Before you roll your eyes and say to yourself, "Silly Lethal0428, this suggestion has already been suggested sooo many times before...." Look, I know. I know I'm not a creative genius with the intentions of bringing you a concept that has never been thought of before. In actuality, I'm here to bring you my take on it, as I think daggers could have a place in the game if they were to be implemented correctly. The usual "Faster than a sword but less damage" will never work. The dagger has to be special. It has to have its own playstyle and tactics to it.
Basic Information:
-Crafted by placing one material item above a stick.
-All daggers have an attack speed of .4 seconds.
-Wood and Gold Daggers deal 2 damage, Stone deals 3 damage, and Iron and Diamond deals 4.
Stabbing:
-Daggers also have a right click stab ability. This ability Charges for a few seconds, similar to a bow. When released it does bonus damage depending on the percentage of charge.
-The max charge time is 2 seconds. At maximum charge, a stab does 3x normal damage. At 75% charge, it does 2.5x damage. At 50% charge, it does 2x damage, at 25% charge it does 1.5x normal damage. Anything under 25% charge does as much damage as a basic attack.
-Stabbing only multiplies base damage, and additional damage from enchantments and potions is applied after.
Potion Tipping
-The main trait of the dagger is its ability to be potion-tipped, in a similar fashion to arrows.
-A dagger is potion tipped by combining a dagger and a lingering potion of the desired type in an anvil.
-The dagger can be enchanted and does not have to have perfect durability.
-When potion-tipped, a second meter will appear when the dagger is hovered over with the cursor in the Inventory, displaying how many uses the dagger has before the potion runs out. On average, each potion is good for about 20 uses.
-The effects of a potion with duration when used on a dagger are 1/8that of usual, like a tipped arrow. For effects without duration, the effects are 1/4 that of a lingering potion. For example, a lingering potion of harming I deals 3 damage. A dagger of harming I will deal 1 extra damage (rounded up from .75).
Enchantments:
-Daggers can be enchanted with Sharpness, Fire Aspect, Smite, Bane of Arthropods, Knockback, and Unbreaking.
-A new enchantment, Swift Strike, can be enchanted to the dagger, causing the charge time of the stab attack to be decreased by 15% per level.
Conclusion:
-Daggers are an example of an easy to craft early game weapon becoming an end game weapon through the use of potion tipping.
-The stab attack provides for interesting battle strategies, and works best during an ambush.
-The dagger provides new combat that can situationally have an advantage, but is balanced.
If you read this far, thank you. Feel free to leave your thoughts about this, and how I can improve it.
I like this idea! It really balances the dagger idea out. Also maybe there could be one more tier of dagger, crafted with flint, that would be in the middle. But anyways, support!🐛
I'm not always on board with the dagger suggestion. It just seems like most people just want variety for the sake of variety, and don't actually think about how it will impact the game.
I think what you have here has potential. The ability to add potions to a melee weapon is pretty good, and I can't really see much of a downside since it isn't permanent. I also like the way you did the damage. If you just use it normally like a sword, it won't work very well. But if you're quick, quiet, and smart, you can deal extreme amounts of damage.
Unless someone brings up a point why it shouldn't work, I support!
I've never seen the suggestion of this but I also never really see the suggestions.
That being said, I guess it makes me come in unbiased coming in either way. You seem to have thought this through pretty well. It does do less damage than a sword, but can attack faster, but has some of the added abilities of the bow (it can charge, and also be enchanted, which seems balanced because it does less of the effect, but has more of the uses).
I'm more of a survival mode explorer/adventurer/builder, but I guess I wanted to comment anyway because making the parts of the game I DON'T care that much for, better, would be just as welcome to me as, say, another set of new blocks.
