I want to leave some of my feedback on the current preview build of the mod and I got to say I really like the updated water bending mechanics. It really feels like you can own your domain in snow biomes now and use all your surroundings against your opponent. I like water cannon as it really feels like you are collecting as much water as you can and releasing it into your opponent. Nice touch with water cannon moving from defense to offense as it fits with waterbendings style of combat. I like water arcs new mechanics as well. Water skate is a very key component to the new waterbending mechanics.
The only few things I will say for waterbending that needs adjustment is that 1) Water Arc path 1 seems a really weird path choice imo as it shines away from the base ability of being a controllable water arc to a throwable projectile that does more damage upon a third hit. To me water arc path 1 should be where the water is denser therefore causing a much more bigger splash and more damage. Path 1 just seems too plain to me and functions like a mini water cannon. Path 2 should be able to cut through blocks and through armor. To me these two paths just fit together more because they both do the same thing but at the same time have unique perks too.
2)Another thing I see with water bending is when it is raining, the path for water skate that allows you to go on land is kind of useless in the rain which is kind of weird because rain should enhance a water bender. So when in rain there should be more particles making you go faster and this speed increase causes mobs behind to be push back by the ongoing flow of water.
3)And also on the abilities sheet I see that there is plan for adding an ability called water bullets. If the ability is added wouldn't it just be a duplicate of rapid fire from water cannon?
Other than those nit picks water bending is really cool and fun to play with.
Onto firebending the new ability inferno punch is cool and fun to play with. It feels like an aggressive attack which makes since. Though the second path Fireball feels like a copy cat of the actual fireball ability so instead I think path 2 should either do a punch that has the reach of sword. Like you are punching multiple enemies with the same fiery fist but the aoe is not as big so the enemies that are closest in front of you are the main ones damaged. Or when punching a mob the radius is increased in front of you so any mob behind the one you actually punched is also effected up to a certain amount of blocks. Fire Jump needs some nerfing because it is relatively easy to kill mobs with only using that ability because of the fire damage upon taking off and landing.
Lastly I think lightning raze is a terrible ability designed for the type of system being developed. It just feels like an overall unnecessary ability that feels like I'm using arcane magic or using a magical greek spell or something and it looks ridiculous calling lightning down to strike a certain area, even when underground, knowing the limitations of bending. The fact that you can just look at a block as well and summon lightning at opponent requiring no aim is going to be annoying in Pvp. Lightning is a high damaging move. But being high damage the cost is the move is hard to aim at a moving target and takes a few seconds to charge and this move breaks that balance between those factors. I guess you could just add a charge time to the move but then it would function just like combustion and that would make combustion futile because they both function the same way. My point is each bending has it's own limitations and unique ways of attack. You don't want combustion and lightning to do the same thing because then whats the point of trying both sub bending's. And imo sticking to those attributes like from the show will balance the mod more than just the number of hearts something does.
The only few things I will say for waterbending that needs adjustment is that 1) Water Arc path 1 seems a really weird path choice imo as it shines away from the base ability of being a controllable water arc to a throwable projectile that does more damage upon a third hit. To me water arc path 1 should be where the water is denser therefore causing a much more bigger splash and more damage. Path 1 just seems too plain to me and functions like a mini water cannon. Path 2 should be able to cut through blocks and through armor. To me these two paths just fit together more because they both do the same thing but at the same time have unique perks too.
2)Another thing I see with water bending is when it is raining, the path for water skate that allows you to go on land is kind of useless in the rain which is kind of weird because rain should enhance a water bender. So when in rain there should be more particles making you go faster and this speed increase causes mobs behind to be push back by the ongoing flow of water.
3)And also on the abilities sheet I see that there is plan for adding an ability called water bullets. If the ability is added wouldn't it just be a duplicate of rapid fire from water cannon?
Other than those nit picks water bending is really cool and fun to play with.
Onto firebending the new ability inferno punch is cool and fun to play with. It feels like an aggressive attack which makes since. Though the second path Fireball feels like a copy cat of the actual fireball ability so instead I think path 2 should either do a punch that has the reach of sword. Like you are punching multiple enemies with the same fiery fist but the aoe is not as big so the enemies that are closest in front of you are the main ones damaged. Or when punching a mob the radius is increased in front of you so any mob behind the one you actually punched is also effected up to a certain amount of blocks. Fire Jump needs some nerfing because it is relatively easy to kill mobs with only using that ability because of the fire damage upon taking off and landing.
Lastly I think lightning raze is a terrible ability designed for the type of system being developed. It just feels like an overall unnecessary ability that feels like I'm using arcane magic or using a magical greek spell or something and it looks ridiculous calling lightning down to strike a certain area, even when underground, knowing the limitations of bending. The fact that you can just look at a block as well and summon lightning at opponent requiring no aim is going to be annoying in Pvp. Lightning is a high damaging move. But being high damage the cost is the move is hard to aim at a moving target and takes a few seconds to charge and this move breaks that balance between those factors. I guess you could just add a charge time to the move but then it would function just like combustion and that would make combustion futile because they both function the same way. My point is each bending has it's own limitations and unique ways of attack. You don't want combustion and lightning to do the same thing because then whats the point of trying both sub bending's. And imo sticking to those attributes like from the show will balance the mod more than just the number of hearts something does.
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