Sword blocking reduces overpowered protection. It is the most important aspect of PVP. Shields are not good, too op. I don't even need armor. Sword blocking is also a good way to say hello. Also, the super-secret settings are so fun.
If you don't need armor due to shields existing, then I don't know what kind of PvP server you're on. Shields only block 50 degrees in front of the player in each direction rather than 90 as of the Combat Snapshots. Axes disable shields, Splash potions are unaffected by shielding, and according to the Wiki, Piercing crossbows also penetrate shields. That doesn't make shielding sound so OP that sword blocking just has to return.
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Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
In my opinion, I don't hate shields, yes they make combat sluggish and are very powerful for how cheap they are (1 iron and a few planks) but they aren't as powerful as you say they are, stated by Jancrash, and if you really cant live without blocking and super secret settings, suck it up like I did and play on an earlier version, it's not that hard, and whenever you want to play with the new updates, just play on them, honestly it's not that bad. I myself prefer 1.7.10 pvp and couldn't see myself pvping on 1.9+ but you have so many options and there's so many counters to shields that it doesn't even matter, I would love for blocking and no cool down hits to be added back, but realistically it's not gonna happen, and I don't think shields or the new combat is inheritably bad, it's all down to opinion, so if you really need blocking and super secret settings, just play on 1.8 or something.
Personally I like shields. At first I absolutely despised the new 1.9 combat and I decided to stay in 1.8. But after seeing the Hermits play together and seeing all the cool new things being added to Minecraft in the newer versions I decided to give the newer versions a shot and I'm glad I did. I actually enjoy newer pvp now than the older pvp. Looking back, the old pvp was really spammy. Did anyone use sword blocking like it was intended? I remember people spamming left and right click back in the day. Nowadays you have to actually time your hits and not just spam left and right click. I doubt sword blocking will ever come back. Shields are pretty nice once you learn how to properly use them in fights.
Sword blocking is unintuitive, I never figured out how to do it before shields came up because I wouldn't expect something thin to parry an attack *sorry, don't use swords in real life). Then again, I didn't think you could make a pickaxe from solid wood planks or get 4 planks from 1 log either.
Well id like mojang to bring sword blocking and Super secret settings too cause its fun to mess around with the different filters and also sword blocking was useful too cause you didnt need to craft a separate item to block and defend you like today
Honestly, the sword blocking was buggy and unintuitive. Shields are powerful given how little materials are needed to craft them, but aren't as overpowered as you claim - like Jancrash said, there are a lot of ways to damage players even if they have a shield, and shields are limited in only protecting what's in front of you.
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Teacher, gamer, and writer.
Creator of "The Wizard Gandy" Minecraft map series.
Honestly, the sword blocking was buggy and unintuitive. Shields are powerful given how little materials are needed to craft them, but aren't as overpowered as you claim - like Jancrash said, there are a lot of ways to damage players even if they have a shield, and shields are limited in only protecting what's in front of you.
It is hard to hit shielded players in front in PvP 1-on-1. That said, sword blocking still was never a really used or obvious feature and had an even smaller range of actual blocking.
Shields are not good, too op. I don't even need armor.
???????
Boy oh boy is this wrong. Sword blocking was removed for a reason, not by accident. Spam-clicking and sword blocking was removed so fully-customizable shields had a reason to shine. This just feels like a personally biased suggestion.
Sword blocking is also a good way to say hello. Also, the super-secret settings are so fun.
These two subjective reasons don't boost the strength of the suggestion.
Sword blocking is ineffective. I tried it in 1.6.2 to block skeleton arrows and it doesn't work at all. If it's only good for melee attacks then why bother. Shields are needed because ranged mobs are too strong in this game, just like they are in most games, especially when compared to melee mobs.
Sword blocking is ineffective. I tried it in 1.6.2 to block skeleton arrows and it doesn't work at all. If it's only good for melee attacks then why bother. Shields are needed because ranged mobs are too strong in this game, just like they are in most games, especially when compared to melee mobs.