I would also like to see adjustments/balances done to the existing lineup of combat stuff. There have been suggestions for new tiers of weapons/armors, and I suspect a big reason these suggestions come about is because the existing combat could use with some tuning too (for example, leather armor seems useless). It got better with the last few updates but there's still some room for improvement with the existing stuff. Even saying that though, I think your idea could still have a place (with or without Mojang changing existing leather/iron armor, etc.).
I'm not always on board with the dagger suggestion. It just seems like most people just want variety for the sake of variety, and don't actually think about how it will impact the game.
I think what you have here has potential. The ability to add potions to a melee weapon is pretty good, and I can't really see much of a downside since it isn't permanent. I also like the way you did the damage. If you just use it normally like a sword, it won't work very well. But if you're quick, quiet, and smart, you can deal extreme amounts of damage.
Unless someone brings up a point why it shouldn't work, I support!
Thanks for your support. Similar to you, I got tired of all of these unoriginal dagger suggestions, so I decided to see what could actually be done with the concept. I hope it's as interesting as it is to me.
As long as the Dagger isn't better than the Sword.
I'm okay if Daggers become better than Swords when in conjunction with Potion effects.
I'm not okay with this "charging up" shenanigans - I don't think it's necessary.
An Iron Dagger should be %50 as durable as an Iron Sword, and so on (Based on material usage)
Why would I need Lingering Potions from the latest game thing - the Ender Dragon? Why couldn't regular potions be applicable to Daggers, similarly with Arrows?
Easily one of the better suggestions, but not sure if I support it. This is all well written, but the potion-tipping and enchantments and charging, making this a candidate for extreme overpoweredness. I wouldn't make much of a fuss if this was added, as it's still unique enough to be it's own weapon. It's hard to say exactly what would "perfect" the idea, but maybe the potion-tipping could use a rework.
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Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
As long as the Dagger isn't better than the Sword.
I'm okay if Daggers become better than Swords when in conjunction with Potion effects.
I'm not okay with this "charging up" shenanigans - I don't think it's necessary.
An Iron Dagger should be %50 as durable as an Iron Sword, and so on (Based on material usage)
Why would I need Lingering Potions from the latest game thing - the Ender Dragon? Why couldn't regular potions be applicable to Daggers, similarly with Arrows?
You see, if a dagger were to be used as a sword, it would surely fail. What makes the dagger unique is its stab. The key to winning with a dagger is to ambush your opponent with a stab attack. The charging up feature is to keep things balanced. Same with the lingering potion. If you were to be able to add powerful effects to your dagger in the mid-game, it might not be balanced.
Easily one of the better suggestions, but not sure if I support it. This is all well written, but the potion-tipping and enchantments and charging, making this a candidate for extreme overpoweredness. I wouldn't make much of a fuss if this was added, as it's still unique enough to be it's own weapon. It's hard to say exactly what would "perfect" the idea, but maybe the potion-tipping could use a rework.
Fair point. I'll add that charging only multiplies base damage. Damage from enchantments and potions will be added afterward.
Easily the best suggestion I've seen in a long time. Only thing I would adjust is the charge time from 2 to 4 for the max but leave the damage multipliers as they are.
Example: 3x at 4 seconds, 2.5x at 3 seconds, 2x at 2 seconds, 1.5x at 1 second. 1x would be equal to a basic attack anyway so I would make that anything less than 1 full second.
An offhand weapon that specializes in inflicting potion effects. I like it.
Would I be correct to assume that the charge attack can be done while the dagger is in the offhand? Also, will this slow the player down while charged similar to a bow?
I like the idea of these daggers. They seem to be pretty unique and useful in combat, although I kind of wish they were throw able. Can't really say anything else other than I like this idea. Certainly seems to add a new element to combat that I would enjoy.
Easily the best suggestion I've seen in a long time. Only thing I would adjust is the charge time from 2 to 4 for the max but leave the damage multipliers as they are.
Example: 3x at 4 seconds, 2.5x at 3 seconds, 2x at 2 seconds, 1.5x at 1 second. 1x would be equal to a basic attack anyway so I would make that anything less than 1 full second.
