The graph really makes sense and give lifesteal members a chance. Getting qd when u grind for hrs is also annoying. I'm rly looking forward to what y'all do in ssn3
ive got some experience in this so heres some yap, hope ya enjoy :D As someone who love balancing and has done some balancing for a few custom combat systems before, ive personally found that your better off gutting Vanilla enchants. Protection offers a flat 4% damage reduction per level (up to 64% for full prot 4) Power on bows scales % Yet sharpness is flat damage boost so basically what happens is you cannot deal damage fast enough to kill people because their ability to heal + disengage from combat is faster than the time to kill So the solutions we found is ajusting the enchant system, basically changing protection to be a flat damage reduction rarther than % and make sure that power has the same thing where its now flat damage, this should with some testing and tweeking although you to more easily customise your combat. the reason you want to do this is not because of the vanilla damage and pvp themsevles but rarther that now you have a much easier way of working custom content or reducing certain vanilla options Ender pearls and gapples are very strong for survivability but now because players are taking much more controlled damage you can ajust these way more. maybe make Gapples only apply the regeneration and not the absorbtion but slightly tone the DPS back and maybe cut pearls. This is one solution though theres wayyyy more when you put alot more control on vanilla enchants. One of these other solutions is custom enchants, custom enchants usually result in amplifing the problems of pvp or creating new ones and this is because that balanace is very very hard to get right so instead of finding that razor thin balance point ajusting vanilla enchants in this way increases your margains of error so now you can have some slight imbalance in custom enchants but so long as the pacing of pvp feels enjoyable and the ebb and flow of combat feels the same your all good. But my personal option is a fusion of these possibilitys Adjust vanilla enchants to flat numbers rarther than % Remove ender pearls* Add custom enchants based on playstyle rarther than damage numbers Stuff like movement is always great but again dont overdo it, it really depends how vanilla you want combat to feel if you want a Custom > Vanilla experience custom spells or abilitys are great because now you can set up some playstyles around zone control, some around movement and some around burst damage (although burst damage is tricky so test that alot if you do go for it) or if you want more Vanilla > Custom make your custom enchants more just fun stuff like add some more "Aspect" type enchants like ice aspect or lightning aspect *So linking to custom enchants, add a small 2-3 block dash this gives players a way to disengage from a fight without moving too far away for you to follow up on this weak state so yes they get time to heal but that time is less Thats only some of the stuff ive gathered when doing pvp balance but i hope its enough to help at least give another opinion on the matter :D
@@harrykrause2879 So to explain this best ill show the current system Current system: Prot IV on all armour [64% Damage Reduction] If i have a 10 damage weapon the person in armour would only take 4.6 as the damage is reduced by 6.4 If i have a 20 damage weapon the person in armour would only take 7.2 as the damage is reduced by 12.8 Flat damage is say each level of protection reduces damage taken by 0.25 per level Full prot 4 woud now reduce damage by 4 no matter the damage delt So someone dealing 10 damage would deal 6 damage after calcuations and someone deal 20 damage would deal 16 damage after calcualtions This system is not always the best but if they plan on keeping damage numbers fairly vanilla this is probably the easiest to implement and for players to understand if they want to have some slightly more complex pvp though, they would likely need logarithmic damage reduction. That one is alot more complicated to implement and explain though
@@harrykrause2879 nah dont stress about it :D asking is the best way to learn and not knowing stuff dont mean your stupid just means you havent learnt it yet
For the heart problem i suggest doing prestige levels i see it a lot in other lifesteel severs i have played. Basically in order to get to a higher level of hearts for example 20 hearts you need to level up, so basically you can get up to a max of 15 hearts and maybe a certain craft (e.g 5 diamond blocks with red dye something like that) in order to get more hearts with the command to level up you would do /prestige and you would reset your hearts back to eleven hearts however you will be able to get up to a max of 20 hearts. I think this is a good thing as you cant be instantly overpowered and need to grind for a decent amount of time.
