Some things are nice, expanded end, more blocks, more light sources, more potions, more enchants.
The Combat changes? HAVE. TO. GO. They make combat harder, and yet more boring too. All that talk about dual-wielding? Yeah, forget it. You can NEVER go caving, outside at night or into PVP without a Shield (or two, given you quickly they wear out) because Armor has been nerfed to oblivion. A Creeper (or a Ghast) can kill you with a single blast when you are wearing Full Diamond Protection IV armor! Ridiculous!
Let's run down the REAL combat changes, shall we?
1. Armor nerfed to near uselessness.
2. Shield that MUST be used if you want to survive even one encounter with a Creeper (unless they "creep" up behind you, then you are dead.)
3. Sword DPM (Damage Per Minute) rate MASSIVELY nerfed via "cooldown" mechanic.
4. Sword draw speed slowed to comical slowness.
5. Axe draw speed slowed to comical slowness, same DPM issues that swords have.
6. Hoe damage removed because the Devs realized people were just using them instead of swords because they were more effective! (Can't have people playing a creative game the way they want to, they must do it the stupid broken Mojang way!)
7. Splash potions now have the range of arrows. (potion arrows)
8. Some splash potions are now completely OP (Lingering potions)
So how will combat with Mobs go? If facing a Skele, rush with the shield up. Face-hug him and the arrow bounce back will kill him for you. Everything else, do your best if one mob. More than one, better run unless you have the OP splash potions. So more boring (Skeles) AND harder (everything else.) How will PVP go? Imagine the sound of a mute bull (no mooing) running through a china shop. That is the sound of PVP after 1.9. Splash Potions and Potions arrows EVERYWHERE. Because it's now the most effective way to kill other players. Hey! Combat VARIETY!
The really worst part about the combat changes is how much more difficult it makes it on NEW players. You know they ones I mean; Kids who are getting into gaming for the first time and who's parents get them Minecraft because "it's that kid-friendly building game". The combat used to be, while largely brainless, very accessible for even the least-skilled players. You made a sword, you clicked as fast as you could, monsters died. Nice, simple, easy, and ACCESSIBLE.
After 1.9 all that changes. Honestly, if the Devs had set outto make combat as complex, inscrutable and difficult to learn as possible they could hardly have been more successful than in 1.9. Combat is confusing, hard to learn, difficult to do well, and needlessly complex for a game that's largest target market is CHILDREN. I see many frustrated and crying children once 1.9 goes live. Does Mojang honestly think this is going to work? Alienating your target market is the quickest way to oblivion. Just ask Digg how well that worked out for them.
Everything else about the update is generally OK. Although I have to say I find it DEEPLY ironic that Mojang made this hash of a combat update to "Eliminate spam clicking" and then turned right around and implemented "Spam-button" boating. So instead of clicking that left mouse button like a mouse on crack, we have to click the "A" and "D" buttons like a mouse on crack. Yep. That's gonna make travel by boat SO MUCH BETTER!...... yeah... right...
And the Elytra? As I have said before in other posts: They are a shiny Bauble designed to distract you from the horrendous load of Combat Change Crap that is "behind the curtain".
Well... I guess when my son wants to play minecraft I will just turn the cooldown system OFF. Seems reasonable to me.
Unfortunately, currently it's not as simple as just turning it "off", and I highly doubt Mojang would implement a proper off switch for it. (Because that's probably a smart thing to do)
Currently one of the few ways to actually turn it off is by entering a command something like /give @p [ItemName] 1 0 {AttributeModifiers[{AttributeName:"generic.attackSpeed",Name:"generic.attackSpeed",Amount:11,Operation:0,UUIDLeast:1,UUIDMost:1}]}
Some things are nice, expanded end, more blocks, more light sources, more potions, more enchants.
The Combat changes? HAVE. TO. GO. They make combat harder, and yet more boring too. All that talk about dual-wielding? Yeah, forget it. You can NEVER go caving, outside at night or into PVP without a Shield (or two, given you quickly they wear out) because Armor has been nerfed to oblivion. A Creeper (or a Ghast) can kill you with a single blast when you are wearing Full Diamond Protection IV armor! Ridiculous!
