In my opinion, the armor system in Minecraft is too simple. We have five basic armor sets, but only two (Iron and Diamond) are ever really used. I feel that the game could benefit from more armor variety. My intention when creating this suggestion is to create a sixth armor set that has a specific purpose in game, without it being too overpowered or underpowered.
Unlike the others, I got this picture from Images- so it isn’t perfect. My version of Bedrock Armor would be less black and more gray, without any white spots.
Bedrock Armor (name pending) would be a late-game, “legendary” armor that would be significantly stronger than Diamond Armor. In fact, a full set of Bedrock Armor would prevent players from taking nearly any certain damage. I know this may seem ridiculously overpowered, but hear me out.
Typically, a bedrock chestplate would reduce damage by 39.5%, leggings by 29.7%, and a helmet and boots by 14.9%. Overall, a full set of armor would result in 99% damage resistance to most physical attacks. In comparison, the maximum you can (theoretically) achieve in game is 80%*. Examples of this include:
• Direct attacks from mobs and players- 99% damage reduction
• Getting hit with an arrow, chicken eggs, or a fishing rod- 99% damage reduction
• Touching a cactus or armor with thorns- 99% damage reduction
• Fall damage- 75% damage reduction (see edits for reasoning of change)
*In the game, Diamond Armor has a value known as “toughness” which decreases damage reduction. The wiki has a complicated algorithm to damage reduction with Diamond Armor, and if you’re interested you can find said information here: Armor_Toughness. All that matters is that Bedrock Armor
would not be affected by toughness.
Yes, this means with a full set of Bedrock Armor (which would be incredibly rare) you would suffer nearly no damage. Despite this, some of the more “powerful” attacks would result in only a 50% damage reduction. In this case, a chestplate would only reduce damage by 20%, leggings by 15%, and helmet and boots by 7.5%. These include:
• Explosions- 50% damage reduction
• Getting struck by lightning- 50% damage reduction
• Getting hit by a falling anvil- 50% damage reduction
• Touching fire or lava- 50% damage reduction
• Getting hit by a fireball from a ghast or blaze- 50% damage reduction
While Bedrock Armor prevents players from taking physical damage, it is vulnerable to magic. Taking on the Wither with Bedrock Armor would be a bad idea…
• Potion effects- No damage reduction
• Potion tipped arrows- 100% damage reduction on the arrow, but no reduction on the effect.
In addition, Bedrock Armor slows down the player. A chestplate slows down the player by 10%, leggings by 7.5%, and helmets and boots by 3.75%. Overall, a full set will slow down the player by 25%- 5% short of a slowness 2 potion. Unlike the potion effect, Bedrock Armor slowness does not affect the FOV.
Despite this slowness penalty, the player would receive 50% knockback resistance from a full set of armor. A chestplate would reduce knockback by 20%, leggings by 15%, and helmet and boots by 7.5%.
Bedrock Armor would have a durability 1.5x that of diamond. A helmet would have 546 uses, a chestplate 794, leggings 744, and boots 645 uses. After the armor breaks, it would be replaced by a "broken" variant that cannot be worn. The "broken" piece can then be fixed on an anvil, or function as a trophy item.
It should also be noted that Bedrock Armor cannot be enchanted. This means that a highly enchanted diamond chestplate may be stronger than a normal bedrock chestplate.
Bedrock Armor as an item.
Also, there wouldn’t be any bedrock weapons or tools.
When equipped, additional armor bars would appear- like how golden hearts appear after eating a golden apple. The additional bars would stay with the player until they take off the armor)
Updating Gold Armor (new!):
Gold Armor is rarely used. It's weaker more expensive than Iron Armor, so what's the point in making it? Well, with Bedrock Armor's new stat system, I think Gold could also adopt this new damage reduction system. Gold would remain weaker and more expensive than Iron, but would be stronger against "magical" attacks and weaker towards "physical" attacks. Sort of the inverse to Bedrock:
Gold
Weak against physical attacks
Strong against magical attacks
Very enchant-able
No speed reduction (fast)
Bedrock
Strong against physical attacks
Weak against magical attacks
Not enchant-able
15% speed reduction (slow)
I'm not saying that Gold will have 99% damage resistance to magical attacks, but it will have a significantly stronger defense against potions, tipped arrows, and fire.
I think that the slowness, complete lack of enchantments, and the fire/potion weaknesses of Bedrock Armor will help balance out its strengths. The idea is that you can still win a fight against someone with Bedrock Armor- you just need to think about it strategically. Trapping a player in lava or using a potion effect will be easier than usual, as the player is slower. I hope that this will create more variety in combat, as currently potions and lava traps are, in my opinion, underutilized and forgotten in favor of swords.
So, with that out of the way, let’s discuss how to get Bedrock Armor.
Finding Bedrock Armor
A new structure would spawn in the far End islands*. The structure would be known as the End Bunker, and would be twice as common as an End City. Imagine End Bunkers as the dungeons of the End.
*One idea that popped into my head when making this suggestion was that the reason there’s no Bedrock in the End is because the Enderman mined all their Bedrock for the armor. Just an idea.
The bunker would consist of an outer maze and an inner treasure room, as pictured below. You can also see four Vex spawners below the floor (purpur blocks be directly above, hiding the view). I chose Vexes because they can transverse through blocks and avoid revealing the correct path though the maze.
The maze itself would generate out of numerous presets, all made with only one correct path. Lighting would be supplied through end rods hanging from the ceiling. If possible, the bunker would be indestructible, like bedrock, to prevent cheating through the maze. When the bunker is indestructible, the occasional gray particle will emit from the blocks. The gray particles and indestructability will when a player opens a safe chest in the treasure room.
The inner treasure room would consist of four chests, all facing in different directions. But be careful- two of four chests are actually trapped chests rigged with explosives! The other two would be where you can find Bedrock Armor. A single piece of Bedrock Armor is extremely rare, let alone an entire set.
End Bunker Loot Table
I based the loot table off dungeons. Most of the items are objects that Endermen can pick up in the Overworld or the Nether (perhaps this where Endermen put the blocks they pick up).
• Chorus Fruit = 0.400
• Grass Block= 3.375
• Red Sand = 3.375
• Netherrack= 3.375
• Gravel= 3.375
• Sand = 0.750
• Dirt = 0.750
• TNT = 0.200
• Clay = 0.315
• Red Mushroom = 0.236
• Brown Mushroom = 0.236
• Melon (Block) = 0.236
• Mycelium = 0.600
• Podzol = 0.600
• Coarse Dirt = 0.600
• Shulker Shell = 0.250
• Ender Pearl = 0.500
• Pumpkin = 0.236
• Bedrock Helmet = 0.157
• Bedrock Chestplate = 0.031
• Bedrock Leggings = 0.079
• Bedrock Boots = 0.157
I cannot stress enough how rare Bedrock Armor would be. The average post-Ender Dragon Minecraft player may never find Bedrock Armor. You would have to go through countless Bunkers to find just one piece of armor. Bedrock Armor is the sort of thing you stumble upon if you’re very, very lucky.
Bedrock Armor won’t spawn on Zombies or Skeletons. However, they can pick up Bedrock Armor from players, so be careful!
Piercing
If you’re still not convinced that Bedrock Armor is balanced, then I have one final idea that may sway you over. Bows could be enchanted with “piercing”, and would be able to break through Bedrock Armor and damage the player as if they had no (or very little) armor. Combined with Flame or Knockback, and they could easily take down a player with a full set of Bedrock Armor in just a couple of hits. Piercing would be only be one level.