they already have that in a fractured heart (i think it was called) way basically when you get to 13-12 hearts, you dont get hearts when you kill people you get broken-fractured hearts, and they have a 30 min cooldown b4 they disappear. you return the broken hearts to the heart dealer at spawn and the more broken hearts you return the more actual hearts you get, for ex: if you're on 13 hearts and you wanna get to 14 you have to return 2 fractured hearts and so on and so forth
I had a very similar kind of problem back when I was moderating a relatively small pvp based smp and one of the conclusions that we got to was that getting to an OP level needed to have downsides or else it wouldn't work and our solution was the firepower, mobility, and armor pyramid essentially what it is is when you're trying to make yourself as OP as possible it had to fall in near or between one of the listed attributes which meant that when trying to be strong in one category you had to be weaker on one of the other categories for example you could be speedy but you'd tear through your food incredibly quickly, you could have good armor but it'd make you quite slow, you could have good firepower but you'd damage your tools much more than normal and if you wanted both of something you couldn't have the other or it would be very weak and etc etc a good friend of mine came up with the idea who says he got it from the evolution of tanks throughout history and it evolving into modern mbts like we see today relatively speedy, good armor, and great firepower but gas guzzling, bad durability with expensive replacement parts.
Lol you were fighting my team, wasn't on at the time but talked to them affter and they really had a lot of fun, I would like to thank you for that Leo, keep it up
Only problem with lowering the time it takes to get good gear, is for the players who have sunk a lot more time into the game, it is going to be exponentially harder to fight players who are in a group. It's a complicated balance, because you would want a newer player to be able to fight someone with 20 hearts and have it be more fair, of course, but you don't want a situation where any group of 2 lower hour players can challenge a single 20 heart player, and win every time, despite the time the 20 heart player has put in. The only counter to this for the player with more hours would be to get a group of their own so that they can't be jumped as easily- which makes sense, but I feel if this were the case, then the only people who would be able to successfully gain good gear and keep it would be people who have teammates to help them. And ironically, this would be most damaging to the players with the least hours, as we know that most players that are new or have low hours won't have any teammates to keep them safe, making the early stages of grinding for gear inherently harder. These are just my thoughts tho
I think there need to more custom enchatments which use on armor so it will do the stuff.. Like armor durability decrases one will good for early players... Idk man yapping dev will found something..
Since there are custom enchants, what you if there's an enchant that deals more damage to players with more health? The more health the target have, the more damage the target would take
Heyyy Leo! I don't know if this will take away from the whole sorta lifesteal feeling, but what about playtime rewards or rewards given at the end of the season like who played to most and who does the most and whatnot.
People say players like Clown, Flame, Mane, Ferre could take 2vs1s. This is all dependent on the players' skill, if they're horrible they get dropped easily, but if you have skill you can definetly win that 2vs1, that is the reason most people say that Clown is falling off or fell off, he always gets outnumbered and dies. For example:Money SMP Clown got 2vs1 by Epaxial and Tai, Clown died in that fight. Or take for example: Flame and Hero vs yungwillx and Pentar. Here yungwill and pentar won because they have much more skill than Flame and hero combined, yes it is fair 2vs2 but hero is bad so it was practically a 2vs1,5. You could also take the final Strength SMP fight, Clown, Ferre, Tai, Flame, NOOB, LeoExists were outnumbered in that fight very hard by Salem, yungwill, Falconu, Nufuli, Gelation and many more ppl which lead to your favourites losing. All you need is decent skill amd your friend who is also decently skilled and you could kill a player that is far better than you in a 2v1.