Let's run down the REAL combat changes, shall we?
1. Armor nerfed to near uselessness. Let's look at the numbers, shall we? 1.8 = 88% damage reduction with full diamond armor. 1.9 = 66% damage reduction for full diamond armor. That's a massive nerf, but not even close to "near uselessness".
2. Shield that MUST be used if you want to survive even one encounter with a Creeper (unless they "creep" up behind you, then you are dead.) You see, there's this thing called a "difficulty mode". If you change said mode to easy, they do a lot less damage. Also, ever heard of moving slightly so that said creeper doesn't blow up right in front of your face?
3. Sword DPM (Damage Per Minute) rate MASSIVELY nerfed via "cooldown" mechanic. oCrapaCreeper stated it perfectly.
4. Sword draw speed slowed to comical slowness. Draw speed is the exact same as the cool down... Is it really so hard to wait for half a second?
5. Axe draw speed slowed to comical slowness, same DPM issues that swords have. Axes are slower because they're meant to be slower. They can completely crush shields or do extremely heavy damage in one hit, but pay for this with reduced DPS.
6. Hoe damage removed because the Devs realized people were just using them instead of swords because they were more effective! (Can't have people playing a creative game the way they want to, they must do it the stupid broken Mojang way!) So you are saying that people should have switched to hoes as their primary weapon? You realize that swords would be completely useless if this happened...
7. Splash potions now have the range of arrows. (potion arrows) But only in creative, since there is currently no way to get them in survival, except for the glowing one.
8. Some splash potions are now completely OP (Lingering potions) So, you're saying that facing the ender dragon, scooping up it's breath that completely ignores armor, and then killing it and getting back to the over world should yield no significant rewards? Why even bother going in the first place if the risk outweighs the rewards by such a high margin?
So how will combat with Mobs go? If facing a Skele, rush with the shield up. Face-hug him and the arrow bounce back will kill him for you. Everything else, do your best if one mob. More than one, better run unless you have the OP splash potions. So more boring (Skeles) AND harder (everything else.) How will PVP go? Imagine the sound of a mute bull (no mooing) running through a china shop. That is the sound of PVP after 1.9. Splash Potions and Potions arrows EVERYWHERE. Because it's now the most effective way to kill other players. Hey! Combat VARIETY! Potion arrows haven't even been added yet, and when they do you're going to have to make a potion for each arrow you fire... Potion arrows everywhere huh? Oh, but you can use an infinity bow... Unless Mojang has any no sense at all, they are not going to allow you to use infinity to duplicate their arrows. Also, splash potions require effort to create, how is everyone going to be able to make enough to put them "everywhere"?
The really worst part about the combat changes is how much more difficult it makes it on NEW players. You know they ones I mean; Kids who are getting into gaming for the first time and who's parents get them Minecraft because "it's that kid-friendly building game". The combat used to be, while largely brainless, very accessible for even the least-skilled players. You made a sword, you clicked as fast as you could, monsters died. Nice, simple, easy, and ACCESSIBLE. Because Mojang inexplicably removed easy and peaceful modes. Also, it's good that they don't have to learn every single crafting recipe in the game from an outside source, right? Righ... Oh, wait...
After 1.9 all that changes. Honestly, if the Devs had set outto make combat as complex, inscrutable and difficult to learn as possible they could hardly have been more successful than in 1.9. Combat is confusing, hard to learn, difficult to do well, and needlessly complex for a game that's largest target market is CHILDREN. I see many frustrated and crying children once 1.9 goes live. Does Mojang honestly think this is going to work? Alienating your target market is the quickest way to oblivion. Just ask Digg how well that worked out for them. Because clicking every half second instead of 20 times a second is so much harder... New players aren't even accustomed to spam clicking, they can learn to click the proper way from the start, and so have an advantage over older players.
Everything else about the update is generally OK. Although I have to say I find it DEEPLY ironic that Mojang made this hash of a combat update to "Eliminate spam clicking" and then turned right around and implemented "Spam-button" boating. So instead of clicking that left mouse button like a mouse on crack, we have to click the "A" and "D" buttons like a mouse on crack. Yep. That's gonna make travel by boat SO MUCH BETTER!...... yeah... right... You do not have to spam... You can simply HOLD the A and D buttons and the same time. Spamming them is only if you want to go fast...
