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OP SkyBlock OPSkyblock Revamp

_Chilling_

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Joined
Mar 9, 2025
Messages
340
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70
IGN
_Chilling_
Minecraft username:
_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.

1️⃣ 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.

2️⃣ 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 drops

Proposed 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
Proposed Scaling:

Level 1:
  • 1% Double Kill
Level 2:
  • 1.5% Double Kill
  • 0.5% Triple Kill
Level 3:
  • 2% Double Kill
  • 1.5% Triple Kill
  • 0.5% Penta Kill
Level 4:
  • 3% Double Kill
  • 2% Triple Kill
  • 0.75% Penta Kill
Level 5:
  • 4% Double Kill
  • 2.5% Triple Kill
  • 1% Penta Kill
Level 6:
  • 5% Double Kill
  • 3% Triple Kill
  • 1.25% Penta Kill
Level 7:
  • 6% Double Kill
  • 4% Triple Kill
  • 1.5% Penta Kill
Level 8:
  • 7% Double Kill
  • 5% Triple Kill
  • 2% Penta Kill
Level 9:
  • 8% Double Kill
  • 6% Triple Kill
  • 2.5% Penta Kill
Level 10:
  • 10% Double Kill
  • 8% Triple Kill
  • 3% Penta Kill
This keeps it strong but not broken, and gives real late-game scaling.

3️⃣ Why This Revamp Is Important​

Currently:
  • MobPoints become useless once maxed.
  • There is no long-term scaling.
  • Grinding feels repetitive without progression.
With this rework:
  • 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.


1️⃣ 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.

2️⃣ 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).

3️⃣ 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.
This makes Realm grinding meaningful beyond just selling ores.


4️⃣ 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.
With this revamp:

  • 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​
 
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