The thick potion is currently used only as a way of circumventing the need for netherwart when brewing a potion of weakness. I don't know about you but I think if that is the thick potion's only purpose, it needs some work. So here are the changes I propose:
Ender Dust- Placing an ender pearl in the crafting grid results in two ender dust. Ender dust is simply a brewing item.
Unstable Potion- The unstable potion may do one of three things when used. All of the possibilities have an equal chance of occuring. They are instant kill, full heal, and nothing. Note that instant kill will kill undead and full heal will heal undead. Also note that unstable potions will always have the nothing effect on boss mobs.
Thick Potion + Ender Dust = Unstable Potion
Ender Bane Potion - The ender bane potion prevents endermen from teleporting for one minute. It has no effect on other mobs.
Warp Potion - The warp potion will teleport the user to his or her respawn point as long as it is within 128 blocks. However, if used as a splash potion, it will also teleport nearby mobs to the respawn point.
Thick Potion + Ender Dust = Unstable Potion
Unstable Potion + Ghast Tear = Warp Potion
<<<<<<<<O>>>>>>>>
Thanks for reading! If you like this idea, you may like some of my other posts so check them out!
I see no good reason for people to use that unstable potion. I can't imagine anyone wanting to take that gamble and lose all of their items and XP. Same thing with the warp potion, what benefit does that have? You could drink that and end up in a random dangerous place.
Rollback Post to RevisionRollBack
Hey, you there. Yes, you! Are you thinking about posting a suggestion on the forums anytime soon? If so, please read this before doing so.
Well the unstable potion is a potion of last resort and a junction in the brewing process for the other two potions. As for the warp poiton: My reasoning behind it was that people would cry foul like they always do if it wasn't somewhat risky. I'll change it to something more reasonable.
The problem is that potions should not be risky. They should be concrete objects which consistently take you somewhere. Fire resistance doesn't sometimes burn you up, invisibility does not make you flicker.
Well the unstable potion is a potion of last resort and a junction in the brewing process for the other two potions.
That's not what potions are about. They're either fully positive or fully negative. They're not meant to be these do-or-die gambles. That won't stop someone from spamming the splash version of these things until the instant kill one kicks in, regardless of the instant full heal part.
As for the warp poiton: My reasoning behind it was that people would cry foul like they always do if it wasn't somewhat risky. I'll change it to something more reasonable.
I see you changed it, and it's overpowered. It becomes an effortless get-out-of-trouble-free card.
I see you changed it, and it's overpowered. It becomes an effortless get-out-of-trouble-free card.
Well that's why it was the way it was originally. Anyway, I would love to hear your suggestions on the matter. (that isn't suppose to sound like sarcasm btw) Additionally, you can't safely use it in splash form while you're in combat because other mobs may come with you.
Also, an Enderman drops 0-1 Ender Pearls. Average: Half of a Pearl.
Which you then convert into Ender Dusts. At 2 dusts per pearl it means on average 1 Enderman will give you 1 Ender Dust.
Which you then use to make a potion to make sure you can kill off the next Enderman without it fleeing away.
And you gain back (always on average) the exact same amount of one half Pearl.
Wow, Net ingredient gain: a whopping zero!
Try again.
Would it work to break down end pearls into 3 or 4 ender dust? Plus, it is possible (albeit difficult) to snare two endermen with this potion.
Thanks for the feedback. I think I'll scrap this model unless there are any objections and come back with a less stupid one. I'd appreciate it if you check back on this post in a bit as I believe I have a much better idea in the works.
Well that's why it was the way it was originally. Anyway, I would love to hear your suggestions on the matter. (that isn't suppose to sound like sarcasm btw) Additionally, you can't safely use it in splash form while you're in combat because other mobs may come with you.
The best solution would be for this "full heal or instant kill" potion to be dumped forever. Not that I'm making a personal dig at you, but it's just a very bad concept for a potion. The risk is too grave and it's extremely overpowered in both opposite ways. This applies even when you have half a heart left, because you could just play it safe and use a better potion.
Even if it means you have to make more effort to find Nether Warts, because your life will be tons easier with 100% positive potions than these 50/50 live-or-die ones that just aren't worth it.
Rollback Post to RevisionRollBack
Hey, you there. Yes, you! Are you thinking about posting a suggestion on the forums anytime soon? If so, please read this before doing so.
The thick potion is currently used only as a way of circumventing the need for netherwart when brewing a potion of weakness. I don't know about you but I think if that is the thick potion's only purpose, it needs some work. So here are the changes I propose:
Ender Dust - Placing an ender pearl in the crafting grid results in two ender dust. Ender dust is simply a brewing item.
Unstable Potion - The unstable potion may do one of three things when used. All of the possibilities have an equal chance of occuring. They are instant kill, full heal, and nothing. Note that instant kill will kill undead and full heal will heal undead. Also note that unstable potions will always have the nothing effect on boss mobs.
Thanks for reading! If you like this idea, you may like some of my other posts so check them out!
That's not what potions are about. They're either fully positive or fully negative. They're not meant to be these do-or-die gambles. That won't stop someone from spamming the splash version of these things until the instant kill one kicks in, regardless of the instant full heal part.
I see you changed it, and it's overpowered. It becomes an effortless get-out-of-trouble-free card.
Also, an Enderman drops 0-1 Ender Pearls. Average: Half of a Pearl.
Which you then convert into Ender Dusts. At 2 dusts per pearl it means on average 1 Enderman will give you 1 Ender Dust.
Which you then use to make a potion to make sure you can kill off the next Enderman without it fleeing away.
And you gain back (always on average) the exact same amount of one half Pearl.
Wow, Net ingredient gain: a whopping zero!
Try again.
Well that's why it was the way it was originally. Anyway, I would love to hear your suggestions on the matter. (that isn't suppose to sound like sarcasm btw) Additionally, you can't safely use it in splash form while you're in combat because other mobs may come with you.
Would it work to break down end pearls into 3 or 4 ender dust? Plus, it is possible (albeit difficult) to snare two endermen with this potion.
Thanks for the feedback. I think I'll scrap this model unless there are any objections and come back with a less stupid one. I'd appreciate it if you check back on this post in a bit as I believe I have a much better idea in the works.
The best solution would be for this "full heal or instant kill" potion to be dumped forever. Not that I'm making a personal dig at you, but it's just a very bad concept for a potion. The risk is too grave and it's extremely overpowered in both opposite ways. This applies even when you have half a heart left, because you could just play it safe and use a better potion.
Even if it means you have to make more effort to find Nether Warts, because your life will be tons easier with 100% positive potions than these 50/50 live-or-die ones that just aren't worth it.