And the Elytra? As I have said before in other posts: They are a shiny Bauble designed to distract you from the horrendous load of Combat Change Crap that is "behind the curtain". Really... Doesn't seem like much behind the curtain, just some needed BALANCE that everyone's been crying for since who knows how long.
I'm gonna repost this with a few edits, because it's still my opinion on the update, and Mojang as a whole.
I don't "not like the updates" so much as I don't like how Mojang creates them. They sort of just slap together whatever they come up with, and because of that unorganization (and the three or so people working on it)[/sup] they spend years implementing things modders can create in a couple months. When this changelog -
~ ender dungeon
~ Admittedly, vastly improved combat
~ one new mob
~ block that is unusable to everyone
~ Somewhat-kinda-maybe-sorta improved boats
~ Wings that are worthless for any practical use
~ Slightly improved dragon fight
~ Mesa dungeon Nope, never happened.
~ Potion arrows
~ Shields
- is all they have to offer after a year and a half of "work", it's pretty disappointing. And it's worrying that this is considered a "massive update"...
And finally, to rub it in even more, here's the latest update from another indie sandbox game company (Which isn't owned by Microsoft...)
Terraria 1.3 Changelog
Revamped Town NPCs. They now sit, avoid monsters, socialize, avoid sitting near chests, and fight back against threats!
will sometimes chant, making the spot underneath her glow, leaves float
in a circle around her, and if the player is inside the leaf circle it
gives the buff Dryad's Blessing. This adds 8 defense.
can now be toggled in the World Creation Menu. This will trigger a
host of changes, all designed to provide a greater challenge with the
promise of greater rewards. Some of those challenges are listed below:
You stay dead longer before being able to respawn during boss fights.
Boss health scales in multiplayer depending on the number of players.
Weaker enemies gain increased stats as the players progress, starting in hardmode.
have a chance to give the new Feral Bite debuff. This debuff will
increase player damage but lower player health regen. This debuff will
also cause other random debuffs to be applied to the player
Life Regen isn’t as effective unless the player has the Well Fed buff.
Vampire and Spectre healing is slightly less effective than in normal mode.
The Defense statistic is more effective than in normal mode.
I'm gonna repost this with a few edits, because it's still my opinion on the update, and Mojang as a whole.
I don't "not like the updates" so much as I don't like how Mojang creates them. They sort of just slap together whatever they come up with, and because of that unorganization (and the three or so people working on it) they spend years implementing things modders can create in a couple months. When this changelog -
~ ender dungeon
~ Admittedly, vastly improved combat
~ one new mob
~ block that is unusable to everyone
~ Somewhat-kinda-maybe-sorta improved boats
~ Wings that are worthless for any practical use
~ Slightly improved dragon fight
~ Mesa dungeon Nope, never happened.
~ Potion arrows
~ Shields
- is all they have to offer after a year and a half of "work", it's pretty disappointing. And it's worrying that this is considered a "massive update"...
And finally, to rub it in even more, here's the latest update from another indie sandbox game company (Which isn't owned by Microsoft...)
Terraria 1.3 Changelog
Revamped Town NPCs. They now sit, avoid monsters, socialize, avoid sitting near chests, and fight back against threats!
will sometimes chant, making the spot underneath her glow, leaves float
in a circle around her, and if the player is inside the leaf circle it
gives the buff Dryad's Blessing. This adds 8 defense.
can now be toggled in the World Creation Menu. This will trigger a
host of changes, all designed to provide a greater challenge with the
promise of greater rewards. Some of those challenges are listed below:
You stay dead longer before being able to respawn during boss fights.
Boss health scales in multiplayer depending on the number of players.
Weaker enemies gain increased stats as the players progress, starting in hardmode.
have a chance to give the new Feral Bite debuff. This debuff will
increase player damage but lower player health regen. This debuff will
also cause other random debuffs to be applied to the player
Life Regen isn’t as effective unless the player has the Well Fed buff.
