Minecraft Name: a18greek18 Suggestion: Making McMMo counters do 1/4 of the damage they currently do (decrease damage by 75%) Reason: Reasons discussed in-game. Simply, counters are overpowered and can easily kill the attacker without the person being attacked doing much. Right now the counter chance is too high, so that is why I am suggesting this. Any Other Information: @jakeyray18 Link To This Plugin: McMMo (We already have it)
+1 i think that this would make pvp require more skill for players with very high swords level because if they get in a pickle they can just crouch and fold their sword and their invincible basically. It will also give lower swords players with more skill to take on higher leveled swords players.
I agree that they do have to work hard for the reward but I've never really encountered this as I don't PvP too much, but if it really is how people say it is, where someone can sit in a corner and counter and then kill the enemy.
I wouldn't mind a nerf in counters, even though I don't PvP. It should be a fair compromise though, whatever that may be, because I do agree that people have trained hard for the perks that swords gives.
+1 Mcmmo is overpowered if you put the time and effort into getting a skill high and this just makes you to strong in pvp so if you gave a slight enhancement to those with a low mcmmo the fights would be fairer and more enjoyable / fun!
Yes, people have trained hard for increasing their McMMO swords level. Keep in mind the following opinion comes from a player who himself has trained very long to be the first to obtain 1000 swords, so I know how long it takes. When I first began PvP'ing in 2012 and 2013, counters were not such a big deal. First off, nobody had 1000 swords or even close, so not many people dealt with counter attacks. In 2013, people starting experiencing counter attacks more often as people got higher swords levels. However, since this was a time before the strength 2 pot got buffed and prot 4 was not as nerfed, counters only did at maximum 2.5 hearts, so it was still bad, but relatively manageable. Ever since I have come back in 2014 though, I've come to notice that counters do around 4 hearts each. This is simply ridiculous. Even though PvP is not as alive as it once was, I still have been able to face several players in prot 4 matches. As I have a 40% chance of counters, holding right click would, on average, do more damage per second assuming if the enemy kept continuously hitting me than if I was hitting him without blocking. This is counter-intuitive as it encourages users with high counter chance to focus on getting hit instead of laying hits down. Getting a counter twice in a row and 1-2 hits off an enemy is a guaranteed kill, a process that could happen within 2 seconds, as I have done this myself a couple times. Going back to the argument against this suggestion regarding people training hard for high swords: Yes, people have trained hard and long, myself included. However, all of these users should have read and understood the stated description on the /swords help page: "Counter Attack: Reflects 50.00% of damage taken while blocking" This is what swords users should expect counters do when they train their swords; nothing more. This is what is stated on the information help page. However, in a prot 4 fight, when a counter attack effect activates, the blocking user only takes 0.5-1 heart (since they are also blocking), while the attacker takes 4 hearts. So this turns out to be something like a 400% reflection of damage. Not what McMMO /swords states. Just because people have trained hard for an ability that behaves incorrectly, it shouldn't be kept that way. Especially since it has such a huge impact in high risk PvP battles. +1
+/- 1. I think it should be nerfed, but not 75%. that basically makes it less damage than hitting someone with a potato. Maybe decrease it by like 35% or something though.
+1 Currently PvP is too OP with those overpowered counters; if reduced, it would motivate myself and many others to start PvPing again.
Counters have been nerfed however not to the extreme suggested, that was too much of a nerf, counters now return about 16% of the damage inflicted back to the attacker which after a few tests seems to give both the attacker and the user countering a 50-50 chance of winning the fight. Added.