Dakinara
Legacy Supporter 6
- Joined
- Apr 6, 2013
I have beat this drum many times but i wanted to offer a broad base solution this time for comment. In my opinion, pvp combat in minecraft is forever plagued by constant running away due to the very mechanics of combat. Melee attacking stops sprinting (although this may not be as big an issue with sprint button in 1.7), drawing a bow slows you immensely, casting a spell with a warm up slows you immensely, and dealing damage to an enemy knocks them away from you. All these factors add up to essentially, if someone wants to run away from you, they generally can unless you have some unfair advantage, be it movement skill they dont, or a speed pot, etc. But take two classes with the same skills,equipment, attributes, and inventory items - if one wants to run from the other, he can, because the combat mechanics make it so the aggressor will be forever losing ground to the runner. There are just very few abilities in game that snare / root targets to make catching back up feasible, and I believe only one of them is a projectile (icebolt). For clarification, I am not in any way against kiting - kiting is a fun mechanic that increases the strategy of fights. I am against pure running and pursuers having very limited ways to catch up.
I think this could be somewhat ameliorated by granting every class in game (subject to debate, see below) a 10 second cooldown, fireball like projectile that would root a target hit in place for four seconds, breaking on damage. This sounds op for sure, but i think this can be offset by giving the ability a massive resource cost. I am thinking 600-650 endurance for principally endurance based classes, 300 mana for mana based classes, and / or some combination thereof for classes like pyromancer / runeblade, etc, that rely on both. In 1v1 confrontations, this massive resource cost would be very restrictive and make you question whether you want to risk pursuit or just let them go. However, when multiple attackers are chasing a single runner, this ability would greatly improve the current situation in game where that guy running is probably just gonna get away and / or combat log.
The following classes i have concern giving this ability to:
1) Ranger - simply put, ranger can do a lot of damage without really needing to use stamina or mana, and if he can root a target to get ground back and start firing away, this could be very problematic. Would love to hear ideas on how this could be balanced for rangers, or if rangers should just be left out. Bard and Ninja could potentially fall into this category too for the same reason.
2) Druid, wizard, beguiler and necromancer - these classes currently have roots or other forms of crowd control, do they really need another root? As a druid, i would prefer entangle be replaced with a projectile ability, but not sure if others would share my opinion.
Other classes you have concerns for? On the surface giving a 10 second cooldown root to everyone certainly would change the combat mechanics of the game greatly, but to me the goal would be to make the resource cost high enough to where it is of situational use, with the primary obvious use being catching that guy 10 blocks ahead of you that you never would otherwise.
I think this could be somewhat ameliorated by granting every class in game (subject to debate, see below) a 10 second cooldown, fireball like projectile that would root a target hit in place for four seconds, breaking on damage. This sounds op for sure, but i think this can be offset by giving the ability a massive resource cost. I am thinking 600-650 endurance for principally endurance based classes, 300 mana for mana based classes, and / or some combination thereof for classes like pyromancer / runeblade, etc, that rely on both. In 1v1 confrontations, this massive resource cost would be very restrictive and make you question whether you want to risk pursuit or just let them go. However, when multiple attackers are chasing a single runner, this ability would greatly improve the current situation in game where that guy running is probably just gonna get away and / or combat log.
The following classes i have concern giving this ability to:
1) Ranger - simply put, ranger can do a lot of damage without really needing to use stamina or mana, and if he can root a target to get ground back and start firing away, this could be very problematic. Would love to hear ideas on how this could be balanced for rangers, or if rangers should just be left out. Bard and Ninja could potentially fall into this category too for the same reason.
2) Druid, wizard, beguiler and necromancer - these classes currently have roots or other forms of crowd control, do they really need another root? As a druid, i would prefer entangle be replaced with a projectile ability, but not sure if others would share my opinion.
Other classes you have concerns for? On the surface giving a 10 second cooldown root to everyone certainly would change the combat mechanics of the game greatly, but to me the goal would be to make the resource cost high enough to where it is of situational use, with the primary obvious use being catching that guy 10 blocks ahead of you that you never would otherwise.
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