Vampire and Spectre healing is slightly less effective than in normal mode.
The Defense statistic is more effective than in normal mode.
Improved Spider Minion AI. They now latch on to enemies and follow the player better.
Fountains now cost 4 gold each and are available as soon as you get the Witch Doctor.
The Recall Potion recipe now utilizes Daybloom instead of Deathweed.
Spectral fish are a bit easier to catch.
Bait now lasts a bit longer.
The Snowball Launcher and Snowball Cannon now have more damage and knockback.
Ice Blade does slightly more damage.
Increased critical hit bonus from Jungle Armor and Ancient Cobalt Armor
Shiverthorn grows a little faster.
Deathweed now also blooms on full moons.
Fireblossom now blooms during the evening.
Ice Rod is less expensive, and the blocks have a longer duration.
Mana potions are less expensive and stack higher.
Shadow Chests now contain a new item.
Several new fishing rewards have been added.
You can now catch Specular Fish in the Ice Biome.
You can now fish for biome-exclusive crates in their respective biomes.
Wooden Chests contain several new items.
You can now craft Web and Silk Rope.
Snow Balls now do more damage.
Boomerangs have a smaller collision box for tiles.
Dynamite’s value has been lowered.
Jungle Bats, Ice Bats, and Giant Bats now drop Depth Meter.
Mother Slime, Snow Flinx, Undead Viking, and Armored Viking now drop the Compass.
Beach Ball is now sold by the Party Girl.
Ice Boomerang and Ice Blade have been buffed.
Baby Jellyfish now have a sell price.
Rotten Eggs are now less common in Goodie Bags.
Pinky has an increased chance to drop the Slime Staff.
Lesser Restoration Potions are now just Restoration Potions.
The Solidifier now drops from King Slime.
Gold Ring now drops from the Pirate Invasion.
Uzi drop rate has been increased.
Sniper Rifle now does more damage and has an increased fire rate.
Venus Magnum now fires faster.
Invisibility Potions now give full invisibility and reduce aggro when not attacking.
Adamantite and Titanium Forges are now animated.
Dye Vat is now animated.
You can now place fishing crates.
Jungle Grubs now fall out of Jungle Plants and can be used as bait.
Star in a Bottle now gives the Mana Regeneration buff.
Extractinators can now be found in Fishing Crates.
You can now place torches on platforms.
Increased Antlion Mandible drop rate significantly.
Increased Mining Potion duration.
Sickle is now sold year long.
Planter Boxes are now sold by the Dryad.
Cobalt, Obsidian, Mythril, Adamantite, Mythril Brick, and Adamantite Brick all have new textures.
Fire Gauntlet has been buffed.
Buffed Ice Sickle and its drop rate.
Increased the drop rates for most Hardmode Dungeon items.
There is a 1 in 7 chance that a Hardmode Dungeon monster will spawn on any Hardmode Dungeon backwall.
Dungeon Spirit spawns have been slightly increased.
Hydra and Spider Turret can now be placed on platforms.
Keys to Biome Chests are now dropped instead of molds. Biome Chests can only be opened after Plantera has been defeated.
Added Fallen Tuxedo. This is sold by the Clothier on a Bloodmoon.
Campfires can now be turned on/off.
Lihzahrd Furnace is now guaranteed loot in every Jungle Temple chest.
Steampunk Wings are now obtainable.
Staff of Earth has been buffed.
Golem Fist has been buffed.
Xmas Tree Sword has been buffed.
Flamelash has been buffed.
Spectre Staff has been buffed.
Flower Pow has been buffed.
Frost Staff has been buffed.
Trident has been buffed.
KO Cannon has been buffed.
Flower of Frost has been buffed.
Flower of Fire has been buffed.
Keybrand has been buffed.
Magnet Sphere has been buffed.
Possessed Hatched has been buffed.
Razorblade Typhoon now uses more mana.
Flamelash and Flower of Fire now use less mana.
Ice Rod blocks are now slippery.
Hardmode Ore crafted swords and Excalibur are now auto swing and do 15% more damage.
Chlorophyte Swords have been buffed.
