This suggestion is bad, because someone always running when pvp in outpost so we can invite them to end to fight
The problem is that new, weaker, or unsuspecting players try to do End bosses, but often run into campers hiding on islands waiting to
PK them. In many cases, players camp for the
victim’s armor, personal grudges, or simply for entertainment.
Unlike Outpost, the End has very limited escape options. Outpost provides permanent escape routes, while in the End players are trapped on isolated islands with almost nowhere to run. Teleporters and jumpers also cannot be used during
combat cooldown, and the cooldown keeps resetting for another 25 seconds whenever the attacker lands another hit. This makes escaping extremely difficult once a fight starts.
Even after successfully completing a boss raid, players remain stuck in combat cooldown for 25 seconds, giving nearby campers enough time to reach the island and kill them before they can leave safely.
Because of this, the system
heavily favors maxed-out or overgeared players, while discouraging normal players from participating in End content at all. Many players avoid the End entirely, which reduces participation in End related activities and loot farming, especially for valuable items like Mending books and Elytras.
Over time, this also allows a
small group of players to dominate End-exclusive loot and control much of the Mending and Elytra market.
Possible improvements could include:
- Reducing combat cooldown duration in the End.
- Preventing the cooldown from constantly resetting on every hit.
- Adding safer escape options after boss completion.
- Adding temporary protection or teleport access after defeating a boss.
I’m not making a suggestion because I know it would get rejected quickly, since it seems like they want the End to remain as PvP area.