27vx
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- Aug 18, 2025
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Suggestion:
Detailed description:
Reason(s):
Example(s):
27vx
Suggestion:
Adding Strength Potion
Detailed description:
The option to buy a Potion of Strength shall be added to the Shop, not as an rotational item but a main stay.
The pot should either give Strength 1 (130% dmg) or Strength 2 (260% dmg) depending on what would be preferred if it were to actually get implemented. I would personally already think a Strength 1 Pot to be impactful enough to achieve its gameplay goal I will describe down below later.
The potion should at least cost 2 Emeralds. I would think 3 Emeralds to be expensive but perfectly reasonable. A price of 4 Emeralds would be my suggested upper end as this would make the potion almost exclusively relevant to the later stages of the game.
The pot should last the same length the two current potions last.
The pot should either give Strength 1 (130% dmg) or Strength 2 (260% dmg) depending on what would be preferred if it were to actually get implemented. I would personally already think a Strength 1 Pot to be impactful enough to achieve its gameplay goal I will describe down below later.
The potion should at least cost 2 Emeralds. I would think 3 Emeralds to be expensive but perfectly reasonable. A price of 4 Emeralds would be my suggested upper end as this would make the potion almost exclusively relevant to the later stages of the game.
The pot should last the same length the two current potions last.
Reason(s):
Here presented are my three most concrete reasons for why I would think it is reasonable to add:
1. Mid- & Lategame fights in the current environment can take long and it can be hard to properly "force" a decisive outcome. A strength pot would be impactful enough to further aggressive and active play without being an automatic victory card.
2. Such a potion could help "clutch" in Doubles or Quads in particular where a single player may find himself facing multiple enemies at once. It adds a layer of reward to play for resources without ending up facilitating an un-interactive purchase (given a strength potion still requires PvP and skill to utilise in the end).
3. A strength potion is not unfair or un-interactive the way a potion of invisibility might be. An enemy can become aware of it much easier and has options to play around it. As such it adds multiple layers of skill for good players the same way the quite impactful speed potions and jump potions already do.
It would hence be an excellent risk and reward purchase!
1. Mid- & Lategame fights in the current environment can take long and it can be hard to properly "force" a decisive outcome. A strength pot would be impactful enough to further aggressive and active play without being an automatic victory card.
2. Such a potion could help "clutch" in Doubles or Quads in particular where a single player may find himself facing multiple enemies at once. It adds a layer of reward to play for resources without ending up facilitating an un-interactive purchase (given a strength potion still requires PvP and skill to utilise in the end).
3. A strength potion is not unfair or un-interactive the way a potion of invisibility might be. An enemy can become aware of it much easier and has options to play around it. As such it adds multiple layers of skill for good players the same way the quite impactful speed potions and jump potions already do.
It would hence be an excellent risk and reward purchase!
Example(s):
Example 1: Base-Camping & Forcing Victories
In a game of quads a team remains in their base, exploiting their Heal Pool and Generator to remain alive whilst not actively doing anything else. The aggressive team has the option to buy 1 or 2 strength potions for their players in order to force the game to an end. IF the defending team wants to prevent dying to strength they must begin to actively move across the map and play the game. This does not make the Strength Potion an inevitable victory card unless they remain inactive - as such it requires skill on the defenders ends and gives options to win the game for the aggressors faster if they are the better players.
Example 2: Clutching
A single player remains alive in a game of quads having to win against 4 enemies. In this context it is almost impossible to win in a direct sword fight - he has to use bows and map rotations to win the game. A strength potion will not change this outcome as it does not allow to 1v4 (which is a good thing). However it allows him to look for more aggressive 1v2 or 1v3 plays. As such it once again has the potential to reward skill without becoming the most important purchase in the game.
Understanding the Math:
A potion of strength 1 adds a 130% flat damage increase on every hit. A Strength 2 Potions adds twice that indicating why it may be undesirably strong. (These values were later revised to flat +3/+6 damage in 1.9+ versions)
Using an iron sword with sharpness I as the most common in-game example a player with Strength I would do (6+1.25)*1.3 = ~9.4 hearts of damage without a crit. A player wearing just iron armor and p1 would always die in three hits. Protection 2 would increase that to 4 hits, Protection 3 to 4-5 hits.
In a game of quads a team remains in their base, exploiting their Heal Pool and Generator to remain alive whilst not actively doing anything else. The aggressive team has the option to buy 1 or 2 strength potions for their players in order to force the game to an end. IF the defending team wants to prevent dying to strength they must begin to actively move across the map and play the game. This does not make the Strength Potion an inevitable victory card unless they remain inactive - as such it requires skill on the defenders ends and gives options to win the game for the aggressors faster if they are the better players.
Example 2: Clutching
A single player remains alive in a game of quads having to win against 4 enemies. In this context it is almost impossible to win in a direct sword fight - he has to use bows and map rotations to win the game. A strength potion will not change this outcome as it does not allow to 1v4 (which is a good thing). However it allows him to look for more aggressive 1v2 or 1v3 plays. As such it once again has the potential to reward skill without becoming the most important purchase in the game.
Understanding the Math:
A potion of strength 1 adds a 130% flat damage increase on every hit. A Strength 2 Potions adds twice that indicating why it may be undesirably strong. (These values were later revised to flat +3/+6 damage in 1.9+ versions)
Using an iron sword with sharpness I as the most common in-game example a player with Strength I would do (6+1.25)*1.3 = ~9.4 hearts of damage without a crit. A player wearing just iron armor and p1 would always die in three hits. Protection 2 would increase that to 4 hits, Protection 3 to 4-5 hits.