Other Uses
When creating this suggestion, I realized a couple more uses that Bedrock Armor could have:
• Mapmakers would be able to incorporate the armor into their maps, which could lead to interesting, puzzle based arenas that were previously much harder to create. Or, they could easily make unique “bosses” (normal mobs equipped with Bedrock armor) that are very hard to kill.
• Servers with Kits could really go all out with the “Tank” Kit, in which they would be invulnerable to basic attacks, but vulnerable to “anti-tank” weapons (potions).
• Hardcore Mode players, after so much hard work, could take a well-earned break and walk around safe with a full set of Bedrock Armor (or course, a full set would be extremely rare).
• Faction Servers would be even more interesting, as now the oldest factions would have a few pieces or sets of the rare Bedrock Armor. Factions would fight over the armor, similar to how everyone wants an elytra on those servers now. This would add a new layer of depth to faction servers.
And this might seem silly, but this has been bothering me for a while:
• People who want to fly an elytra, but keep dying of fall damage can now suit up in a Bedrock helmet, leggings, and boots and avoid death by fall damage!
Conclusion
In my Introduction, I said I wanted to create a sixth armor set that has a specific purpose in the game. Bedrock Armor accomplishes this by specializing in combat. Even if you’re lucky enough to find a full set of Bedrock Armor, when you’re mining, building, farming, etc, you wouldn’t be wearing it. The slowness makes it an inconvenience to use on an everyday basis. Instead, you’d chose a simple set of Diamond Armor for other tasks. Bedrock Armor would be used for combat purposes only.
For example, say you’re mining. Why suffer from a 25% slowness penalty when you have a relatively strong set of Diamond Armor at your disposal? You would mine with your Diamond Armor, until you see a series of dungeons and countless mobs charging at you. Now it’s time to switch to Bedrock Armor, where you can take down the mobs with ease.
The most common complaint I found when researching sixth, stronger-than-diamond armor suggestion threads was that the armor made diamond useless, or that the armor was useless because enchanted diamond was stronger. Bedrock Armor, instead of trying to be better (or worse) than Diamond Armor, serves as a specialized armor for a specific task. That way, you can have both Diamond and Bedrock sets at the player’s disposal, and they can evaluate and decide on the proper armor based on the situation.
Thanks for reading!
Edits
8/28/17- Added durability and "broken" variant to the armor, and knockback resistance (courtesy of Genius_idiot). Also added gray particles, courtesy of InterludeDude, to the End Bunker. Lastly, Wolftopia brought up a good point about the fall damage, and so it was changed from 100% to 75%
8/31/17- After much, much consideration, I have decided to change the 100% reduction to 99%. Swords and bows can now damage Bedrock Armor, albeit barely. No other stats have changed. Additional armor bars were added. Lastly, the "piercing" poll was closed, with method 2 the clear victor.
alright, before I start, HUGE kudos for all the effort put into this suggestion, most new members would be content with "my idea is bedrock armor, it makes you immune to all physical damage, but your vulnerable to magic, it's found extremely rarely in the end. I hope you like my idea" but you? heh, heck, most veterans wouldn't go into that much detail.
as for the idea itself, I think the biggest issue is that you seem to be basing it on PVP, which Minecraft is not a PvP game. my second issue is that Minecraft's combat and armor system is inherently flawed, swords are the only real viable melee weapon, with Axes only being good for disabling shields. bows, I think are fine, if only because i'm to lazy to think up a downside apart from being impractical in close quarters. Potions are clunky, and take up inventory space, TNT can be escaped in almost all situations, and lava... actually lava can work.
personally, I think instead of being Immune to X but venerable to Y, it should be Juggernaut type armor. my recommended stats would be (for full set
(+) 90% damage reduction (same as diamond)
(-) -50-75% knockback taken
(-)-15% move speed
(-) minimal enchant ability
basically what this means is that you have a higher base protection (max diamond armor can actually get up to 96% damage reduction, just ask @Master Caver) and knockback resistance allowing you to hit more shots, but you move slower making it impossible catch fleeing foes
Partial Support
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Anyone know how to change my user name?
"And just when you thought you where the sexiest one here, i show up" -Fernando
For example, say you’re mining. Why suffer from a 25% slowness penalty when you have a relatively strong set of Diamond Armor at your disposal? You would mine with your Diamond Armor, until you see a series of dungeons and countless mobs charging at you. Now it’s time to switch to Bedrock Armor, where you can take down the mobs with ease.
A first poster who puts extreme detail in his idea? Is... Is this a dream? +1
Sad to say, I don't think there needs to be an armor better than the already super beefy diamond. That's all just too much. Even having iron armor with some decent enchantments can turn the player into a tank depending on how they play. This would be mildly plausible if it was just for Creative Mode, but a full set of diamond armor is far more than enough.
As for the whole 'switching armor' thing. I'm not a fan of that. That just sounds tedious and gameplay-ruining to keep jumping back and forth between armors. It's possible I might avoid bedrock armor altogether because that slowness penalty would make things annoying, despite how strong it is.
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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.
100% damage reduction against most damage sources but not explosions? The only reason to even have diamond armor, enchanted or otherwise as-is is to ensure that creepers can't kill you in one hit; in fact, if I played in 1.9+ the only change that I would make to my current armor (a diamond chestplate and leggings each with Protection IV and diamond boots with Feather Falling IV) is to add Blast Protection IV to my boots, meaning that I'd have slightly less protection against most sources of damage due to armor penetration but more against explosions; if I also played on Hard instead of Normal I'd add in a Protection IV diamond helmet, which would reduce damage so much that I'd get no more damage than I currently get. Even before 1.9 diamond armor was necessary on Hard just because of this (or on Normal if you wanted to get away with more than half a heart. Even on Easy you can lose up to 5 hearts in iron armor).
I'd much rather see armor which offers as much protection as iron but does not have armor penetration; compared to diamond you'd take more damage against weaker attacks but less against strong attacks (diamond armor's +2 armor toughness means that it takes 4 points of damage to penetrate each armor point so it takes 20 points of damage to reduce it from 20 to 15 armor points, the same as iron).
A first poster who puts extreme detail in his idea? Is... Is this a dream?
Yes, it is. Go back to sleep and you'll see the post actually looks like this:
"yoyoyo waszup guyss???? i want moar powrefull armoar tan dimand mozang y isnt vis in game?!?! badreck armoare is inviensible frum EVREIYFING and it's a common drop from pigs"
OT: Like Genius_idiot, i think the armor shouldn't be immune to certain damage, but near immune (90%-95%). I changed my mind on this, since bedrock armor is extremely rare. It would be cool if the end bunker emitted gray particles, but once you've opened a chest inside, the particles disappear and the bunker becomes destructible.
But this is an amazing suggestion with lots of effort poured into it. Proper spelling & grammar, well thought out content, sensible polls, good formatting, understandable images, custom structures that you actually built, links to essential information... and LOOT TABLES?! Wow!
If we can't have a Suggestions Guide, pin this to the front as THE example suggestion. This thread has earned you an extra follower.
Console Battle is two games rolled into one: gambling (whether or not you get one of the OP weapons) and betting (which teammate won't turn on you, since teaming is pretty much a requirement to kill off another team)! Of course, it's not all chance; at its core, Battle is about triumphing and defeating other players... by kicking them out if they win to make yourself feel better.
You clearly put a lot of thought and effort into this suggestion, for which I applaud you.