Sword blocking does work against arrows - it just doesn't deflect them like shields and only reduces damage by approximately 50% instead of entirely negating damage ("DamageSource.isUnblockable()" is also used to determine whether armor reduces damage so if armor protects you then so does blocking):
This formula also means it is completely useless against silverfish since (1 + 1) * 0.5 = 1; 2 damage is reduced to (1 + 2) * 0.5 = 1.5, and so on, hence "approximately 50%" (for a more extreme case, a point-blank creeper explosion is reduced to (1 + 49) * 0.5 = 25). Also, in 1.6 the damage dealt by skeleton arrows and their fire rate varies with distance; close-up they fire once every second but deal only 1 damage, which isn't reduced at all by sword blocking, increasing to once every 3 seconds and 4 damage at 15 blocks.
Also, I don't find it unintuitive, I just don't use it that much since I rely on good armor to protect me, pretty much only using it against creeper explosions, where it can make a big difference (anything else is just likely to cause you to take more damage due to not attacking; having Knockback II on my sword is far more valuable as it knocks mobs far away). I don't play in newer versions but I did once make a short "test run" just to see what it was like and I didn't use a shield (or even the off-hand slot, or the sprint key, etc) and probably wouldn't even if I did play since as mentioned before I'd rather depend on the constant protection of armor and enchantments are more OP (they give a constant amount of protection instead of a random 50-100% of the maximum) and shields are less effective at blocking due to being directional and having a delay.
Newer versions make some ranged mobs such as skeletons easier to handle, although I would still avoid using knockback or punch on any ranged mob except maybe Blazes in a blaze spawning arena.
Shields are useful less so for protection than for the time it takes to heal, and I don't usually enchant my armour until late game since I'd rather not mine diamonds without fortune III to build an enchantment table (kind of a contradiction, but trading and fishing exist).
If you have tried to fight a Drowned with a trident without armour or a shield you will see what I mean. You need a shield for them even if you have great armour because a single trident takes off 9 points on normal to an unarmoured player plus a lot of knockback. That's pretty OP compared to say, endermen, or witches. Keeping in mind these Drowned attack even faster than skeletons. I suggested a while back that Drowned should have to swim after tridents they throw instead of having an infinite supply, but nobody even replied.
Newer versions make some ranged mobs such as skeletons easier to handle, although I would still avoid using knockback or punch on any ranged mob except maybe Blazes in a blaze spawning arena.
Shields are useful less so for protection than for the time it takes to heal, and I don't usually enchant my armour until late game since I'd rather not mine diamonds without fortune III to build an enchantment table (kind of a contradiction, but trading and fishing exist).
If you have tried to fight a Drowned with a trident without armour or a shield you will see what I mean. You need a shield for them even if you have great armour because a single trident takes off 9 points on normal to an unarmoured player plus a lot of knockback. That's pretty OP compared to say, endermen, or witches. Keeping in mind these Drowned attack even faster than skeletons. I suggested a while back that Drowned should have to swim after tridents they throw instead of having an infinite supply, but nobody even replied.
The drowned comes with a 6,25 % chance holding a trident. I think that is fair enough.
Imagine Sekeltons had only 1 arrow wich they had to pick up everytime they miss.
That would be ambarassing. Every newbie would toy with them.
Besides the drowned can't realy swim so you had all the time in the world to slay it.
It would be more fun if drowned holding fishing rods would try to lure you in. ^^
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My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
The drowned comes with a 6,25 % chance holding a trident. I think that is fair enough.
Imagine Sekeltons had only 1 arrow wich they had to pick up everytime they miss.
That would be ambarassing. Every newbie would toy with them.
Besides the drowned can't realy swim so you had all the time in the world to slay it.
It would be more fun if drowned holding fishing rods would try to lure you in. ^^
I also suggested that, with the fishing rods.
FYI, in Bedrock Edition Drowned will swim after you if they are unarmed, and if you approach one armed with a trident they melee with it which is actually better because it's easier to dodge so you don't wear out your shield.
I can easily see a Drowned with a trident throw it and then swim after it very fast, potentially hitting and damaging a player who gets in the way.
