An ideal combat system should incorporate careful timing, precision, and strategy found in modern 1.9+ combat with the dynamics and pressure of legacy combat.
I would like to see sword mechanics updated to contain more strategic variety and excitement. Any combat update should have high skill transfer from previous versions and let players develop distinct fighting styles.
- For swords, there should be two types of attacks, strong hits and quick hits.
A strong hit is done exactly as is in modern Java, dealing the full damage of the sword with a 0.6 second (s) cooldown between attacks.
- Only strong hits can also be made into critical hits by striking after a jump.
- Strong hits deal high DPS and burst damage
Quick hits are an adjusted version of legacy mechanics and are done anytime the player attacks with their sword before it is fully charged.
Quick hits do less damage but reward mechanical consistency by ramping up damage with consecutive hits. For example, 60%-75%-80%(max) making them good for chip damage and combos.
- There should be a delay of 0.25s between quick hits; any input during the delay is registered once the delay ends.
This effectively creates a clicks-per-second (CPS) cap of 4 that doesn’t punish players for higher CPS. Doing so allows controller users to compete with PC and syncs up with the 0.5s invulnerability frame making high CPS irrelevant for combos.
Implementing these changes will add depth to Minecraft combat and let players express their skills more effectively.
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