Nether balancing #5226
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Reference: your-land/bugtracker#5226
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I think a couple things need rebalancing in the nether, those being dragon armor and evokers
im going to start with the big one, Dragon armor
As it stands, dragon armor is as good as crystal in terms of usefulness since they both are fire resistant (dragon being superior by a long shot) and they both have a speed and jump bonus on the boots
I think dragon armor should have more effects due to the difficulty in obtaining it for instance:
Flying (could be explained via magic to fit the theme of the server)
Better stats (100-200 heal, honestly idk how this stat even works)
Mob respect (nether mobs like withers and blazes won't attack unless attacked as a sign of fear and respect)
I can't think of anything else at the moment, veteran players are welcome to suggest ideas
and the lesser one, Evokers
If you were on a flat plane fighting 10 evokers with a mithril sword, gapples and crystal armor what would happen?
A: you would die
B: you would get surrounded by hundreds of vexes, unable to move and you would die because of how many are attacking you at once
C your potato computer can't handle that many vexes so Minetest crashes and you die
D Fine, you live somehow and kill the evokers and somehow kill the couple thousand vexes they've spawned while you read this
My point is, the amount of vexes needs to be nerfed, Im aware that the nether is a dangerous place, ive experienced it myself but you need to draw the line between dangerous and overkill
Standing around in the open letting evokers surround you is possibly not a good plan.
I do agree that the bonuses of dragon armor pieces are too niche for its rarity / difficulty to obtain. The extra fire resistance is redundant almost everywhere.
It also doesn't make much sense to wield full dragon scale armor, due to it's relatively low armor stat.
I would like to see something like a set effect from wielding multiple dragon scale armor pieces.
I agree that dragonscale armour seems to be a little underwhelming considering how hard it is to obtain, but I would personally refrain from giving it massive buffs. The big problem seems to be its underwhelming armour stat, so perhaps increase it by a bit? (idk the exact values since I don't have the resources on main to test it)
As for the evoker issue, I don't think this is an issue for evokers, as if you're fighting evokers in a 10v1, on a flat plain, letting them surround you, you need to rethink your tactics. Also, the vexes are meant to be deadly annoying to fight since it's well, the nether.
What I DO think this is a problem however is with eyes, since the sheer number of them can shred players, which doesn't help that the server will likely be lagging due to the combat that eyes are involved with. Perhaps in that case, the vexes that eyes spawn would need to be slightly more tanky but weaker.
Just because it's hard to get full dragon scale armor doesn't mean you should wear significantly stronger armor for it. I agree with @AzelfYL, but it should not be weaker either. In fact, the dragon scale armor is a status symbol and valuable due to the small number of wearers alone. That's worth enough.
And there can only be one answer to the evokers, namely E (as in evoker): run, run, run.
Evokers are almost impossible to defeat in the open. You need to fight them in a place that gives you an advantage. Like tight corridor (vexes cannot surround you) or near lava (lava can burn vexes very fast). If neither is there, bring it - carry and place some blocks and few buckets of lava to shape the battlefield to your advantage
Balrog whip actually makes killing vexes in the open completely viable. You can spam like 6 or 7 hits, then kite the vexes and jump into lava. Then once the vexes have all died from the lava, come back and get any drops.
X% heal means that X% of the time, the attack misses. i think this parameter should be called "evade" in its current state. overall, i think that this parameter should be replaced w/ something closer to what d&d does, where attacks can get bonuses for the chance to hit, and armor can get bonuses to make hits less likely.
100 or more heal will essentially make you invulnerable (at least until the moment your armor breaks).