No thanks. New armor variants should provide different functions, not just be stronger than Netherite. End-game gear should most be lateral shifts in power, not pure upgrades as your suggestion proposes. I also disagree with your sourcing for it--if you're going to have us looting rare gear from the End, it should be an original material unique to the End.
Axes are already blunt weapons. A quick Google search confirmed this. Woodcutting axes have a flat side to help it tear through wood easier, so that side would be used for blunt attacks. By comparison, full-on battleaxes would be sharp due to having double-edged heads for extra injury. And since Minecraft has woodcutting axes with optional combat abilities, they perfectly fit in as blunt weapons.
I still want shovels to become weapons similar to maces, though.
I see axes as an edge weapon, considering they do have a blade. I can see your point that they're pretty blunt, but they are used for cutting, or rather chopping. Some games do make a distinction between slicing, chopping, and bludgeoning weapons, so maybe it could be done that way too.
But, hopefully true blunt weapons make an appearance sometime in the future.
Axes utilise edge to hack enemy to pieces with mass of blunt weapons, it causes big pressure to the cut surface, and was proven to be much better against armour than swords - both chain and plate.
Sword is much better to cut through masses of light infantry or cavalry though.
If we were to have any extreme-armour-piercing focused weapon, I think of pickaxes - their pressure is even bigger, but a single stab does not deal much damage. Unless you insert pickaxe in enemy's skull. That would certainly cause damage.
As of true impact weapons - axes already operate on similiar principle, and just in case we could give them options to hit with the other, non-edged side. When it comes to targets, I think we might go sightly Wesnothian, and give several mobs resistances and vulnerabilities - skeletons would, for example, be resistant to slashing and piercing weapons, but vulnerable to hacking, explosions, shovel strikes and neutral to pickaxe and hoe attacks. Iron Golems, on the other hand, would have unaffected damage of hacking weapons, and resistance to slashing, piercing, shovel and hoe, but severe vulnerability to pickaxe.
Rollback Post to RevisionRollBack
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
The suggestion for chainmail armour is based on the reality of chainmail being almost as expensive to buy and more expensive to make than iron armour. Fix that somehow and I'm fine with it being weak.
The suggestion for chainmail armour is based on the reality of chainmail being almost as expensive to buy and more expensive to make than iron armour. Fix that somehow and I'm fine with it being weak.
In real life, its main advantage was low mass relatively to full plate that inhibited movement. It provided lower protection.
Have in mind, however, that while manufacturing process was more difficult (a bunch of plates vs thousands of small rings), it used up less materials.
If we include "armour slows player" mechanic, then we can easily make chainmail compete with steel plate on combat vs vigilant civil basis. But at the moment, without plate slowing player, I think plate should be more protective, as IRL, but be more difficult to obtain due to using up more material (as IRL), and unlike chainmail, need anvil and lava instead of just crafting table (low realism, balance reasons).
I have mentioned that concept three times before:
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
No thanks. New armor variants should provide different functions, not just be stronger than Netherite. End-game gear should most be lateral shifts in power, not pure upgrades as your suggestion proposes. I also disagree with your sourcing for it--if you're going to have us looting rare gear from the End, it should be an original material unique to the End.
Axes utilise edge to hack enemy to pieces with mass of blunt weapons, it causes big pressure to the cut surface, and was proven to be much better against armour than swords - both chain and plate.
Sword is much better to cut through masses of light infantry or cavalry though.
If we were to have any extreme-armour-piercing focused weapon, I think of pickaxes - their pressure is even bigger, but a single stab does not deal much damage. Unless you insert pickaxe in enemy's skull. That would certainly cause damage.
As of true impact weapons - axes already operate on similiar principle, and just in case we could give them options to hit with the other, non-edged side.
When it comes to targets, I think we might go sightly Wesnothian, and give several mobs resistances and vulnerabilities - skeletons would, for example, be resistant to slashing and piercing weapons, but vulnerable to hacking, explosions, shovel strikes and neutral to pickaxe and hoe attacks. Iron Golems, on the other hand, would have unaffected damage of hacking weapons, and resistance to slashing, piercing, shovel and hoe, but severe vulnerability to pickaxe.
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
The suggestion for chainmail armour is based on the reality of chainmail being almost as expensive to buy and more expensive to make than iron armour. Fix that somehow and I'm fine with it being weak.
In real life, its main advantage was low mass relatively to full plate that inhibited movement. It provided lower protection.
Have in mind, however, that while manufacturing process was more difficult (a bunch of plates vs thousands of small rings), it used up less materials.
If we include "armour slows player" mechanic, then we can easily make chainmail compete with steel plate on combat vs vigilant civil basis. But at the moment, without plate slowing player, I think plate should be more protective, as IRL, but be more difficult to obtain due to using up more material (as IRL), and unlike chainmail, need anvil and lava instead of just crafting table (low realism, balance reasons).
I have mentioned that concept three times before:
https://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/3028533-put-the-craft-back-in-minecraft
https://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/3029119-balancing-armour#c4
https://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/3024168-copper-and-making-iron-rarer?page=2
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
I understand, Tow. I like your concept and I believe I said so, twice and now three times as well.