Hello everyone, I am here to propose the reinstatement of Trait use in PvP.
Allow me to explain my thought process on this matter. Everything you are about to read is my opinion, and as such it may not be shared by the community at large, but I'm sure I can't be the only one who feels like this. With that in mind, if you disagree with anything I have to say, feel free to share your reasoning.
Traits, as you know, are a unique feature MC offers its players. They are a way to customize your character in a fundamentally mechanically speaking sense. That is to say, they directly impact how you play the game by giving you modifiers.
Traits were removed from PvP for balance purposes. I feel as if this was not the way to handle that situation. You had a unique feature to offer incoming PvPers and you just completely removed it, instead of taking the time to appropriately balance them for use.
Now, I'm not sure who said what, or complained of what Traits in particular (although I'm certain much of it revolved around fly traits and some pissy people) but I feel as if a very valuable opportunity has been missed out on by simply eliminating the Traits from PvP.
In my opinion, you should not have removed them. You should have re-balanced them, and EXPANDED on them.
Why?
The PvP we have now is potion based, gear based, skill based, and mcmmo based. This form of PvP feels very "vanilla" to me. It's flat. It's one sided with little to no variety in combat.
You win in combat because:
- You had more potions
- You were more skilled
- You had higher mcmmo values
- You had better gear
There's nothing inherently wrong with this, but this is standard, and again I feel.... boring. Combat here feels like it does anywhere else, when it used to feel special, albeit at times a bit awkward.
The problem with Traits wasn't their existence and function in combat. It was the fact that they simply needed to be tweaked, and possibly have counters/mechanics that allowed them to be played around. A lot of them were simply too one dimensional as well.
(EX: All the different types of damage traits we had that all did the same thing, but in different damage types. It's all inherently the same trait, DAMAGE, it just changes what type you suffer from, and what resistance you needed to avoid it. This is a good step, but again, I feel too one dimensional. )
Take for example FlyWater, a Trait I seen a lot of people complaining about when it was active in PvP. Why not balance the trait instead of removing it completely?
Such as allowing a player to hit a FlyWater player with a certain block or tool to disable the trait on their enemy? Or even weaken/slow them?
See? This allows for a unique experience you couldn't have on any other server. A unique combat experience, in particular.
New things to learn. New combinations of customization to try. A new way to fight. New. Mechanics.
In my opinion, I feel as if Traits could be a huge driving force behind gaining and keeping PvPers on the server, ESPECIALLY if they are expanded on and re-balanced CORRECTLY.
Why?
Because it is a unique feature that would allow PvPers to create tailored forms of combat, and add a ton of variables, complexity, and mechanics to PvP. Thus, transforming MC PvP into something different from the other multitude of servers out there.
You don't need to delete, destroy, and restrict players. You need to modify the system they are in to allow it to be viable, creative, and balanced. Why would you remove something that made you stand out? Why would you not stand behind the original concept, accept it had some flaws, and then simply fix those flaws?
More is not ALWAYS better, but in this case, I feel as if it was. The problem was not the concept, but rather how it was implemented.
Would it not be more interesting if each PvP encounter were more varied? If there were new ways to fight on MC you'd never seen before? New powers to use, new ways to lose, and a general sense customization on the part of the PvPer?
So that you can CREATE a NEW way to fight? YOUR way?
I won't get into actually trying to balance the traits with numerical values and or weaknesses unless this gets support and serious consideration. I'm not going to waste the time until there's some grain of possibility of this being revised.
Thanks for reading.
(If FireBall is still usable in PvP btw, I don't see why it was left, because it's still on t list)
Allow me to explain my thought process on this matter. Everything you are about to read is my opinion, and as such it may not be shared by the community at large, but I'm sure I can't be the only one who feels like this. With that in mind, if you disagree with anything I have to say, feel free to share your reasoning.
Traits, as you know, are a unique feature MC offers its players. They are a way to customize your character in a fundamentally mechanically speaking sense. That is to say, they directly impact how you play the game by giving you modifiers.
Traits were removed from PvP for balance purposes. I feel as if this was not the way to handle that situation. You had a unique feature to offer incoming PvPers and you just completely removed it, instead of taking the time to appropriately balance them for use.
Now, I'm not sure who said what, or complained of what Traits in particular (although I'm certain much of it revolved around fly traits and some pissy people) but I feel as if a very valuable opportunity has been missed out on by simply eliminating the Traits from PvP.
In my opinion, you should not have removed them. You should have re-balanced them, and EXPANDED on them.
Why?
The PvP we have now is potion based, gear based, skill based, and mcmmo based. This form of PvP feels very "vanilla" to me. It's flat. It's one sided with little to no variety in combat.
You win in combat because:
- You had more potions
- You were more skilled
- You had higher mcmmo values
- You had better gear
There's nothing inherently wrong with this, but this is standard, and again I feel.... boring. Combat here feels like it does anywhere else, when it used to feel special, albeit at times a bit awkward.
The problem with Traits wasn't their existence and function in combat. It was the fact that they simply needed to be tweaked, and possibly have counters/mechanics that allowed them to be played around. A lot of them were simply too one dimensional as well.
(EX: All the different types of damage traits we had that all did the same thing, but in different damage types. It's all inherently the same trait, DAMAGE, it just changes what type you suffer from, and what resistance you needed to avoid it. This is a good step, but again, I feel too one dimensional. )
Take for example FlyWater, a Trait I seen a lot of people complaining about when it was active in PvP. Why not balance the trait instead of removing it completely?
Such as allowing a player to hit a FlyWater player with a certain block or tool to disable the trait on their enemy? Or even weaken/slow them?
See? This allows for a unique experience you couldn't have on any other server. A unique combat experience, in particular.
New things to learn. New combinations of customization to try. A new way to fight. New. Mechanics.
In my opinion, I feel as if Traits could be a huge driving force behind gaining and keeping PvPers on the server, ESPECIALLY if they are expanded on and re-balanced CORRECTLY.
Why?
Because it is a unique feature that would allow PvPers to create tailored forms of combat, and add a ton of variables, complexity, and mechanics to PvP. Thus, transforming MC PvP into something different from the other multitude of servers out there.
You don't need to delete, destroy, and restrict players. You need to modify the system they are in to allow it to be viable, creative, and balanced. Why would you remove something that made you stand out? Why would you not stand behind the original concept, accept it had some flaws, and then simply fix those flaws?
More is not ALWAYS better, but in this case, I feel as if it was. The problem was not the concept, but rather how it was implemented.
Would it not be more interesting if each PvP encounter were more varied? If there were new ways to fight on MC you'd never seen before? New powers to use, new ways to lose, and a general sense customization on the part of the PvPer?
So that you can CREATE a NEW way to fight? YOUR way?
I won't get into actually trying to balance the traits with numerical values and or weaknesses unless this gets support and serious consideration. I'm not going to waste the time until there's some grain of possibility of this being revised.
Thanks for reading.
(If FireBall is still usable in PvP btw, I don't see why it was left, because it's still on t list)