Aside from that you've got my support.
🙂
Could I ask why you want this changed? Why would it take someone 4 whole seconds to stab someone?
Looks good. The only thing I would add is make it so that if you are hit while charging, it interrupts the charge, so you have to plan ahead. I also don't see why you need an anvil to apply poisons, but if that's the only way to balance it, so be it.
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Yeah i think it would be pretty cool to see a fourth weapon (swords bows and axes are the current ones) and i think tipping them and stabbing would be pretty unique.
Though I think if this was added, axes should have something unique to so then every weapon would have something different other than attack speed and damage.
Apart from that though, 100% support!
Rollback Post to RevisionRollBack
I'm a Whovian squid who likes drawing.
I'm also quite nerdy with an interest in game developing and the concept of a fourth spatial dimension.
Though I think if this was added, axes should have something unique to so then every weapon would have something different other than attack speed and damage
A smite 5 diamond axe can one-shot most undead mobs. I actually use it instead of a sword anywhere other than the end.
I was recently thinking about this concept and looking up other ideas like this. I think your idea is great but it would be interesting to have different enchants added specifically for the dagger. it should definitely not be as good as the sword or axe but the enchants i was thinking of can still make it a valuable weapon.
it can be thrown and be used for melee
enchants:
multi shot - 2 more daggers' thrown
loyalty - the dagger comes back to you
poison touch - has a chance to give poison effect (works with throws or melee)
sharpness, smite, or bane of arthropods
unbreaking and mending
looting
your idea of swift strike
and finally warp
warp is an that makes the dagger work like an ender pearl. the thing is that it does not make you take damage. it has a slightly longer cooldown than a normal ender pearl but has no negative effects to it.
warp is incompatible with multi shot and loyalty
the dagger also passively silences all of your footsteps
the thrown should be somewhat like an arrow since it should be able to go a good distance since 1. a knife isn't hard to thrown and 2. Steve breaks tree's with his bare hands he should be able to throw a dagger.
tell me if there is anything that could be better with this design
Potion tipping, combined with the special ability and enchant ability would decidedly be overpowered... but the idea is, in general, a good one. If anything, I think one way to deal with this would be to give all weapons some sort of special ability- such as parrying for swords, spear throwing for shovels, etc. I particularly like the potion tipping idea.
i agree. it would give the weapons a lot more depth. it would also make the decision on which to use have more deciding variables and not have all the weapons be the same!
Before you roll your eyes and say to yourself, "Silly Lethal0428, this suggestion has already been suggested sooo many times before...." Look, I know. I know I'm not a creative genius with the intentions of bringing you a concept that has never been thought of before. In actuality, I'm here to bring you my take on it, as I think daggers could have a place in the game if they were to be implemented correctly. The usual "Faster than a sword but less damage" will never work. The dagger has to be special. It has to have its own playstyle and tactics to it.
Basic Information:
-Crafted by placing one material item above a stick.
-All daggers have an attack speed of .4 seconds.
-Wood and Gold Daggers deal 2 damage, Stone deals 3 damage, and Iron and Diamond deals 4.
Stabbing:
-Daggers also have a right click stab ability. This ability Charges for a few seconds, similar to a bow. When released it does bonus damage depending on the percentage of charge.
-The max charge time is 2 seconds. At maximum charge, a stab does 3x normal damage. At 75% charge, it does 2.5x damage. At 50% charge, it does 2x damage, at 25% charge it does 1.5x normal damage. Anything under 25% charge does as much damage as a basic attack.
-Stabbing only multiplies base damage, and additional damage from enchantments and potions is applied after.
Potion Tipping
-The main trait of the dagger is its ability to be potion-tipped, in a similar fashion to arrows.
-A dagger is potion tipped by combining a dagger and a lingering potion of the desired type in an anvil.
-The dagger can be enchanted and does not have to have perfect durability.
