- Remove Warp from Spec'd profs, will encourage ports and exploration via herogates. If warp has to stay, increase cost back to emeralds at least, redstone is too cheap.
This is a minor change should be easy enough. I agree with this shit tho. JUST. DO. IT.
- Consider overhaul of Farmer skill numbers and mechanic. Breeding should be restricted, chance for more mobs should be increased, and a skill for gathering meat should be implemented similar to Herbalism.
Also agree.
- Consider adding in naming items on smith, with reagent of name tag. Chat Rules and etc apply. I assume we still have the skill lying around, and could add the reagent to it.
WANT. Name Tag would be a crate reward, or something, although super rare?
- Replace Light on miner with literally anything, it is incredibly underwhelming, especially once you have DarkVision.
Replace it with nothing for all I care, this is 100% true and has been true since. well, forever. Fucking axe it. Please. For the love of god.
- Remove the ability to wield swords form Smith. Allows classes that normally shouldn't have access to KB to use it (Especially helpful on classes like Beguiler/Necro/Druid, who want to Kite)
AXEEEEEEEEEEEE this shit. Right in the face. So tired of it breaking class balance at this point I'm reading this going, WHY haven't we done this yet? That's when you know to axe something. Right in the face. Twice. Till it's dead.
Also seems there's some talk of Bard needing some changes. I'd love to talk about those.
Possible changes:
- Rework to either be moved to Support path and no longer a Rogue subtype, or added damage to fit Rogue with loss of some support potential.
I don't know about this. Was there a change in base paths? "Support Path" being a thing now?
- Small Melee increase (Remove Bow Usage in favor of Damage)
I think bard shouldn't use bows. Why would they? They're not a ranged melee support build. Pick one.
- Armor / Health Buff to help defend against focusing
Or replace some utility with a self defensive skill. Even a light self heal on a decent cooldown can do a lot to increase "Effective" HP while battling. Especially in open world. Since running around and such would allow you to heal up the longer you can get away. Just a thought, dont have to do that though.
- Lower CD on Kick, to allow a single target skill to be used regularly
Hmm. Or...
I am not saying do all of these (That would break Bard), but just some ideas to play with. I feel like bard doesn't have a clear purpose.
I really think that we should pick a role for bard to play, with regards to melee and ranged attacks. We should either make them use bows optimally, or not at all. Secondly, Bard should have it's skills change to reflect this. If it becomes a melee class we should give bard a sort of bursty single target note damage skill. As in, like a 'smite' ability. It could even just be a DoT, and replace their loss of being able to use a bow.
Like a 15 block range DoT with somewhere between light to medium damage. Maybe 100% of dmg over 10 seconds. ticking once every 2 seconds (for 20% dmg.)
Also; I think we need to talk about swing speeds for all classes and rebalance Axes.
Let's say a Diamond Sword has a base damage of 100, but in 1.9 they gave Sword a swing timer.
http://minecraft.gamepedia.com/Sword#Attacking
According to this, swords have a recover time and attack speed time, please read this;
http://minecraft.gamepedia.com/Damage#Attack_cooldown
Which, means if you swing every 0.60 seconds with a sword, and an axe, the axe will do almost 50% less damage than it's normal full damage. You guys need to take this into account with calculating for weapon damage changes on classes that use axes. ALSO; you should be calculating it for lost soul and other classes that get the weaker axes. Another thing; skill damage shouldn't be affected, it should go by the balance team's "POWER" formula that was posted by Kainzo. Skills can be balanced with some work by using this formula to find the numbers you need to bring them all in line with each other. If the formula makes certain mechanics OP, we can adjust the formula and then re-adjust all the skills based on it. Pretty simple, right? Just a lot of work.
EDIT: the reason I said this is important is because DIAMOND AXES cooldown faster than WOODEN AXES, so a noob using a basic weapon actually is doing like 40% of normal dmg instead of the higher 51% in our given scenario up above. Making it even more painful to deal with. So please, make sure you adjust numbers accordingly. TL;DR 40% of nothing is nothing. 51% of okay is shit. Don't hurt ze noobs.
EDIT2: Regarding CRITICAL HITS:
You can't critically hit if you swing TOO FAST!
The base attack must not be reduced to 84.8% damage or lower due to cooldown.
You can't "SWEEP ATTACK" if you are RUNNING!
Etc.
Please consider all of these new game mechanics as well. Don't assume swords are OP because they get sweep attacks in all situations. That's only actually true if you stop chasing and start fighting someone while moving at NORMAL WALKING speed.
Also take note that DAMAGE IMMUNITY has a peculiar trait most people don't know about.
The base attack must not be reduced to 84.8% damage or lower due to cooldown.
It is also worth noting that Diamond Hoes are supposed to do 4 DPS but cannot due to DAMAGE IMMUNITY, doing only 1 damage, they have the highest attack speed in the game at 4 attacks per second at full damage.
IF we ever allow 'wands' to be a thing and let casters right click with them and reset their swing, it would be amazing to see casters launch a volley of magic at their foes, even if it doesn't do a lot of damage or has 0 knockback on the player. I would love to be able to have short range arcane bolts come out of my hoe as a ranged attack that costs no mana and is spammable. (Again while having 0 knockback, you'd have to run and gun to make it work in PvE, and in PvP you wouldn't be able to be focused to use it + friends could nullify it's projectile.)