Archived Mcmmo Pots In Pvp

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Sevak

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So I know I just wrote a novel yesterday about how the mechanics don't need to be changed in PvP, but it was brought to my attention that I'm not the only one bothered by this, so I thought I'd make another post about it to avoid a tangent on the other one.

The issue here is the use of McMMO potions in PvP. We removed traits several months ago, but it's almost like they're still here thanks to McMMO pots. The last traits to get removed were health boost and absorption, as all damage traits had already been taken out of the game. McMMO allows us to gain the trait abilities health boost and absorption temporarily in fights. So it's almost as if we removed traits, but in a way they're still necessary in fights. Without absorption and health boost, a player can be killed in 3 hits. So imagine what it'd be like for a new player who hasn't even figured out what McMMO is yet to go and fight a player that's fully decked out with these potions. It'd be impossible even if they had a normal vanilla PvP inventory. Not to mention it's just downright confusing for an inexperienced player since all mcmmo pots appear the same in your inventory.

I propose taking out health boost and absorption potions if it's possible. If we did this the damage output would require some balancing but it's definitely worth testing.
 
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Just don't take away my swiftness potions.
I have a need for speed :D
 
This problem occurred when we first changed damage in the 1.9 update. We decided the best damage output would be to kill a person in god armor + str2 with sh5 weapon in 3-4-5 hits depending on crits. Gethelp later lowered crits damage but and it made it a bit more manageable for that time.

I would like to see a 10% to 15% damage reduction instead of the traits options. I like the fact that you have to gather resources and know-how to get the best potion setup possible to defeat your opponents. Although if we decrease the damage output chances are Absorption2 will become too much for people to hit through it. Welcome to the Limbo.
 
This problem occurred when we first changed damage in the 1.9 update. We decided the best damage output would be to kill a person in god armor + str2 with sh5 weapon in 3-4-5 hits depending on crits. Gethelp later lowered crits damage but and it made it a bit more manageable for that time.

I would like to see a 10% to 15% damage reduction instead of the traits options. I like the fact that you have to gather resources and know-how to get the best potion setup possible to defeat your opponents. Although if we decrease the damage output chances are Absorption2 will become too much for people to hit through it. Welcome to the Limbo.
I'm not saying we bring back traits. I'm saying we have neither traits nor mcmmo pots and decrease damage to balance it out
 
I 100% feel the same way i feel Mcmmo pots are a crutch to pvpers



droping damage by 10-15 would be good Absorption2 would be way OP at that point then
Yeah we'd only want to be rebalancing damage if absorption/healthboost were removed. Currently damage is fine if you're using absorption/healthboost but we can't expect all pvpers to have those
 
droping damage by 10-15 would be good Absorption2 would be way OP at that point then
So... the solution would be using Healthboost2 trait? That way current damage output is more manageable and in comparison abs2 keeps the same amount of "shield". Plus no changes on potion setups either.
 
So... the solution would be using Healthboost2 trait? That way current damage output is more manageable and in comparison abs2 keeps the same amount of "shield". Plus no changes on potion setups either.
The solution would be not having traits or mcmmo pots
 
Hello,

This feature suggestion will be discussed in the Direction department and we'll get back to you with our decision in a few days.
 
mcMMO potions are almost like a cheap version of traits, and don't really work. As you said, without healthboost or absorption you can literally get 3 shot, which is ridiculous. +1 Agree