-When potion-tipped, a second meter will appear when the dagger is hovered over with the cursor in the Inventory, displaying how many uses the dagger has before the potion runs out. On average, each potion is good for about 20 uses.
-The effects of a potion with duration when used on a dagger are 1/8that of usual, like a tipped arrow. For effects without duration, the effects are 1/4 that of a lingering potion. For example, a lingering potion of harming I deals 3 damage. A dagger of harming I will deal 1 extra damage (rounded up from .75).
Enchantments:
-Daggers can be enchanted with Sharpness, Fire Aspect, Smite, Bane of Arthropods, Knockback, and Unbreaking.
-A new enchantment, Swift Strike, can be enchanted to the dagger, causing the charge time of the stab attack to be decreased by 15% per level.
Conclusion:
-Daggers are an example of an easy to craft early game weapon becoming an end game weapon through the use of potion tipping.
-The stab attack provides for interesting battle strategies, and works best during an ambush.
-The dagger provides new combat that can situationally have an advantage, but is balanced.
If you read this far, thank you. Feel free to leave your thoughts about this, and how I can improve it.
I like this idea! It really balances the dagger idea out. Also maybe there could be one more tier of dagger, crafted with flint, that would be in the middle. But anyways, support!🐛
What is it? It's magic...
I'm not always on board with the dagger suggestion. It just seems like most people just want variety for the sake of variety, and don't actually think about how it will impact the game.
I think what you have here has potential. The ability to add potions to a melee weapon is pretty good, and I can't really see much of a downside since it isn't permanent. I also like the way you did the damage. If you just use it normally like a sword, it won't work very well. But if you're quick, quiet, and smart, you can deal extreme amounts of damage.
Unless someone brings up a point why it shouldn't work, I support!
Please read these two threads:
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2572194-please-read-this-before-making-a-suggestion-v2-0
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/44180-for-the-critics-ftc
I've never seen the suggestion of this but I also never really see the suggestions.
That being said, I guess it makes me come in unbiased coming in either way. You seem to have thought this through pretty well. It does do less damage than a sword, but can attack faster, but has some of the added abilities of the bow (it can charge, and also be enchanted, which seems balanced because it does less of the effect, but has more of the uses).
I'm more of a survival mode explorer/adventurer/builder, but I guess I wanted to comment anyway because making the parts of the game I DON'T care that much for, better, would be just as welcome to me as, say, another set of new blocks.
I would also like to see adjustments/balances done to the existing lineup of combat stuff. There have been suggestions for new tiers of weapons/armors, and I suspect a big reason these suggestions come about is because the existing combat could use with some tuning too (for example, leather armor seems useless). It got better with the last few updates but there's still some room for improvement with the existing stuff. Even saying that though, I think your idea could still have a place (with or without Mojang changing existing leather/iron armor, etc.).
Thanks for your support. Similar to you, I got tired of all of these unoriginal dagger suggestions, so I decided to see what could actually be done with the concept. I hope it's as interesting as it is to me.
As long as the Dagger isn't better than the Sword.
I'm okay if Daggers become better than Swords when in conjunction with Potion effects.
I'm not okay with this "charging up" shenanigans - I don't think it's necessary.
An Iron Dagger should be %50 as durable as an Iron Sword, and so on (Based on material usage)
Why would I need Lingering Potions from the latest game thing - the Ender Dragon? Why couldn't regular potions be applicable to Daggers, similarly with Arrows?
BA
Easily one of the better suggestions, but not sure if I support it. This is all well written, but the potion-tipping and enchantments and charging, making this a candidate for extreme overpoweredness. I wouldn't make much of a fuss if this was added, as it's still unique enough to be it's own weapon. It's hard to say exactly what would "perfect" the idea, but maybe the potion-tipping could use a rework.