Or, make them all have Loyalty without actually giving the trident the enchantment. Still takes a bit longer, plus it looks cooler and doesn't clog up the environment with pitchforks everywhere.
To really hone in on how unbalanced I feel Drowned are, here are results for searching on me talking about this:
In particular, this line fixes your problem with being able to play "tag" with a Drowned's trident (I would assume players would not be able to pick it up, at least not until after it hit them or landed):
Drowned tridents now ricochet after hitting a player or deflecting off a shield, making it easier for Drowned to get them.
Nah!
I'd prefer bucklers for blocking melee attacks.
Swords should have right click spared to let it have two attack modes - short slash or stab for left click, a stronger/faster attack, and long slash with area damage but either lowered per-mob damage or longer recuperation for right click.
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Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Sword blocking reduces overpowered protection. It is the most important aspect of PVP. Shields are not good, too op. I don't even need armor. Sword blocking is also a good way to say hello. Also, the super-secret settings are so fun.
If you don't need armor due to shields existing, then I don't know what kind of PvP server you're on. Shields only block 50 degrees in front of the player in each direction rather than 90 as of the Combat Snapshots. Axes disable shields, Splash potions are unaffected by shielding, and according to the Wiki, Piercing crossbows also penetrate shields. That doesn't make shielding sound so OP that sword blocking just has to return.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
In my opinion, I don't hate shields, yes they make combat sluggish and are very powerful for how cheap they are (1 iron and a few planks) but they aren't as powerful as you say they are, stated by Jancrash, and if you really cant live without blocking and super secret settings, suck it up like I did and play on an earlier version, it's not that hard, and whenever you want to play with the new updates, just play on them, honestly it's not that bad. I myself prefer 1.7.10 pvp and couldn't see myself pvping on 1.9+ but you have so many options and there's so many counters to shields that it doesn't even matter, I would love for blocking and no cool down hits to be added back, but realistically it's not gonna happen, and I don't think shields or the new combat is inheritably bad, it's all down to opinion, so if you really need blocking and super secret settings, just play on 1.8 or something.
Personally I like shields. At first I absolutely despised the new 1.9 combat and I decided to stay in 1.8. But after seeing the Hermits play together and seeing all the cool new things being added to Minecraft in the newer versions I decided to give the newer versions a shot and I'm glad I did. I actually enjoy newer pvp now than the older pvp. Looking back, the old pvp was really spammy. Did anyone use sword blocking like it was intended? I remember people spamming left and right click back in the day. Nowadays you have to actually time your hits and not just spam left and right click. I doubt sword blocking will ever come back. Shields are pretty nice once you learn how to properly use them in fights.
Sword blocking is unintuitive, I never figured out how to do it before shields came up because I wouldn't expect something thin to parry an attack *sorry, don't use swords in real life). Then again, I didn't think you could make a pickaxe from solid wood planks or get 4 planks from 1 log either.
Well id like mojang to bring sword blocking and Super secret settings too cause its fun to mess around with the different filters and also sword blocking was useful too cause you didnt need to craft a separate item to block and defend you like today
and it just looks cool
Honestly, the sword blocking was buggy and unintuitive. Shields are powerful given how little materials are needed to craft them, but aren't as overpowered as you claim - like Jancrash said, there are a lot of ways to damage players even if they have a shield, and shields are limited in only protecting what's in front of you.
Teacher, gamer, and writer.
Creator of "The Wizard Gandy" Minecraft map series.
I have a YouTube channel!
It is hard to hit shielded players in front in PvP 1-on-1. That said, sword blocking still was never a really used or obvious feature and had an even smaller range of actual blocking.
Uhh..?
???????
Boy oh boy is this wrong. Sword blocking was removed for a reason, not by accident. Spam-clicking and sword blocking was removed so fully-customizable shields had a reason to shine. This just feels like a personally biased suggestion.
These two subjective reasons don't boost the strength of the suggestion.
