theishiopian / Parrying

A mod about deflecting blows (and inflicting your own)
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[Suggestion] Tweaks for parry this. #60

Open Happy1speed opened 10 months ago

Happy1speed commented 10 months ago

(small monologue) The main way to heal is now potions, with natural regeneration being slow and saturation regeneration being gone. natural regeneration can only happen when the player is above 18 hunger points and it takes forever to get back health without potions. 3 seconds per half a heart. not to mention the time that it takes eating the food to stay above 18 hunger points. To make sure healing is accessible, potions have been made way easier to brew and can be drunk quicker. Every Potion except strength do not require you to find a fortress assuming you find a brewing stand in an igloo or more commonly in a village cleric tower. The recipes have been made easier with the awkward potion step being eliminated from the process and as a result, netherwart is no longer needed. The brewing stand does not require fuel anymore, also contributing to the fact that the fortress does not need to be visited before you can brew potions. Potions are mildly annoying to deal with, unless you have a bandolier, which is ok until it runs out. It's fairly small in my opinion. Totems: I like that they give immortality for a short while, but the inventory totem makes it very powerful, not even mentioning how raid farms can gather totems. It also eliminates the need to put a totem in your offhand, which I think takes away from it being a special item.

Suggestions:

  1. Make natural regeneration a little faster. like 1.5 seconds instead of 3 seconds.

  2. allow the player to regenerate with less hunger bars. Something like: Above half hunger points, the player can regenerate naturally. (like in the combat snapshots)

  3. I think potions should have their tier 2 versions locked behind finding a fortress, being amplified with netherwart and extended with blaze powder. This would allow the player to brew healing and such in early game (assuming they find a brewing stand elsewhere) but still have the nether progression. It would also make the nether fortress more important and encourage exploration.

  4. I have an interesting proposition on fixing raid farms giving the player a ton of totems. Have the raid evoker drop another useful item, like a random good potion.

  5. Witches should rarely drop a random basic tier potion on death and use the new potions in combat.

  6. Using a two-handed weapon should stop the player from using a shield.

  7. An enchantment idea for daggers and spears; aerodynamic. This enchantment allows you to throw your daggers and spears with more force, dealing slightly more damage and giving extra range to your throwable weapons. It would take a little bit longer to charge up you weapon to throw, to balance it out.

  8. A toggle keybind for locking in throwable items (AKA offhand daggers) Every time I use a dagger in the offhand, It gets thrown after I eat or miss opening the door, or miss opening a chest. A keybind for toggling the ability to throw items would be nice.

  9. Another enchantment for spears and daggers; Recall. It returns thrown spears or daggers to the slot they were thrown from, or to the player's inventory if the spot isn't available. After a spear or dagger with the enchantment lands, a timer starts. When the timer is up, it warps back to the player. Higher levels have less time before warping back. It could also prevent other players from picking up the item when its stuck in the ground. (This one is a more flushed out version of an idea I proposed before. I just want to not lose my enchanted valuable items by throwing them away)

Excited to get some feedback about this stuff!