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Unofficial Suggestions Guide (2.0) - by Theriasis
Unofficial Critics Guide - by yoshi9048
You see, if a dagger were to be used as a sword, it would surely fail. What makes the dagger unique is its stab. The key to winning with a dagger is to ambush your opponent with a stab attack. The charging up feature is to keep things balanced. Same with the lingering potion. If you were to be able to add powerful effects to your dagger in the mid-game, it might not be balanced.
Fair point. I'll add that charging only multiplies base damage. Damage from enchantments and potions will be added afterward.
Easily the best suggestion I've seen in a long time. Only thing I would adjust is the charge time from 2 to 4 for the max but leave the damage multipliers as they are.
Example: 3x at 4 seconds, 2.5x at 3 seconds, 2x at 2 seconds, 1.5x at 1 second. 1x would be equal to a basic attack anyway so I would make that anything less than 1 full second.
Aside from that you've got my support.
🙂
An offhand weapon that specializes in inflicting potion effects. I like it.
Would I be correct to assume that the charge attack can be done while the dagger is in the offhand? Also, will this slow the player down while charged similar to a bow?
I like the idea of these daggers. They seem to be pretty unique and useful in combat, although I kind of wish they were throw able. Can't really say anything else other than I like this idea. Certainly seems to add a new element to combat that I would enjoy.
Could I ask why you want this changed? Why would it take someone 4 whole seconds to stab someone?
Looks good. The only thing I would add is make it so that if you are hit while charging, it interrupts the charge, so you have to plan ahead. I also don't see why you need an anvil to apply poisons, but if that's the only way to balance it, so be it.
I Support.
Want to see my suggestions? Here they are!
I am also known as GameWyrm or GameWyrm97. You can also find me at snapshotmc.com
Yeah i think it would be pretty cool to see a fourth weapon (swords bows and axes are the current ones) and i think tipping them and stabbing would be pretty unique.
Though I think if this was added, axes should have something unique to so then every weapon would have something different other than attack speed and damage.
Apart from that though, 100% support!
I'm a Whovian squid who likes drawing.
I'm also quite nerdy with an interest in game developing and the concept of a fourth spatial dimension.
All hail chickens.
A smite 5 diamond axe can one-shot most undead mobs. I actually use it instead of a sword anywhere other than the end.
But I'm saying an actually unique feature e.g.: bows shoot arrows and the daggers in this suggestion have stabbing.
Maybe like axe throwing or something for axes?
I'm a Whovian squid who likes drawing.
I'm also quite nerdy with an interest in game developing and the concept of a fourth spatial dimension.
All hail chickens.
I was recently thinking about this concept and looking up other ideas like this. I think your idea is great but it would be interesting to have different enchants added specifically for the dagger. it should definitely not be as good as the sword or axe but the enchants i was thinking of can still make it a valuable weapon.
it can be thrown and be used for melee
enchants:
multi shot - 2 more daggers' thrown
loyalty - the dagger comes back to you
poison touch - has a chance to give poison effect (works with throws or melee)
sharpness, smite, or bane of arthropods
unbreaking and mending
looting
your idea of swift strike
and finally warp
warp is an that makes the dagger work like an ender pearl. the thing is that it does not make you take damage. it has a slightly longer cooldown than a normal ender pearl but has no negative effects to it.
warp is incompatible with multi shot and loyalty
the dagger also passively silences all of your footsteps
the thrown should be somewhat like an arrow since it should be able to go a good distance since 1. a knife isn't hard to thrown and 2. Steve breaks tree's with his bare hands he should be able to throw a dagger.
tell me if there is anything that could be better with this design
Potion tipping, combined with the special ability and enchant ability would decidedly be overpowered... but the idea is, in general, a good one. If anything, I think one way to deal with this would be to give all weapons some sort of special ability- such as parrying for swords, spear throwing for shovels, etc. I particularly like the potion tipping idea.
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i agree. it would give the weapons a lot more depth. it would also make the decision on which to use have more deciding variables and not have all the weapons be the same!