Quote from iRage101743»
Ok. I don't understand what these "Illagers" do. What is their main purpose? I just can't understand the gist of these things. I think that we should have some way of trade with them, or at least make them have a boss figure at the top of the mansion, kind of like the Twilight Lich. I would call him, "The Librarian," maybe, or "The Alchemist," or something like that. I would appreciate a reply. Thanks.
They're dungeon enemies. They serve the same purpose that Guardians and Shulkers do.
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It's teleportation in a voxel based world where the environment can be manipulated. It's not that easy to fix, and there's no concept in the game that stops the player from being inside of a block other than suffocation damage.
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It should work like player damage unless something got changed. Game takes the base damage of a mob, then adds the sword damage on top of it. That's why zombie pigman end up doing 6.5 hearts on hard mode due to base damage being 4 hearts, and the golden sword adding 2.5.
Zombies are a different case because their damage increases as their health decreases, so their damage isn't always the same. Unless that was changed.
The other weird part to this are skeletons that hold swords, because regardless of what tier the sword they're holding is, they seem to always just do 2 hearts on hard. Probably has something to do with how Wither Skeletons are handled since they share code.
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We won't know until melee combat is actually changed.
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Shields are meant to replace sword blocking with a supposedly more skill indexed way to reduce damage.
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Shields are pretty useless right now given the fact armor is already stupidly powerful. I'm not going to bother using a shield when I can wear something passively that has much more durability and doesn't require to be used in a hand.
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Yes, most of us are playing them too.
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Ender Crystals will be craftable. That'll probably be how we spawn the Dragon without using that temporary clay creeper face method. I guess people who also would like to use them as decoration will get their wish as well.
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I think I've ever read the end poem once, and that was only to hear the new music track they added for it in 1.7. Most people just press esc the instant they enter the portal and skip it.
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So how exactly does it ruin fun and challenge like you said before? It's an offhand slot, it's only using for right click options, you're not supposed to be able to attack with two weapons.
Oh hey, more of this "updates are like modpacks" nonsense. Unfortunately Minecraft needs to lose some of its simplicity to fix some of the horrible features and mechanics that already exist.
They aren't like modpacks at all. Modpacks have a completely different goal than updates.
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FYI, Searge left a message in the End Ships.
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You can mention things like knockback, crits etc but it all still boils down to spam. Critical hits still involve spamming a button (space in this case), knockback happens pretty much all the time because people sprint all the time, etc. No one is really going to bother with fishing rods, poison, flint and steel, slowness, etc because spam clicking with a sword still gets the job done just fine with no effort. As long as spam clicking is braindead no one is going to bother using the other stuff in the game that is somewhat different.
And speaking of lingering potions, it appears they would be good for area denial but are very impracticable because the ingredient to make them is going to be rarely obtained in PvP. To make lingering potions you need dragon breath, only way to get that is to go to The End and capture the Ender Dragon's acid pools with bottles. Then you have to kill the dragon because the portal to leave the End closes everytime you do the fight so you can't leave with the breath. If you don't do the end game it's impossible to use them.
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The banner patterns are screwing up because shields are a lower resolution than the banners, therefore some detail is lost - may or may not be a bug.
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Mob damage is probably going to need a revamp across the board to give a reason to use shields while also not making them obsolete due to the already powerful armor. We've yet to see these other supposed melee combat changes they are going to make, so not really sure yet.
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Crafting recipe is way too cheap for something that negates damage like that, hopefully that'll get changed since it's their first implementation, but I like the idea of how they work and how they're directional.
I'm still hoping they will make the mobs less buggy and dumb... At least fix the bugs that cause them to lose aggro on you when they take damage or not even see you at all.
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Not that huge though. Not at all.