_Chilling_
Donator
- Joined
- Mar 9, 2025
- Messages
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- IGN
- _Chilling_
Minecraft username:
Suggestion:
Detailed description:
Add a new active MobPoints ability called Rage.
Rage should be expensive and powerful — something players grind toward.
Currently abilities max out too early and MobPoints lose long-term value.
I suggest extending all MobMastery abilities to Level 10, with progressive scaling and increasing costs.
Below is a balanced scaling example:
Currently at Level 3: 8% chance for x3 drops
This makes late-game grinding much more rewarding without being instant OP early game.
Currently at Level 3:
Level 1:
Currently:
Introduce a Minion Chest Collector system that allows minions to automatically store collected resources into a linked chest.
Currently minions cap too early and scale poorly.
Since minions are based on Realm World ores, they should scale with Realm progression.
Currently:
Reason(s):
Example(s):
_Chilling_
Suggestion:
OPSkyblock Revamp
Detailed description:
MobPoints & MobMastery Revamp Suggestion
I would like to suggest a full rework of the MobPoints system to make it more rewarding, scalable, and valuable throughout the entire season.
New Ability: Rage
Add a new active MobPoints ability called Rage.
Rage Ability
- Duration: 30 seconds
- Effect:
- x10 Souls
- x10 Mob Drops
- x10 Mob Heads
- x10 EXP
- Cooldown & Cost: Balanced appropriately (high cost = high reward)
Why add Rage?
- Creates hype moments while grinding
- Encourages active farming instead of AFK
- Makes MobPoints feel impactful
- Rewards dedicated mob grinders
Rage should be expensive and powerful — something players grind toward.
MobMastery Extended to Level 10
Currently abilities max out too early and MobPoints lose long-term value.I suggest extending all MobMastery abilities to Level 10, with progressive scaling and increasing costs.
Below is a balanced scaling example:
Mob Mafia (Drop Multiplier Chance)
Currently at Level 3: 8% chance for x3 dropsProposed Scaling:
- Level 1: 4% chance for x2 drops
- Level 2: 6% chance for x2 drops
- Level 3: 8% chance for x3 drops
- Level 4: 10% chance for x3 drops
- Level 5: 12% chance for x3 drops
- Level 6: 14% chance for x4 drops
- Level 7: 16% chance for x4 drops
- Level 8: 18% chance for x5 drops
- Level 9: 20% chance for x5 drops
- Level 10: 25% chance for x6 drops
This makes late-game grinding much more rewarding without being instant OP early game.
MultiKiller (Multi Kill Proc Chance)
Currently at Level 3:- 2% Double Kill
- 1.5% Triple Kill
- 0.5% Penta Kill
Level 1:
- 1% Double Kill
- 1.5% Double Kill
- 0.5% Triple Kill
- 2% Double Kill
- 1.5% Triple Kill
- 0.5% Penta Kill
- 3% Double Kill
- 2% Triple Kill
- 0.75% Penta Kill
- 4% Double Kill
- 2.5% Triple Kill
- 1% Penta Kill
- 5% Double Kill
- 3% Triple Kill
- 1.25% Penta Kill
- 6% Double Kill
- 4% Triple Kill
- 1.5% Penta Kill
- 7% Double Kill
- 5% Triple Kill
- 2% Penta Kill
- 8% Double Kill
- 6% Triple Kill
- 2.5% Penta Kill
- 10% Double Kill
- 8% Triple Kill
- 3% Penta Kill
Why This Revamp Is Important
Currently:- MobPoints become useless once maxed.
- There is no long-term scaling.
- Grinding feels repetitive without progression.
- MobPoints stay relevant all season.
- Players are encouraged to grind more mobs.
- There is meaningful late-game progression.
- The system fits the “OP” theme properly.
Minions Revamp Suggestion
Currently, minions feel extremely slow and not worth investing into, especially compared to other money-making methods. I’d like to suggest a full Minions Revamp to make them a viable long-term progression system — especially since they are tied to ores from Realm World.
Minion Chest Collector System
Add: Minion Chest Collector
Introduce a Minion Chest Collector system that allows minions to automatically store collected resources into a linked chest.How it works:
- Place a Minion Chest near the minion.
- The minion automatically transfers mined ores into the chest.
- Chest capacity increases with upgrades.
- Optional: Add auto-sell toggle at higher levels.
Why this is needed:
- Prevents minions from filling up and stopping.
- Encourages AFK/long-term passive income.
- Makes minions feel modern and competitive.
- Reduces unnecessary manual collection.
Increase Max Upgrade Level to 50
Currently minions cap too early and scale poorly.Suggestion:
- Increase minion upgrade levels to Level 50.
- Scaling improves per level.
- Higher levels require Realm ores + money to upgrade.
- Upgrade cost increases exponentially to prevent early maxing.
Example Scaling Concept (Ore Minions – Realm Ores)
Level 1–10 (Early Game)
- Slow mining speed.
- Small storage.
- Basic Realm ore generation.
- Affordable upgrades.
Level 11–25 (Mid Game)
- Noticeable mining speed boost.
- Increased storage capacity.
- Slight chance for double ore.
- Requires more Realm ores + money.
Level 26–40 (Late Game)
- High mining speed.
- Large storage.
- Chance for triple drops.
- Small chance to generate compressed ore.
- Expensive upgrades.
Level 41–50 (End Game)
- Very fast mining speed.
- Huge storage.
- Chance for bonus ores.
- Rare chance to generate enchanted/compressed variants.
- Extremely expensive upgrades (long-term goal).
Realm World Integration
Since minions are based on Realm World ores, they should scale with Realm progression.Suggestions:
- Higher Realm tiers unlock higher minion upgrade tiers.
- Special Realm-only upgrades.
- Realm bosses could drop minion upgrade tokens.
- Add rare “Minion Cores” from Realm content.
Why This Revamp Is Needed
Currently:- Minions are too slow.
- Not worth upgrading.
- Provide almost no long-term scaling.
- Get outclassed by mob farms and mining.
- Minions become a strong passive income source.
- Long-term Level 50 upgrades create progression.
- Realm World content gains more value.
- Players have multiple competitive grinding paths.
Reason(s):
Already Metioned above
Example(s):
Na I'd Pass