Bait can be put in ammo slot.
Music
Pirate Invasion now has a new track.
The Underworld now has a new track.
Goblin Invasion now has a new track.
Added Martian Madness track.
Added Lunar Event track.
Added Final Boss track.
Atmosphere
Added several new mini biomes to world gen.
New Biome - The Underground Desert.
Liquid Visuals have been revamped.
Sky Lakes now spawn.
Added a light effect to the Glass Kiln.
Slimes can now have items visible inside them that will drop when they die.
Wall of Flesh will now spawn a cage of Crimtane Bricks when slain in a Crimson World.
Accessory dyes now apply to particle effects spawned from them.
Changed player animations to be less bouncy.
Trees now drop Acorns alongside actual tree items (rather than either/or).
Palm tree tops now drop Acorns.
The Crimson now has aligned flora: Vicious Mushrooms, Vicious Powder, and Crimtane Thorns.
Game default cave parallax is now 60 , rather than 0.
NPCs will not climb stairs into another room anymore.
Goblins now have gore unique to each goblin.
Improved NPC graphics.
Pigrons now appear in greater varieties.
Sunflowers now glow at night and give a "Happy" buff that reduces monster spawns and increases movement speed.
Heads on the map stay the same size (regardless of map size).
Updated Fountain Graphics.
You can now find Marble and Granite biomes underground.
Dirt Rod can now move through tiles when held and is cheaper.
Pine Tree variations have been added to the Ice Biome.
Honey Patches will now spawn during world gen in the Jungle.
Ice Patches will now spawn during world gen in the Ice Biome.
Abandoned Mine Tracks have been added to world gen.
Added several new walls to world gen.
There are now water, honey, and lava drips found in the world. They can also be placed with Magic Droppers.
Bug Fixes
A large amount of bugs have been fixed from prior releases - and even more related to 1.3 itself. This is a partial list.
Fixed bug where chandeliers would spawn lit up in underground cabins.
Fixed bug where KO Cannon could drop from statue-spawned monsters.
Fixed a bug that would place alchemy plants over alchemy plants in pots.
Fixed a graphical issue with Alchemy plants. They had half pixels.
Angler Vest now draws the player's hand properly.
Pharaoh's Robe now draws the player's hand properly.
Fixed bug where shooting chain projectiles and aiming directly at the shooter's center would crash the game.
Fixed a bug where the Skyware Workbench was made at the Glass Kiln.
Fixed bug where shooter NPCs walked slower to the left than to the right.
Fixed bug where long hair would draw even if the player is invisible.
Fixed bug where Worms would not drop gore segments on death.
Fixed a bug where you could spawn a heart/enemy from a statue using wires faster than intended..
Fixed a bug where the game could crash if the Rod of Discord was used on the far right of the world.
Fixed bug where worms would walk up slopes funny.
Dynamic lighting now stays when the game is paused.
Fixed a bug where Piranha Statues weren't spawning properly when a world was created.
Fixed a bug where the Beds weren't fully drawing.
Fixed a few cage types that were drawing improperly.
Fixed bug where Skeletron Prime's bombs would not deal damage upon exploding in multiplayer.
Fixed bug where dart & spear traps would gain damage bonuses and crit chance from ranged stats in singleplayer.
Fixed bug where Broken Armor's time was set back to 5 minutes from 2 minutes in update 1.2
Fixed bug where mouse-hover over Slime & Pumpkin Bed would show the wrong item icon.
Fixed a bug where Ice Rod tiles could spawn dirt when saving a world.
Fixed a bug where Blue Slab Walls from the dungeon weren't considered player housing when the player would place them.
Fixed a bug where whether the Stylist was saved or not wasn't saving in the World save.
Fixed a bug where switches would attach to a tree when it wasn't a valid placement spot.
Fixed a bug where the server could crash when creating a new world during tree placement.
Fixed bugs where Obsidian furniture was not surviving in lava properly. Affected Beds, Sofas, Dressers and Pianos.
Fixed a bug where Levers placed on walls would float if the wall was destroyed.
Fixed a bug where a specific configuration of a slope and tile could cause players to hover in the air.
