping it balanced compared to other melee weapons. This knockback would apply only during the charge attack and scale with the player’s movement speed.
When performing the spear charge attack (holding the spear forward while sprinting), the knockback should depend on current speed: At normal sprint speed, the knockback is weaker than a sword (~50% less) or most melee weapons, keeping the spear from becoming too strong. And as speed increases (Speed effects, horse riding, ice, Soul Speed, elytra flight, etc.), the knockback scales proportionally. With enough momentum, the spear can deliver stronger knockback than standard melee attacks, rewarding players who use movement creatively.
This highlights the spear as a momentum-based weapon that relies on positioning and timing rather than simple attack spamming. The spear’s regular jab should not share this mechanic. This ensures the spear remains focused on light jabs for basic attacks and impactful knockback only when committing to a full charge.
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