Sword blocking is ineffective. I tried it in 1.6.2 to block skeleton arrows and it doesn't work at all. If it's only good for melee attacks then why bother. Shields are needed because ranged mobs are too strong in this game, just like they are in most games, especially when compared to melee mobs.
Sword blocking does work against arrows - it just doesn't deflect them like shields and only reduces damage by approximately 50% instead of entirely negating damage ("DamageSource.isUnblockable()" is also used to determine whether armor reduces damage so if armor protects you then so does blocking):
This formula also means it is completely useless against silverfish since (1 + 1) * 0.5 = 1; 2 damage is reduced to (1 + 2) * 0.5 = 1.5, and so on, hence "approximately 50%" (for a more extreme case, a point-blank creeper explosion is reduced to (1 + 49) * 0.5 = 25). Also, in 1.6 the damage dealt by skeleton arrows and their fire rate varies with distance; close-up they fire once every second but deal only 1 damage, which isn't reduced at all by sword blocking, increasing to once every 3 seconds and 4 damage at 15 blocks.
Also, I don't find it unintuitive, I just don't use it that much since I rely on good armor to protect me, pretty much only using it against creeper explosions, where it can make a big difference (anything else is just likely to cause you to take more damage due to not attacking; having Knockback II on my sword is far more valuable as it knocks mobs far away). I don't play in newer versions but I did once make a short "test run" just to see what it was like and I didn't use a shield (or even the off-hand slot, or the sprint key, etc) and probably wouldn't even if I did play since as mentioned before I'd rather depend on the constant protection of armor and enchantments are more OP (they give a constant amount of protection instead of a random 50-100% of the maximum) and shields are less effective at blocking due to being directional and having a delay.
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?
Newer versions make some ranged mobs such as skeletons easier to handle, although I would still avoid using knockback or punch on any ranged mob except maybe Blazes in a blaze spawning arena.
Shields are useful less so for protection than for the time it takes to heal, and I don't usually enchant my armour until late game since I'd rather not mine diamonds without fortune III to build an enchantment table (kind of a contradiction, but trading and fishing exist).
If you have tried to fight a Drowned with a trident without armour or a shield you will see what I mean. You need a shield for them even if you have great armour because a single trident takes off 9 points on normal to an unarmoured player plus a lot of knockback. That's pretty OP compared to say, endermen, or witches. Keeping in mind these Drowned attack even faster than skeletons. I suggested a while back that Drowned should have to swim after tridents they throw instead of having an infinite supply, but nobody even replied.
The drowned comes with a 6,25 % chance holding a trident. I think that is fair enough.
Imagine Sekeltons had only 1 arrow wich they had to pick up everytime they miss.
That would be ambarassing. Every newbie would toy with them.
Besides the drowned can't realy swim so you had all the time in the world to slay it.
It would be more fun if drowned holding fishing rods would try to lure you in. ^^
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
I also suggested that, with the fishing rods.
FYI, in Bedrock Edition Drowned will swim after you if they are unarmed, and if you approach one armed with a trident they melee with it which is actually better because it's easier to dodge so you don't wear out your shield.
I can easily see a Drowned with a trident throw it and then swim after it very fast, potentially hitting and damaging a player who gets in the way.
Or, make them all have Loyalty without actually giving the trident the enchantment. Still takes a bit longer, plus it looks cooler and doesn't clog up the environment with pitchforks everywhere.
To really hone in on how unbalanced I feel Drowned are, here are results for searching on me talking about this:
https://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/2938735-the-drowned-mob-suggestions-to-the-mob-to-make-it
https://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/3013916-how-to-fix-the-drowned
In particular, this line fixes your problem with being able to play "tag" with a Drowned's trident (I would assume players would not be able to pick it up, at least not until after it hit them or landed):
Drowned tridents now ricochet after hitting a player or deflecting off a shield, making it easier for Drowned to get them.
Nah!
I'd prefer bucklers for blocking melee attacks.
Swords should have right click spared to let it have two attack modes - short slash or stab for left click, a stronger/faster attack, and long slash with area damage but either lowered per-mob damage or longer recuperation for right click.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out