Fixed bug where players would run up stairs when running against them.
Fixed a bug where the sloped version of damaging blocks would not hurt players.
Fixed bug that prevented Deep Cyan Paint from displaying correctly on some tiles.
Fixed a bug where traps could sometimes cause the game to crash when triggered.
Fixed bug / exploit where generated chlorophyte ores would not update on clients in multiplayer sometimes.
Fixed bug where projectiles did not reset frame on set defaults.
Fixed bug where body frames were 1 frame behind leg frames when walking around.
Fixed bug where 'defeated golem' flag was passed into newly created worlds.
And much, much more...
Mojang needs to start getting their crap together.
Mojang is a really incompetent company, none of their games other than minecraft are successful. They just happened to have been founded by a guy that thought "what if I took Infiniminer, and made it so that it was actually a fun game?" Then boom, he founds the block-building open world genre, and then when he turned over development of the game to his company, they don't have to do any reasonable amount of work, because Minecraft is literally the only game in the genre. What are you gonna do, play Roblox? One of the broken, unfinished clones, like DayZ? No, if you want to play a 3-d game with blocks, the only option is Minecraft, with its infinitely slow development. You know why? Because it's the first. So even with its extremely slow development, it's still the most feature-complete looking Block Game out there. Mojang won't even need to think about getting their crap together until someone comes out with a game that is genuinely better than minecraft.
Mojang is a really incompetent company, none of their games other than minecraft are successful. They just happened to have been founded by a guy that thought "what if I took Infiniminer, and made it so that it was actually a fun game?" Then boom, he founds the block-building open world genre, and then when he turned over development of the game to his company, they don't have to do any reasonable amount of work, because Minecraft is literally the only game in the genre. What are you gonna do, play Roblox? One of the broken, unfinished clones, like DayZ? No, if you want to play a 3-d game with blocks, the only option is Minecraft, with its infinitely slow development. You know why? Because it's the first. So even with its extremely slow development, it's still the most feature-complete looking Block Game out there. Mojang won't even need to think about getting their crap together until someone comes out with a game that is genuinely better than minecraft.
Alright, all you haters. This update has 84% of forum users by it's side (currently). Do you think a wimpy 16% is gonna change much in the update? Not a chance. Majority rules. Whine all you want- mojang may make small changes, but honestly, 1.9 is here to stay. Dinnerbone has wanted to change combat from click-spamming to strategy for a LONG time now.
People saying there was enough strategy, well more strategy makes PvP more fun and actually makes you think. Barely ANY strategy was involved pre 1.9. All i can think of right now is basically 6. thats it. now lets list the 1.9 strategy list...
1. Using a sword and shield
2. Using a sword and bow
3. Using axes to break shields
4. Sticking with click-spamming by using hoes
5. Swooping in with elytra.
6. Swooping in with elytra and invisibility
7. Using the new arrows with your bow.
8. Using lingering potions.
9. Using a shovel for a balenced out attack damage and speed.
10. Protecting yourself with lingering potions.
11+. Many more, PLUS the old strategies!
Also, crowd control has become easier with the sweep attack ability with your swords. 1.9 is anything BUT crappy PvP changes, it's that same great game with the PvP evolving into something better.
There is already another thread for offering critiques (both positive and negative) about the Minecraft 1.9 "combat" update changes. Please use that thread instead of creating a new thread.
You sir are a god
1hunnid
Unfortunately, currently it's not as simple as just turning it "off", and I highly doubt Mojang would implement a proper off switch for it. (Because that's probably a smart thing to do)
Currently one of the few ways to actually turn it off is by entering a command something like /give @p [ItemName] 1 0
{AttributeModifiers[{AttributeName:"generic.attackSpeed",Name:"generic.attackSpeed",Amount:11,Operation:0,UUIDLeast:1,UUIDMost:1}]}
Current Avatar: Matt the Pirate Knight (Bullet Heaven 2)
Meet Ashen the shoulder dragon!
