In Game Name: UnknownRiderWhat part of EcoCityCraft is this suggestion for: SG ServerShort title for your suggestion: Change 1.8 Potion Effects to 1.9What are you suggesting: Change the potion effects (specifically strength potions for the sake of this suggestion) from 1.8 effects to 1.9 potion effects.Why is this a good addition for EcoCityCraft?: Right now in SG with the strength potions from kit buffer utilizing the 1.8 potion effects they scale off of a percentage of a weapons total attack damage. Specifically for a strength one potion, the total damage boost is *+130%* additional damage on top of the base amount for *230%* total attack damage. As an example, a diamond sword when buffed by a 1.8 strength potion does a total of *8* hearts of damage with a regular attack or *12* hearts of damage with a critical hit. In contrast, a wooden sword when buffed by a 1.8 strength potion does a total of *4.5* hearts of damage with a regular attack or *6.5* hearts of damage with a critical hit. While I understand that the buffer kit is meant to give a person a temporary edge in combat, this currently results in an almost-instant win in any situation. What this suggestion aims to do is realign the bonus effects from the strength potions and kit buffer to a more acceptable balancing standard. With changing the strength potions to 1.9 potion effects (again, specifically strength potions for the sake of this suggestion) it allows for balanced combat. For a 1.9 strength potion, the total additional damage given is a flat *1.5* hearts of damage to the base amount. As an example, a diamond sword when buffed by a 1.9 strength potion does a total of *5* hearts of damage with a regular attack or *7.5* hearts of damage with a critical hit. In contrast, a wooden sword when buffed by a 1.9 strength potion does a total of *3.5* hearts of damage with a regular attack or *5* hearts of damage with a critical hit. These values, in my opinion, bring the balancing of buffer to an acceptable position while still allowing for that temporary edge in combat without it being an ultimate decider in who will win the match.Other information: *SOME HISTORY OF REASON:* When ECC first introduced SG and implemented it, it was some time between early 2013 and mid 2012 as far as I can remember. I could not find any threads on exact dating. However, during this time minecraft was in the 1.4 days. What most people do not remember is that during those days strength potions were actually the same as they are in 1.9 and onward, 1.5 to 3 hearts of damage bonus. It was not until the 1.6 update with horses (idk how horses and potion changes had an correlation at the time) that strength potions were changed from there numerical increase to the +130% increase that was present in 1.8. With this, it is safe to say that potion increases in those times had no basis or balance for the reason of their changes and thus many PvP players (not just those on ECC) were enraged at the changes because it ruined the balance of PvP from pre-1.6. The window of PvP balance between 1.6 and 1.8 was an absolute wreck in not just ECC SG, but everywhere else as well. That being said, the original design of the kit buffer was based around the balancing of the pre-1.6 strength potion buff which did not existed in the 1.8 times. It was through the 1.6 changes that strength potions turned the kit buffer into a "one-shot" style kit from being the original temporary edge it was originally meant to be. As a result, SG was plagued with buffer kits across every game as there was no way to revert strength potions in those days and thus resulted in most players fizzling out of playing SG if they did not have the buffer kit. Eventually all that you had left were players using the "one-shot" style strength potions in SG games which turned combat into "whoever gets the first hit wins" scenario. This was not the only factor that contributed to SGs lack of play in the past as there were many others present at the time, including 1.9 PvP which discouraged people even further. However, this was a problem present in the older days that was a link in the chain for SGs lack of play and introducing it back into current times will result in similar scenarios. Ultimately, I do not want people to be mad or upset about the change to kit buffer in any way. However, I also want everyone on the server to be able to enjoy SG whether they have kits or not. Implementing this change is just another step in ensuring that people will come play SG and stick around to play more than just one or two games before quitting. It will be a source of player retention rather than being only a lure. TL;DR: 1.9 Potion balancing existed before 1.8 PvP and was reinstated in 1.9 as a result of a screw-up in 1.6 potion changes that negative affected PvP and effectively SG. SG and kits were added before the 1.6 potion screw up. 1.6-1.8 PvP was a disaster on a global scale and had multiple PvP/SG servers complaining about the strength potion changes.Plugin or custom addition: N/AOne suggestion per form: I Understand.
+1, at this time Buffer is completely overpowered, you can 2 hit somebody in all iron armor, if they have lower armor it is quite easy to get a 1 hit, makes the deathmatch really stupid because if one person has buffer they are almost promised the win.
People complaining about buffer after it's been nerfed... do people remember when it was str2 and you could 1 hit crit someone? -1
Buffer is extremely strong in almost all situations (regardless of other kits), but strength is a bit too strong right now. +1 to these changes.
+1 1:30 seconds of 1 clicking the enemy away regardless of armor; could maybe be a little cooler as a 2-3 hitter