I do agree that the armor system is bland and needs updating. I think we should try making other kinds of armor more useful since they aren't used very much. However, I don't think a solution to the armor system is to add something that blocks this much damage. The thing is, a full set of Protection IV diamond armor already makes the game feel too easy (even when on hard difficulty) and thus creates boredom. I also feel like people would get bored trying to find this new armor since there isn't that much of interest in the end.
I cannot stress enough how rare Bedrock Armor would be. The average post-Ender Dragon Minecraft player may never find Bedrock Armor.
This is what I am referring to. People would either 1. Try to get it from a few end bunkers and then give up or 2. Get lucky and find it with in the first few bunkers. This is why I don't think making something rare is a valid way of balancing a powerful item. This type of balancing works with wither skeleton skulls because it is a rare drop from a common mob, and they are used to spawn something that is dangerous to everybody, including the player who spawns it.
Something that I definitely think you should tweak in your post is the fall damage protection. I think that is pretty crazy, and it would just seem weird to see a player drop down from an 80 block tower and not take any fall damage.
Overall, I like that you put a lot of thought into this, and I enjoyed reading it. I also really (and I mean really) appreciate that you used correct grammar and are understandable in your explanations. However, I can't say I support this.
First off, thanks to everyone who responded and took the time to read my long original post. It’s important to remember that Bedrock Armor is extremely rare. 100% damage resistance wouldn’t be the norm, it’s more likely you’d have just one or two pieces of Bedrock Armor on. The entire set would be an unlikely find- a Bedrock Chestplate would be as rare an enchanted golden apple in a dungeon!
as for the idea itself, I think the biggest issue is that you seem to be basing it on PVP, which Minecraft is not a PvP game.
Partial Support
Good point. Now that I’m rereading this, I noticed how I was writing this with PVP in mind rather than PVE. However, the idea still applies to PVE, just in a slightly different way.
When playing with Bedrock Armor in a survival world, you’d probably want to avoid mobs that give you effects (Witches, cave spiders, husks, strays, etc.) while you could be less fearful of mobs that give you physical attacks (Zombies, skeletons, spiders, etc.). Other mobs (Creeprs, ghasts, blazes) would fall in between. This would make you look at mobs differently, rather than just how much damage or health they have.
I didn’t want to give any naturally spawning mobs the armor because you need advanced weapons to take down a mob with Bedrock Armor. Though now that I think about it, perhaps Zombie Pigmen could very, very rarely spawn with a single piece of armor. It would add a layer of strategy to fighting the Pigmen and help differentiate them from Zombies. Plus, fighting one would be optional. The Pigmen would never drop their Bedrock Armor.
personally, I think instead of being Immune to X but venerable to Y, it should be Juggernaut type armor. my recommended stats would be (for full set
(+) 90% damage reduction (same as diamond)
(-) -50-75% knockback taken
(-)-15% move speed
(-) minimal enchant ability
basically what this means is that you have a higher base protection (max diamond armor can actually get up to 96% damage reduction, just ask @Master Caver) and knockback resistance allowing you to hit more shots, but you move slower making it impossible catch fleeing foes
Partial Support
Thanks for the feedback on the stats. Utilizing knockback resistance, which is currently only accessible though commands, is a great idea.
As for the 90% damage resistance, one of the reasons I made this suggestion was to create a balanced way to include creative mode invincibility, like how Elytra’s are a balanced take on creative mode flight. If I changed this I feel it would take away from the importance of Bedrock Armor. Though in retrospect, maybe changing it to 95% would be a better idea.
I feel that Bedrock Armor is strong enough as it is, and making it enchantable would make the armor too OP (combine it with fire protection and you’re set). Bedrock (strong but with no enchant ability) is sort of like the inverse of gold (weak but with a high enchant ability).
Sad to say, I don't think there needs to be an armor better than the already super beefy diamond. That's all just too much. Even having iron armor with some decent enchantments can turn the player into a tank depending on how they play. This would be mildly plausible if it was just for Creative Mode, but a full set of diamond armor is far more than enough.
I see your point- variety just for the sake of variety is a bad idea. Still, I think Bedrock Armor is unique compared to the other armors. I feel that this uniqueness makes it worth adding to game. Even if the average player would prefer Diamond over Bedrock, it’s still an option that the player could use (and more likely to be used than leather, chain, or gold).
As for the whole 'switching armor' thing. I'm not a fan of that. That just sounds tedious and gameplay-ruining to keep jumping back and forth between armors. It's possible I might avoid bedrock armor altogether because that slowness penalty would make things annoying, despite how strong it is.
Concerning “switching armor”, at this late-game period (especially after being able to find all four pieces) the player would probably be using shulker boxes, so inventory space wouldn’t be much of a problem. And I never found putting armor on to be that tedious, just hold shift and you can change armor in less than 5 seconds.
Again, I want to stress that the armor would be very rare, and the average player would only find 1 piece of armor. Perhaps they settle on just finding a Bedrock Helmet- in that case, the player would only suffer from 3.75% slowness penalty, and probably just have it on the whole time with the other three armors enchanted diamond. Switching armors would only happen if you get super lucky or play the game for a long, long time.
Bedrock Armor should have a finite durability (Between Iron and Diamond armor), and the slowness penalty should be changed so it's a more general debuff, with a lower speed penalty that is paired with an attack speed and mining speed penalty, and increased hunger loss while sprinting.
While a finite durability would keep in line with the other armors, Bedrock Armor is so rare that I feel making it have a finite durability would just make it to tedious to get. If it were to have a durability, I’d make it twice as durable as Diamond, and when it does break, it becomes a “broken” item, like an elytra. Then the armor could be a trophy, or fixed on an anvil with another piece.
As for pairing the speed penalty with attack speed, I think attack speed should be left for weapons. This would make it unnecessarily complicated. The way I see it, weapons buff/nerfs are for the offensive, while armor buff/nerfs are for the defensive.
I'd much rather see armor which offers as much protection as iron but does not have armor penetration; compared to diamond you'd take more damage against weaker attacks but less against strong attacks (diamond armor's +2 armor toughness means that it takes 4 points of damage to penetrate each armor point so it takes 20 points of damage to reduce it from 20 to 15 armor points, the same as iron).
While I respect your ideas, one of my main reasons I created this armor was for more combat variety. Right now, combat is effectively just swords and the rare bow, because as Genuis_idiot said, no other weapon is practical. One of the weapons I tried to buff with Bedrock Armor was explosives. By changing Bedrock Armor from explosives > swords/bows to explosives < swords/bows, I feel I only be making the weapon practicability gap larger.
It would be cool if the end bunker emitted gray particles, but once you've opened a chest inside, the particles disappear and the bunker becomes destructible.
But this is an amazing suggestion with lots of effort poured into it. Proper spelling & grammar, well thought out content, sensible polls, good formatting, understandable images, custom structures that you actually built, links to essential information... and LOOT TABLES?! Wow!
Thanks for compliments! I like the idea of the gray particles and making the bunker become destructible after a chest is open, I will be adding it into the suggestion.
I think iron and diamond armor are overpowered for how easy they are to farm up. Here's what I might do to make more armor types viable:
Make iron armor weaker than gold but leave its higher durability.
Increase gold armor's durability just enough that it's worth using.
Now you have a choice: gold for strength or iron for durability.
Then change diamond to have less durability, so it's the strongest but wears out kind of quick for its rarity.
And add a new armor type with high durability but weaker than diamond, so you can rely on always having this armor but it's not the strongest.
Now there's 4 types of armor that will get used. We can top it off by making leather easier to obtain. I think all passive farm mobs (except chickens) should drop leather in addition to their other functions. Then leather armor is available no matter where you find yourself.
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I want ocean content(thanks Möjang!), nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).
What if gold armor was made better than iron, but would get worse the lower the durability is?
If we bumped all the stats of the armors down like you are suggesting, how would you put bedrock armor in? As long as we nerf current armor, I wouldn't mind having something similar to bedrock armor. Just with the changes I specified in my other comment on this thread.
Usually I am hostile to new armor improvements, but this actually sounds pretty good. It seems pretty balanced, as slowness can be a good way to do that. Plus, it gives lower gear players a chance to escape, so that they don't get mercilessly farmed by bedrock players. Also, I love how much effort was put into this post. So, I support.
What if gold armor was made better than iron, but would get worse the lower the durability is?
If we bumped all the stats of the armors down like you are suggesting, how would you put bedrock armor in? As long as we nerf current armor, I wouldn't mind having something similar to bedrock armor. Just with the changes I specified in my other comment on this thread.
As stated in the comment two spots above, a possible sixth armor could be more durable than diamond, but weaker. This could work with Bedrock Amour if you nerf it enough. My recommended stats for this change would be 90% most damage types (100 formerly), 70-65% fall damage (75% formerly) and 45% to strong attacks (50 formerly). Bedrock Armor would also have to be easier to find- maybe it could be found in the Nether rather than the Outer End Islands.
It becomes a balancing act between nerfs and how common the armor is. You could adjust it as much as you’d like to even it out with Diamond Armor. If you did this, bedrock would probably have to have some sort of enchanting ability, albeit a weak one.
Feel free to borrow any pictures or concepts, just give me credit
I think this idea is horrible and I am concerned that it is getting a lot of support merely because the OP is well thought out, detailed, and easy to understand, as if these are merits so powerful they can salvage the base idea no matter how bad it is.
It ignores the existing armor penetration system and instead goes for a gimmicky system of being immune to some types of damage while being vulnerable to others. I don't think I need to explain how incredibly unbalanced this is.
I consider this suggestion to be an excellent example of everything that is wrong with the Minecraft suggestions critics community.
I think this idea is horrible and I am concerned that it is getting a lot of support merely because the OP is well thought out, detailed, and easy to understand, as if these are merits so powerful they can salvage the base idea no matter how bad it is.
It ignores the existing armor penetration system and instead goes for a gimmicky system of being immune to some types of damage while being vulnerable to others. I don't think I need to explain how incredibly unbalanced this is.
I consider this suggestion to be an excellent example of everything that is wrong with the Minecraft suggestions critics community.
I've noticed a lot of people worrying that the 100% damage reduction is going to far. When I created this suggestion, I tried to make it realistic to an extent. Since Bedrock couldn't be destroyed, the armor shouldn't either, right?
But after much consideration, I have decided to edit the stats. The damage reduction is now 99%. It might not seem like much, but this now means that someone with Bedrock Armor could be defeated with a sword or non-piercing bow.
And armor penetration is not effective enough when most in-game mobs don't deal enough damage for it to be really important, while being inmune to SOME damage types makes it just plain more useful, specially as it's more predictable. Plus, you're more or less assuming that it's easy to find. It's actually more or less at the same difficulty as Elytra, and may be even rarer, as there's 1 Elytra per End City, but each End Bunker doesn't even have a guarranteed chance to have a Bedrock piece. Finally, the fact that it doesn't protect against all damage types prevents it from being OP, specially as several of them are rather common. In fact, Bedrock Armor is easily worse than Diamond armor in the Nether,
You didn't counter my argument about it being gimmicky. I feel it would generally be worse than enchanted diamond armor, but it would stand out at that one moment when you finally find a situation in which you don't take any of those damage types. Those damage types are also contrary to what players normally use, thus in PvP a player with bedrock armor would force others to change not just their strategies but their weapons entirely just to compete, but once the players had made these changes, they would win easily and the bedrock armor is thus pointless in PvP for anything other than ambushes.
If you're familiar with Pokémon, it's like Shedinja but with some extra HP. It's either underpowered or overpowered, with no real in-between.
Furthermore, you're trying to suggest that its rarity is a balancing factor, but in this case it's extreme rarity used to offset extreme unbalance. That arguably unbalances it even further, because it'll be so rare that solo you'll never find enough pieces to make it worth wearing, meanwhile in multiplayer most players will never see it but every once in a while someone will obtain a suit and use it against other players who aren't prepared for it because they don't expect it. For example, nobody is going to carry diamond arrows in their inventory on the off chance they meet up with someone wearing bedrock armor. The only way diamond arrows will come into the fight is if the one in bedrock armor attacks someone near their storage chest, and they run inside their house to go craft diamond arrows. In the time that takes, they might come back out to find their assailant waiting for them in diamond armor.
I've noticed a lot of people worrying that the 100% damage reduction is going to far. When I created this suggestion, I tried to make it realistic to an extent. Since Bedrock couldn't be destroyed, the armor shouldn't either, right?
But after much consideration, I have decided to edit the stats. The damage reduction is now 99%. It might not seem like much, but this now means that someone with Bedrock Armor could be defeated with a sword or non-piercing bow.
I don't think changing it to 99% fixes it. The problem is the way it is so strong against some types of damage and so weak against others. It effectively has correct ways to combat it. Balanced numbers might look more like 90% vs 70%. If it then was not enchantable but also immune to armor penetration, it would be good against large hits such as axes, bows, iron golems, endermen, or some boss attacks. In PvP a player would be at an advantage if they could use the right damage types against the bedrock armor but they could still win with basic melee or bow damage.
But that wouldn't fix it as it still has other major problems. Just that it negates enchantments and is instead stronger at the baseline without enchantments removes the power of choice that enchantments bring. It simplifies the armor and removes customizability.
And merely the fact that it's bedrock armor has potent implications for the "lore" or Minecraft. All in all I think you should stick to your guns and keep it at 100% damage reduction, but I think you should also give up on the idea of having this actually become implemented because I can assure you it won't happen. I think you should hang on to this suggestion for posterity or maintain it for its entertainment value, but if you want to suggest some serious armor, it should not be made out of bedrock.
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I want ocean content(thanks Möjang!), nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).
Concerning “switching armor”, at this late-game period (especially after being able to find all four pieces) the player would probably be using shulker boxes, so inventory space wouldn’t be much of a problem. And I never found putting armor on to be that tedious, just hold shift and you can change armor in less than 5 seconds.
Yeeeeah, no. The point is not inventory space. The point is the annoyance of... constantly switching armors. Who wants to keep doing that? I'd rather just put armor on, leave it on and keep doing whatever I was doing without the headache of constant armor changing nor being bogged down by a speed penalty. It's best for armor to never have penalties like that. I'd hate to be bounced around by mobs because the speed affects me running away.
Again, I want to stress that the armor would be very rare, and the average player would only find 1 piece of armor. Perhaps they settle on just finding a Bedrock Helmet- in that case, the player would only suffer from 3.75% slowness penalty, and probably just have it on the whole time with the other three armors enchanted diamond. Switching armors would only happen if you get super lucky or play the game for a long, long time.
You're using one of the oldest and overused excuses on this forum. Going "it's really rare" doesn't always save something from being unbalanced. Because once you have it, that's it. Why does this armor even need to be there if it's that painfully rare? A full set of diamond armor and you're a made man.
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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.
That's a remarkably well written suggestion - I think that it alone will win the support of many of the forum users.
Although there's the first "no" reaction from me for seeing an overpowered, nearly unobtainable set of armor, the other points - such as vulnerability to magic damage do make up for it. It should also incorporate a number of different effects, too - to make a set of bedrock armor "not just armor". It could reduce knockback taken, have increased speed on iron blocks or water(electromagnetism?) or increase potion throwing range.
However, I do like an armor suited for specific task, and even more so I do like the usage in maps and Kit PVPs.
About piercing, now we have potionhead arrows, so there's little use of it IMO. Couple of Poison heads, Harming II heads and a Flame enchantment would make sure to hinder a bedrock warrior.
I say Yes. Although my "Yes" is weak, because on the other hand it will setback new players because it can be stronger armor without enchanting, it does have some way around that - and it is magic and teamwork.
It should also incorporate a number of different effects, too - to make a set of bedrock armor "not just armor". It could reduce knockback taken, have increased speed on iron blocks or water(electromagnetism?) or increase potion throwing range.
I see what's you mean. However, I'm weary about adding in more effects. Right now there's already a lot of new stats, and I feel that adding in more will make it too complicated.
I don't like anything being called/related to bedrock. Because bedrock is super-special; it can never, ever drop, it cannot ever fall as an item. It's a key part of the game, something that exists in the world in certain places, and is the one block that can't be mined in any way at all.
I see your point, and for a while I was looking for a new name. (If anyone thinks they have a better name, please tell me)
But over time the name grew on me.
Minecraft is a building game. You can maniuplate the world however you like. The one block you can't use is Bedrock. It's like you said, special. Due to its rarity, Bedrock Armor is just as much of a treasure than an armor. So what better way to reward hard working players who found and slayed the ender dragon, traveled to the far end islands, and ventured to countless bunkers? After all that work, you can finally harness Bedrock to an extent- the one material you thought you could never get. And so with hard work and determination, nothing is impossible. It's actually quite symbolic.
I see your point, and for a while I was looking for a new name. (If anyone thinks they have a better name, please tell me)
Howabout endtanium? It's from an idea I have about armor with lower stats than diamond but the durability is several times as high. The important and relevant part would be that endtanium would be a strong metal only found in The End, serving two purposes:
1.) adding a new material for a new armor
2.) giving a natural mineral to The End
I invented the term "endtanium" but you can use it if you want.
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I want ocean content(thanks Möjang!), nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).
In my opinion, the armor system in Minecraft is too simple. We have five basic armor sets, but only two (Iron and Diamond) are ever really used. I feel that the game could benefit from more armor variety. My intention when creating this suggestion is to create a sixth armor set that has a specific purpose in game, without it being too overpowered or underpowered.
Unlike the others, I got this picture from Images- so it isn’t perfect. My version of Bedrock Armor would be less black and more gray, without any white spots.
Bedrock Armor (name pending) would be a late-game, “legendary” armor that would be significantly stronger than Diamond Armor. In fact, a full set of Bedrock Armor would prevent players from taking nearly any certain damage. I know this may seem ridiculously overpowered, but hear me out.
Typically, a bedrock chestplate would reduce damage by 39.5%, leggings by 29.7%, and a helmet and boots by 14.9%. Overall, a full set of armor would result in 99% damage resistance to most physical attacks. In comparison, the maximum you can (theoretically) achieve in game is 80%*. Examples of this include:
• Direct attacks from mobs and players- 99% damage reduction
• Getting hit with an arrow, chicken eggs, or a fishing rod- 99% damage reduction
• Touching a cactus or armor with thorns- 99% damage reduction
• Fall damage- 75% damage reduction (see edits for reasoning of change)
*In the game, Diamond Armor has a value known as “toughness” which decreases damage reduction. The wiki has a complicated algorithm to damage reduction with Diamond Armor, and if you’re interested you can find said information here: Armor_Toughness. All that matters is that Bedrock Armor
would not be affected by toughness.
Yes, this means with a full set of Bedrock Armor (which would be incredibly rare) you would suffer nearly no damage. Despite this, some of the more “powerful” attacks would result in only a 50% damage reduction. In this case, a chestplate would only reduce damage by 20%, leggings by 15%, and helmet and boots by 7.5%. These include:
• Explosions- 50% damage reduction
• Getting struck by lightning- 50% damage reduction
• Getting hit by a falling anvil- 50% damage reduction
• Touching fire or lava- 50% damage reduction
• Getting hit by a fireball from a ghast or blaze- 50% damage reduction
While Bedrock Armor prevents players from taking physical damage, it is vulnerable to magic. Taking on the Wither with Bedrock Armor would be a bad idea…
• Potion effects- No damage reduction
• Potion tipped arrows- 100% damage reduction on the arrow, but no reduction on the effect.
In addition, Bedrock Armor slows down the player. A chestplate slows down the player by 10%, leggings by 7.5%, and helmets and boots by 3.75%. Overall, a full set will slow down the player by 25%- 5% short of a slowness 2 potion. Unlike the potion effect, Bedrock Armor slowness does not affect the FOV.
Despite this slowness penalty, the player would receive 50% knockback resistance from a full set of armor. A chestplate would reduce knockback by 20%, leggings by 15%, and helmet and boots by 7.5%.
Bedrock Armor would have a durability 1.5x that of diamond. A helmet would have 546 uses, a chestplate 794, leggings 744, and boots 645 uses. After the armor breaks, it would be replaced by a "broken" variant that cannot be worn. The "broken" piece can then be fixed on an anvil, or function as a trophy item.
It should also be noted that Bedrock Armor cannot be enchanted. This means that a highly enchanted diamond chestplate may be stronger than a normal bedrock chestplate.
Bedrock Armor as an item.
Also, there wouldn’t be any bedrock weapons or tools.
When equipped, additional armor bars would appear- like how golden hearts appear after eating a golden apple. The additional bars would stay with the player until they take off the armor)
Updating Gold Armor (new!):
Gold Armor is rarely used. It's weaker more expensive than Iron Armor, so what's the point in making it? Well, with Bedrock Armor's new stat system, I think Gold could also adopt this new damage reduction system. Gold would remain weaker and more expensive than Iron, but would be stronger against "magical" attacks and weaker towards "physical" attacks. Sort of the inverse to Bedrock:
Gold
Bedrock
I'm not saying that Gold will have 99% damage resistance to magical attacks, but it will have a significantly stronger defense against potions, tipped arrows, and fire.
I think that the slowness, complete lack of enchantments, and the fire/potion weaknesses of Bedrock Armor will help balance out its strengths. The idea is that you can still win a fight against someone with Bedrock Armor- you just need to think about it strategically. Trapping a player in lava or using a potion effect will be easier than usual, as the player is slower. I hope that this will create more variety in combat, as currently potions and lava traps are, in my opinion, underutilized and forgotten in favor of swords.
So, with that out of the way, let’s discuss how to get Bedrock Armor.
Finding Bedrock Armor
A new structure would spawn in the far End islands*. The structure would be known as the End Bunker, and would be twice as common as an End City. Imagine End Bunkers as the dungeons of the End.
*One idea that popped into my head when making this suggestion was that the reason there’s no Bedrock in the End is because the Enderman mined all their Bedrock for the armor. Just an idea.
The bunker would consist of an outer maze and an inner treasure room, as pictured below. You can also see four Vex spawners below the floor (purpur blocks be directly above, hiding the view). I chose Vexes because they can transverse through blocks and avoid revealing the correct path though the maze.
The maze itself would generate out of numerous presets, all made with only one correct path. Lighting would be supplied through end rods hanging from the ceiling. If possible, the bunker would be indestructible, like bedrock, to prevent cheating through the maze. When the bunker is indestructible, the occasional gray particle will emit from the blocks. The gray particles and indestructability will when a player opens a safe chest in the treasure room.
The inner treasure room would consist of four chests, all facing in different directions. But be careful- two of four chests are actually trapped chests rigged with explosives! The other two would be where you can find Bedrock Armor. A single piece of Bedrock Armor is extremely rare, let alone an entire set.
End Bunker Loot Table
I based the loot table off dungeons. Most of the items are objects that Endermen can pick up in the Overworld or the Nether (perhaps this where Endermen put the blocks they pick up).
• Chorus Fruit = 0.400
• Grass Block= 3.375
• Red Sand = 3.375
• Netherrack= 3.375
• Gravel= 3.375
• Sand = 0.750
• Dirt = 0.750
• TNT = 0.200
• Clay = 0.315
• Red Mushroom = 0.236
• Brown Mushroom = 0.236
• Melon (Block) = 0.236
• Mycelium = 0.600
• Podzol = 0.600
• Coarse Dirt = 0.600
• Shulker Shell = 0.250
• Ender Pearl = 0.500
• Pumpkin = 0.236
• Bedrock Helmet = 0.157
• Bedrock Chestplate = 0.031
• Bedrock Leggings = 0.079
• Bedrock Boots = 0.157
I cannot stress enough how rare Bedrock Armor would be. The average post-Ender Dragon Minecraft player may never find Bedrock Armor. You would have to go through countless Bunkers to find just one piece of armor. Bedrock Armor is the sort of thing you stumble upon if you’re very, very lucky.
Bedrock Armor won’t spawn on Zombies or Skeletons. However, they can pick up Bedrock Armor from players, so be careful!
Piercing
If you’re still not convinced that Bedrock Armor is balanced, then I have one final idea that may sway you over. Bows could be enchanted with “piercing”, and would be able to break through Bedrock Armor and damage the player as if they had no (or very little) armor. Combined with Flame or Knockback, and they could easily take down a player with a full set of Bedrock Armor in just a couple of hits. Piercing would be only be one level.
Other Uses
When creating this suggestion, I realized a couple more uses that Bedrock Armor could have:
• Mapmakers would be able to incorporate the armor into their maps, which could lead to interesting, puzzle based arenas that were previously much harder to create. Or, they could easily make unique “bosses” (normal mobs equipped with Bedrock armor) that are very hard to kill.
• Servers with Kits could really go all out with the “Tank” Kit, in which they would be invulnerable to basic attacks, but vulnerable to “anti-tank” weapons (potions).
• Hardcore Mode players, after so much hard work, could take a well-earned break and walk around safe with a full set of Bedrock Armor (or course, a full set would be extremely rare).
• Faction Servers would be even more interesting, as now the oldest factions would have a few pieces or sets of the rare Bedrock Armor. Factions would fight over the armor, similar to how everyone wants an elytra on those servers now. This would add a new layer of depth to faction servers.
And this might seem silly, but this has been bothering me for a while:
• People who want to fly an elytra, but keep dying of fall damage can now suit up in a Bedrock helmet, leggings, and boots and avoid death by fall damage!
Conclusion
In my Introduction, I said I wanted to create a sixth armor set that has a specific purpose in the game. Bedrock Armor accomplishes this by specializing in combat. Even if you’re lucky enough to find a full set of Bedrock Armor, when you’re mining, building, farming, etc, you wouldn’t be wearing it. The slowness makes it an inconvenience to use on an everyday basis. Instead, you’d chose a simple set of Diamond Armor for other tasks. Bedrock Armor would be used for combat purposes only.
For example, say you’re mining. Why suffer from a 25% slowness penalty when you have a relatively strong set of Diamond Armor at your disposal? You would mine with your Diamond Armor, until you see a series of dungeons and countless mobs charging at you. Now it’s time to switch to Bedrock Armor, where you can take down the mobs with ease.
The most common complaint I found when researching sixth, stronger-than-diamond armor suggestion threads was that the armor made diamond useless, or that the armor was useless because enchanted diamond was stronger. Bedrock Armor, instead of trying to be better (or worse) than Diamond Armor, serves as a specialized armor for a specific task. That way, you can have both Diamond and Bedrock sets at the player’s disposal, and they can evaluate and decide on the proper armor based on the situation.
Thanks for reading!
Edits
8/28/17- Added durability and "broken" variant to the armor, and knockback resistance (courtesy of Genius_idiot). Also added gray particles, courtesy of InterludeDude, to the End Bunker. Lastly, Wolftopia brought up a good point about the fall damage, and so it was changed from 100% to 75%
8/31/17- After much, much consideration, I have decided to change the 100% reduction to 99%. Swords and bows can now damage Bedrock Armor, albeit barely. No other stats have changed. Additional armor bars were added. Lastly, the "piercing" poll was closed, with method 2 the clear victor.
Seems like a good idea if minecraft armor wasn't already OP as it is.
alright, before I start, HUGE kudos for all the effort put into this suggestion, most new members would be content with "my idea is bedrock armor, it makes you immune to all physical damage, but your vulnerable to magic, it's found extremely rarely in the end. I hope you like my idea" but you? heh, heck, most veterans wouldn't go into that much detail.
as for the idea itself, I think the biggest issue is that you seem to be basing it on PVP, which Minecraft is not a PvP game. my second issue is that Minecraft's combat and armor system is inherently flawed, swords are the only real viable melee weapon, with Axes only being good for disabling shields. bows, I think are fine, if only because i'm to lazy to think up a downside apart from being impractical in close quarters. Potions are clunky, and take up inventory space, TNT can be escaped in almost all situations, and lava... actually lava can work.
personally, I think instead of being Immune to X but venerable to Y, it should be Juggernaut type armor. my recommended stats would be (for full set
(+) 90% damage reduction (same as diamond)
(-) -50-75% knockback taken
(-)-15% move speed
(-) minimal enchant ability
basically what this means is that you have a higher base protection (max diamond armor can actually get up to 96% damage reduction, just ask @Master Caver) and knockback resistance allowing you to hit more shots, but you move slower making it impossible catch fleeing foes
Partial Support
Anyone know how to change my user name?
"And just when you thought you where the sexiest one here, i show up" -Fernando
check out my suggestion for Yggdrasil, the great world tree
FOR THE HOLY LOVE OF ARCEUS AND HELIX COMBINED PALADINS IS NOT AN OVERWATCH CLONE. tf2's the true king anyways
-Let's make some noise
A first poster who puts extreme detail in his idea? Is... Is this a dream? +1
Sad to say, I don't think there needs to be an armor better than the already super beefy diamond. That's all just too much. Even having iron armor with some decent enchantments can turn the player into a tank depending on how they play. This would be mildly plausible if it was just for Creative Mode, but a full set of diamond armor is far more than enough.
As for the whole 'switching armor' thing. I'm not a fan of that. That just sounds tedious and gameplay-ruining to keep jumping back and forth between armors. It's possible I might avoid bedrock armor altogether because that slowness penalty would make things annoying, despite how strong it is.
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
100% damage reduction against most damage sources but not explosions? The only reason to even have diamond armor, enchanted or otherwise as-is is to ensure that creepers can't kill you in one hit; in fact, if I played in 1.9+ the only change that I would make to my current armor (a diamond chestplate and leggings each with Protection IV and diamond boots with Feather Falling IV) is to add Blast Protection IV to my boots, meaning that I'd have slightly less protection against most sources of damage due to armor penetration but more against explosions; if I also played on Hard instead of Normal I'd add in a Protection IV diamond helmet, which would reduce damage so much that I'd get no more damage than I currently get. Even before 1.9 diamond armor was necessary on Hard just because of this (or on Normal if you wanted to get away with more than half a heart. Even on Easy you can lose up to 5 hearts in iron armor).
I'd much rather see armor which offers as much protection as iron but does not have armor penetration; compared to diamond you'd take more damage against weaker attacks but less against strong attacks (diamond armor's +2 armor toughness means that it takes 4 points of damage to penetrate each armor point so it takes 20 points of damage to reduce it from 20 to 15 armor points, the same as iron).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Yes, it is. Go back to sleep and you'll see the post actually looks like this:
"yoyoyo waszup guyss???? i want moar powrefull armoar tan dimand mozang y isnt vis in game?!?! badreck armoare is inviensible frum EVREIYFING and it's a common drop from pigs"
OT:
Like Genius_idiot, i think the armor shouldn't be immune to certain damage, but near immune (90%-95%).I changed my mind on this, since bedrock armor is extremely rare. It would be cool if the end bunker emitted gray particles, but once you've opened a chest inside, the particles disappear and the bunker becomes destructible.But this is an amazing suggestion with lots of effort poured into it. Proper spelling & grammar, well thought out content, sensible polls, good formatting, understandable images, custom structures that you actually built, links to essential information... and LOOT TABLES?! Wow!
If we can't have a Suggestions Guide, pin this to the front as THE example suggestion. This thread has earned you an extra follower.
Console Battle is two games rolled into one: gambling (whether or not you get one of the OP weapons) and betting (which teammate won't turn on you, since teaming is pretty much a requirement to kill off another team)! Of course, it's not all chance; at its core, Battle is about triumphing and defeating other players... by kicking them out if they win to make yourself feel better.
Some
not sucky suggestion threads I made: Console Minigame: Ram Attack! - New Arrows!(quality)You clearly put a lot of thought and effort into this suggestion, for which I applaud you.
I do agree that the armor system is bland and needs updating. I think we should try making other kinds of armor more useful since they aren't used very much. However, I don't think a solution to the armor system is to add something that blocks this much damage. The thing is, a full set of Protection IV diamond armor already makes the game feel too easy (even when on hard difficulty) and thus creates boredom. I also feel like people would get bored trying to find this new armor since there isn't that much of interest in the end.
This is what I am referring to. People would either 1. Try to get it from a few end bunkers and then give up or 2. Get lucky and find it with in the first few bunkers. This is why I don't think making something rare is a valid way of balancing a powerful item. This type of balancing works with wither skeleton skulls because it is a rare drop from a common mob, and they are used to spawn something that is dangerous to everybody, including the player who spawns it.
Something that I definitely think you should tweak in your post is the fall damage protection. I think that is pretty crazy, and it would just seem weird to see a player drop down from an 80 block tower and not take any fall damage.
Overall, I like that you put a lot of thought into this, and I enjoyed reading it. I also really (and I mean really) appreciate that you used correct grammar and are understandable in your explanations. However, I can't say I support this.
I look forward to your future posts, though!
Check out my suggestions! Here is one of them:
First off, thanks to everyone who responded and took the time to read my long original post. It’s important to remember that Bedrock Armor is extremely rare. 100% damage resistance wouldn’t be the norm, it’s more likely you’d have just one or two pieces of Bedrock Armor on. The entire set would be an unlikely find- a Bedrock Chestplate would be as rare an enchanted golden apple in a dungeon!
Good point. Now that I’m rereading this, I noticed how I was writing this with PVP in mind rather than PVE. However, the idea still applies to PVE, just in a slightly different way.
When playing with Bedrock Armor in a survival world, you’d probably want to avoid mobs that give you effects (Witches, cave spiders, husks, strays, etc.) while you could be less fearful of mobs that give you physical attacks (Zombies, skeletons, spiders, etc.). Other mobs (Creeprs, ghasts, blazes) would fall in between. This would make you look at mobs differently, rather than just how much damage or health they have.
I didn’t want to give any naturally spawning mobs the armor because you need advanced weapons to take down a mob with Bedrock Armor. Though now that I think about it, perhaps Zombie Pigmen could very, very rarely spawn with a single piece of armor. It would add a layer of strategy to fighting the Pigmen and help differentiate them from Zombies. Plus, fighting one would be optional. The Pigmen would never drop their Bedrock Armor.
Thanks for the feedback on the stats. Utilizing knockback resistance, which is currently only accessible though commands, is a great idea.
As for the 90% damage resistance, one of the reasons I made this suggestion was to create a balanced way to include creative mode invincibility, like how Elytra’s are a balanced take on creative mode flight. If I changed this I feel it would take away from the importance of Bedrock Armor. Though in retrospect, maybe changing it to 95% would be a better idea.
I feel that Bedrock Armor is strong enough as it is, and making it enchantable would make the armor too OP (combine it with fire protection and you’re set). Bedrock (strong but with no enchant ability) is sort of like the inverse of gold (weak but with a high enchant ability).
I see your point- variety just for the sake of variety is a bad idea. Still, I think Bedrock Armor is unique compared to the other armors. I feel that this uniqueness makes it worth adding to game. Even if the average player would prefer Diamond over Bedrock, it’s still an option that the player could use (and more likely to be used than leather, chain, or gold).
Concerning “switching armor”, at this late-game period (especially after being able to find all four pieces) the player would probably be using shulker boxes, so inventory space wouldn’t be much of a problem. And I never found putting armor on to be that tedious, just hold shift and you can change armor in less than 5 seconds.
Again, I want to stress that the armor would be very rare, and the average player would only find 1 piece of armor. Perhaps they settle on just finding a Bedrock Helmet- in that case, the player would only suffer from 3.75% slowness penalty, and probably just have it on the whole time with the other three armors enchanted diamond. Switching armors would only happen if you get super lucky or play the game for a long, long time.
While a finite durability would keep in line with the other armors, Bedrock Armor is so rare that I feel making it have a finite durability would just make it to tedious to get. If it were to have a durability, I’d make it twice as durable as Diamond, and when it does break, it becomes a “broken” item, like an elytra. Then the armor could be a trophy, or fixed on an anvil with another piece.
As for pairing the speed penalty with attack speed, I think attack speed should be left for weapons. This would make it unnecessarily complicated. The way I see it, weapons buff/nerfs are for the offensive, while armor buff/nerfs are for the defensive.
While I respect your ideas, one of my main reasons I created this armor was for more combat variety. Right now, combat is effectively just swords and the rare bow, because as Genuis_idiot said, no other weapon is practical. One of the weapons I tried to buff with Bedrock Armor was explosives. By changing Bedrock Armor from explosives > swords/bows to explosives < swords/bows, I feel I only be making the weapon practicability gap larger.
Thanks for compliments! I like the idea of the gray particles and making the bunker become destructible after a chest is open, I will be adding it into the suggestion.
Great idea, but I think the damage absorption should be reduced to 95% with a full set.
Supported.
I think iron and diamond armor are overpowered for how easy they are to farm up. Here's what I might do to make more armor types viable:
Make iron armor weaker than gold but leave its higher durability.
Increase gold armor's durability just enough that it's worth using.
Now you have a choice: gold for strength or iron for durability.
Then change diamond to have less durability, so it's the strongest but wears out kind of quick for its rarity.
And add a new armor type with high durability but weaker than diamond, so you can rely on always having this armor but it's not the strongest.
Now there's 4 types of armor that will get used. We can top it off by making leather easier to obtain. I think all passive farm mobs (except chickens) should drop leather in addition to their other functions. Then leather armor is available no matter where you find yourself.
I want
ocean content(thanks Möjang!),nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).What if gold armor was made better than iron, but would get worse the lower the durability is?
If we bumped all the stats of the armors down like you are suggesting, how would you put bedrock armor in? As long as we nerf current armor, I wouldn't mind having something similar to bedrock armor. Just with the changes I specified in my other comment on this thread.
Check out my suggestions! Here is one of them:
Usually I am hostile to new armor improvements, but this actually sounds pretty good. It seems pretty balanced, as slowness can be a good way to do that. Plus, it gives lower gear players a chance to escape, so that they don't get mercilessly farmed by bedrock players. Also, I love how much effort was put into this post. So, I support.
I have nothing here, go look somewhere else.
As stated in the comment two spots above, a possible sixth armor could be more durable than diamond, but weaker. This could work with Bedrock Amour if you nerf it enough. My recommended stats for this change would be 90% most damage types (100 formerly), 70-65% fall damage (75% formerly) and 45% to strong attacks (50 formerly). Bedrock Armor would also have to be easier to find- maybe it could be found in the Nether rather than the Outer End Islands.
It becomes a balancing act between nerfs and how common the armor is. You could adjust it as much as you’d like to even it out with Diamond Armor. If you did this, bedrock would probably have to have some sort of enchanting ability, albeit a weak one.
Feel free to borrow any pictures or concepts, just give me credit
I think this idea is horrible and I am concerned that it is getting a lot of support merely because the OP is well thought out, detailed, and easy to understand, as if these are merits so powerful they can salvage the base idea no matter how bad it is.
It ignores the existing armor penetration system and instead goes for a gimmicky system of being immune to some types of damage while being vulnerable to others. I don't think I need to explain how incredibly unbalanced this is.
I consider this suggestion to be an excellent example of everything that is wrong with the Minecraft suggestions critics community.
I want
ocean content(thanks Möjang!),nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).I've noticed a lot of people worrying that the 100% damage reduction is going to far. When I created this suggestion, I tried to make it realistic to an extent. Since Bedrock couldn't be destroyed, the armor shouldn't either, right?
But after much consideration, I have decided to edit the stats. The damage reduction is now 99%. It might not seem like much, but this now means that someone with Bedrock Armor could be defeated with a sword or non-piercing bow.
You didn't counter my argument about it being gimmicky. I feel it would generally be worse than enchanted diamond armor, but it would stand out at that one moment when you finally find a situation in which you don't take any of those damage types. Those damage types are also contrary to what players normally use, thus in PvP a player with bedrock armor would force others to change not just their strategies but their weapons entirely just to compete, but once the players had made these changes, they would win easily and the bedrock armor is thus pointless in PvP for anything other than ambushes.
If you're familiar with Pokémon, it's like Shedinja but with some extra HP. It's either underpowered or overpowered, with no real in-between.
Furthermore, you're trying to suggest that its rarity is a balancing factor, but in this case it's extreme rarity used to offset extreme unbalance. That arguably unbalances it even further, because it'll be so rare that solo you'll never find enough pieces to make it worth wearing, meanwhile in multiplayer most players will never see it but every once in a while someone will obtain a suit and use it against other players who aren't prepared for it because they don't expect it. For example, nobody is going to carry diamond arrows in their inventory on the off chance they meet up with someone wearing bedrock armor. The only way diamond arrows will come into the fight is if the one in bedrock armor attacks someone near their storage chest, and they run inside their house to go craft diamond arrows. In the time that takes, they might come back out to find their assailant waiting for them in diamond armor.
I don't think changing it to 99% fixes it. The problem is the way it is so strong against some types of damage and so weak against others. It effectively has correct ways to combat it. Balanced numbers might look more like 90% vs 70%. If it then was not enchantable but also immune to armor penetration, it would be good against large hits such as axes, bows, iron golems, endermen, or some boss attacks. In PvP a player would be at an advantage if they could use the right damage types against the bedrock armor but they could still win with basic melee or bow damage.
But that wouldn't fix it as it still has other major problems. Just that it negates enchantments and is instead stronger at the baseline without enchantments removes the power of choice that enchantments bring. It simplifies the armor and removes customizability.
And merely the fact that it's bedrock armor has potent implications for the "lore" or Minecraft. All in all I think you should stick to your guns and keep it at 100% damage reduction, but I think you should also give up on the idea of having this actually become implemented because I can assure you it won't happen. I think you should hang on to this suggestion for posterity or maintain it for its entertainment value, but if you want to suggest some serious armor, it should not be made out of bedrock.
I want
ocean content(thanks Möjang!),nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).Yeeeeah, no. The point is not inventory space. The point is the annoyance of... constantly switching armors. Who wants to keep doing that? I'd rather just put armor on, leave it on and keep doing whatever I was doing without the headache of constant armor changing nor being bogged down by a speed penalty. It's best for armor to never have penalties like that. I'd hate to be bounced around by mobs because the speed affects me running away.
You're using one of the oldest and overused excuses on this forum. Going "it's really rare" doesn't always save something from being unbalanced. Because once you have it, that's it. Why does this armor even need to be there if it's that painfully rare? A full set of diamond armor and you're a made man.
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
That's a remarkably well written suggestion - I think that it alone will win the support of many of the forum users.
Although there's the first "no" reaction from me for seeing an overpowered, nearly unobtainable set of armor, the other points - such as vulnerability to magic damage do make up for it. It should also incorporate a number of different effects, too - to make a set of bedrock armor "not just armor". It could reduce knockback taken, have increased speed on iron blocks or water(electromagnetism?) or increase potion throwing range.
However, I do like an armor suited for specific task, and even more so I do like the usage in maps and Kit PVPs.
About piercing, now we have potionhead arrows, so there's little use of it IMO. Couple of Poison heads, Harming II heads and a Flame enchantment would make sure to hinder a bedrock warrior.
I say Yes. Although my "Yes" is weak, because on the other hand it will setback new players because it can be stronger armor without enchanting, it does have some way around that - and it is magic and teamwork.
I see what's you mean. However, I'm weary about adding in more effects. Right now there's already a lot of new stats, and I feel that adding in more will make it too complicated.
I see your point, and for a while I was looking for a new name. (If anyone thinks they have a better name, please tell me)
But over time the name grew on me.
Minecraft is a building game. You can maniuplate the world however you like. The one block you can't use is Bedrock. It's like you said, special. Due to its rarity, Bedrock Armor is just as much of a treasure than an armor. So what better way to reward hard working players who found and slayed the ender dragon, traveled to the far end islands, and ventured to countless bunkers? After all that work, you can finally harness Bedrock to an extent- the one material you thought you could never get. And so with hard work and determination, nothing is impossible. It's actually quite symbolic.
Howabout endtanium? It's from an idea I have about armor with lower stats than diamond but the durability is several times as high. The important and relevant part would be that endtanium would be a strong metal only found in The End, serving two purposes:
1.) adding a new material for a new armor
2.) giving a natural mineral to The End
I invented the term "endtanium" but you can use it if you want.
I want
ocean content(thanks Möjang!),nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).