⠀
s̮̹̃rͭ͆̄͊̓̍ͪ͝e̮̹̜͈ͫ̓̀̋̂v̥̭̻̖̗͕̓ͫ̎ͦa̵͇ͥ͆ͣ͐w̞͎̩̻̮̏̆̈́̅͂t͕̝̼͒̂͗͂h̋̿
I'm gonna repost this with a few edits, because it's still my opinion on the update, and Mojang as a whole.
I don't "not like the updates" so much as I don't like how Mojang creates them. They sort of just slap together whatever they come up with, and because of that unorganization (and the three or so people working on it)[/sup] they spend years implementing things modders can create in a couple months. When this changelog -
~ ender dungeon
~ Admittedly, vastly improved combat
~ one new mob
~ block that is unusable to everyone
~ Somewhat-kinda-maybe-sorta improved boats
~ Wings that are worthless for any practical use
~ Slightly improved dragon fight
~ Mesa dungeonNope, never happened.~ Potion arrows
~ Shields
- is all they have to offer after a year and a half of "work", it's pretty disappointing. And it's worrying that this is considered a "massive update"...
And finally, to rub it in even more, here's the latest update from another indie sandbox game company (Which isn't owned by Microsoft...)
Terraria 1.3 Changelog
around you.
in a circle around her, and if the player is inside the leaf circle it
gives the buff Dryad's Blessing. This adds 8 defense.
Expert Mode
host of changes, all designed to provide a greater challenge with the
promise of greater rewards. Some of those challenges are listed below:
increase player damage but lower player health regen. This debuff will
also cause other random debuffs to be applied to the player
Events
Crafting
Miscellaneous
no-longer downscale to 1920x1200, but instead 1920x1080)
Items
Music
Atmosphere
Bug Fixes
And much, much more...
Mojang needs to start getting their crap together.
Eccccccccccccccccccccccccccccccccccccccccc
Mojang is a really incompetent company, none of their games other than minecraft are successful. They just happened to have been founded by a guy that thought "what if I took Infiniminer, and made it so that it was actually a fun game?" Then boom, he founds the block-building open world genre, and then when he turned over development of the game to his company, they don't have to do any reasonable amount of work, because Minecraft is literally the only game in the genre. What are you gonna do, play Roblox? One of the broken, unfinished clones, like DayZ? No, if you want to play a 3-d game with blocks, the only option is Minecraft, with its infinitely slow development. You know why? Because it's the first. So even with its extremely slow development, it's still the most feature-complete looking Block Game out there. Mojang won't even need to think about getting their crap together until someone comes out with a game that is genuinely better than minecraft.
Think that Mojang is the best company? Read this.
Still think so?
And unfortunately, that is a fantastic point.
Eccccccccccccccccccccccccccccccccccccccccc
Alright, all you haters. This update has 84% of forum users by it's side (currently). Do you think a wimpy 16% is gonna change much in the update? Not a chance. Majority rules. Whine all you want- mojang may make small changes, but honestly, 1.9 is here to stay. Dinnerbone has wanted to change combat from click-spamming to strategy for a LONG time now.
People saying there was enough strategy, well more strategy makes PvP more fun and actually makes you think. Barely ANY strategy was involved pre 1.9. All i can think of right now is basically 6. thats it. now lets list the 1.9 strategy list...
1. Using a sword and shield
2. Using a sword and bow
3. Using axes to break shields
4. Sticking with click-spamming by using hoes
5. Swooping in with elytra.
6. Swooping in with elytra and invisibility
7. Using the new arrows with your bow.
8. Using lingering potions.
9. Using a shovel for a balenced out attack damage and speed.
10. Protecting yourself with lingering potions.
11+. Many more, PLUS the old strategies!
Also, crowd control has become easier with the sweep attack ability with your swords. 1.9 is anything BUT crappy PvP changes, it's that same great game with the PvP evolving into something better.
all hail bold italic underlined strikethrough red text!Well the chicken nugget hates you.
There is already another thread for offering critiques (both positive and negative) about the Minecraft 1.9 "combat" update changes. Please use that thread instead of creating a new thread.
http://www.minecraftforum.net/forums/minecraft-discussion/recent-updates-and-snapshots/2508902-why-most-are-hating-1-9
Locking.
- sunperp