The current PvP is a "Mace+Wind Charge" loop with zero counter-play. Shields are obsolete. This overhaul balances Mace, Spear, and Shields.
1. The Mace (Two-Hit Weapon)
- Problem: Wind Charge jumps allow near-instant kills against Prot IV Netherite.
- Solution: Cap low-altitude damage. A standard Wind Charge jump with Density V should deal max 6-6.5 hearts of true damage against full Prot IV Netherite.
- Impact: Eliminates cheap one-shots. Attackers must chain a 2nd/3rd precise hit while bouncing, giving defenders a fair window to counter. One-shots remain possible ONLY via max-height Elytra drops (with un-equipping mid-air).
2. The Spear (High Risk-Reward Starter)
- Problem: Spear scaling based on horizontal speed is too weak to threaten Prot IV.
- Solution: Buff high-speed Elytra dives. A direct hit at max velocity (35+ blocks/sec) should deal 7.5 hearts of damage through Prot IV Netherite.
- The Catch: Landing a high-speed strike causes an abrupt stop and inflicts 3 hearts of recoil damage to the attacker, putting both face-to-face.
3. The Shield (Anti-Dive Counter)
- Solution: Blocking a max-velocity Spear or Mace dive directly with a Shield completely negates the damage (0 damage taken).
- Trade-Off: Absorbing the impact drains 50% of Shield durability (breaks after 2 blocks). The attacker crashes, takes their 3 hearts of recoil damage, and is momentarily stunned on the ground.
Rock-Paper-Scissors Meta:
1. Spear punishes open targets.
2. Shield counters Spear.
3. Mace breaks Shields.
0 Comments
Please sign in to leave a comment.
Post a new comment: