Final hit in combo should have higher range/crit damage
MangoLassie142 opened this issue ยท 4 comments
The animation for the final hit is a thrust, so I think it would be fun if it had slightly extended range but a narrower arc. It would give a bit more room for strategy when fighting groups of enemies.
It's also a lot harder to time attacks with jumps for crit damage than in vanilla, so using the combo to get a guaranteed crit at the end would be fun.
Guaranteed hit is already sort of implemented, as attack specific damage multipliers exists and are used (for example Claymores).
I will consider the attack range multiplier aswell, but I am a little sceptical at the moment.
I think the attack range in general is an issue. Comparing vanilla to BC, you just straight up lose a block of range with BC, which can make a huge difference in fighting something like a Wither Skeleton or anything that's tough to get close to.
Yes attack range has intentionally been reduced, in an effort to create weapons with varying characteristics.
If you dont like the values, you can override them, using a datapack.