Prot4 netherite armor was already tough to crack with sharpness 7, which most people can't afford easily, now we all have protection 5 armor.. which is nuts. Most of us PvPers want to replicate the 1.8 teamfight experience, so EC removing hit cooldown was the right move, but netherite and totems killed one crucial aspect - Quickdropping.
Back on 1.8, if you lost focus for one second you could die mid fight. Sharpness 7 felt strong and rewarding to use. If you afk'd in the arena in full armor you could get killed in seconds by one invisible enemy.
Now we have extremely strong and long lasting armor while weapons stayed more or less the same. It took me *46 seconds* to kill a lagged-out player during a team-fight. The only way to kill a player with the best weapon in the game and strength 2 is if they're only half armored and not quick to heal. We even started adding Knockback to our weapons to mimic the 1.8 mechanics.
I'll always hope for 1.8.9's fast paced, challenging, rewarding teamfights to return, but EC is moving in a different direction. In this scenario, either we do something about the armor, or we add new sharpness tiers. I feel like a sharpness 10 sword versus Prot5 armor might barely be on the level of our usual Prot4 vs Sharp6 diamond fights from back in the day. It's not normal for people to tank for so long with readily available gear. Either we remove netherite altogether, make it extremely precious or make sharpness 10 the new standard.
#12042 - Status: open
3 days ago by tionull for Improvements