Usually the more hearts you get the easier it becomes to get more, and it results in the "snowballing" effect and an exponential curve. I'd be very curious to see how you turned it around
Maybe the enchants damage should drop when the opponent has less hearts. Link the enchants to be relative to the opponents you fight. Hopefully the coding isn't a nightmare on that end. But I'm sure a simple if statement can be created with the percentage being closer and closer to the vanilla base damage of regular sharp 5 if someone has less then 10 hearts. It's a buff of dmg of dmg for ppl with more hearts and not so much for those with less
what if u made the custom enchantments dmg u with like % of ur hp so if ur like >5 hearts then u wouldnt just get 1 tapped you would atleast have a chance to survive and if ur hp is on like 15>= then you do more dmg to the person with the custom enchant
I feel like making percentage-based damage enchants could really target high-heart players since it would do more damage when they have more health but wouldn't be detrimental to low-heart players
WE IMAGINED THESE GRAPHS AND THOUGHT ABOUT THIS IDEA FOR A WHILE NOW WE WANTED A WAY TO FIGURE OUT HOW TO MAKE THESE GRAPHS IDEA INTO A REALITY ON THE SERVER BUT IT WAS CHALLENGING AS A LOT OF THE IDEAS WE CAME UP WITH INVOLVING CUSTOM ENCHANTS HEARTS POIS AND MORE ALL SEEMED TO HURT THE CORE GAMEPLAY LOOPS OF LSN IT SEEMED LIKE ALL THE SACRIFICES WE WOULD HAVE TO MAKE TO FIX PVP WOULD JUST CREATE OTHER PROBLEMS AND IT WAS LOOKING LIKE THE PROBLEM OF MINECRAFT PVP BEING DRAIN BASED WAS GOING TO BE IMPOSSIBLE TO AVOID UNTIL WE HAD THE IDEA OF DECREASES THE OVERALL EFFECTIVENESS OF ARMOR PROTECTION LEVELS ESSENTIALLY IT IS A HIDDEN NERF TO THE PROTECTION LEVELS OF ARMOR THAT WOULD EFFECT EVERY ASPECT OF GAMEPLAY MAKING THINGS JUST A TAD BIT HARDER ITS IMPORTANT I EMPHASIZE THAT THIS CHANGE IS A VERY MINUTE AND SUBTLE CHANGE THAT WHEN TESTED TOOK PLAYERS OVER MINUTES TO FIGURE OUT WHAT THE CHANGE WAS AND EVEN THEN ADMINS HAD TO INCREASE THE SEVERITY OF THE CHANGE FOR IT TO EVEN BE NOTICED IN THE FIRST PLACE WE ESSENTIALLY JUST MADE IT SO THAT IN VANILLA PVP IF SOMEONE WAS HITTING EVERY SINGLE POSSIBLE CRIT THAT YOU WOULDNT BE ABLE TO OUT HEAL IT MAKING IT SO PVP TOOK A LITTLE BIT MORE DELIBERATION AND SKILL THE EFFECT ON ALL PLAYERS WOULD MAKE IT POSSIBLE FOR A REALLY WELL TRAINED PVPER TO WIN AGAINST A MEDIOCRE PVPER WITH BETTER GEAR ALTHOUGH ARMOR BREAK FIGHTS ARE CERTAINLY STILL GOING TO BE A THING BUT THERE IS STILL A PROBLEM WITH THIS HEART PLAYERS ARE EFFECTED BY THIS CHANGE BUT THIS CHANGE LITERALLY STILL GIVES HEARTS PLAYERS A X ADVANTAGE OVER NORMAL HEART PLAYERS WHICH WE BELIEVE TO BE A LITTLE TO OP TO A NEW COMING PLAYER SO ON TOP OF THIS CHANGE WE ALSO HAD THE IDEA TO INCREASE THE SEVERITY OF HOW IMPACTFUL HEARTS ARE AFTER HEARTS EACH HEART AFTER HEARTS WILL GET PROGRESSIVE MORE AND MORE IMPACTFUL AS YOU CONTINUE TO LEVEL UP AND AT MAX LEVEL IT SHOULD FEEL TO PLAY ROUND THE HEART RANGE IN NORMAL PVP WE BELIEVE THIS SCALING IS A LOT BETTER FOR DECREASE THE RESOURCE AND SKILL GAP BETWEEN PLAYERS ALTHOUGH STILL MAKING IT RELEVANT TO RISE THE RANKS OF GEAR AND HEARTS IN ORDER TO GET AN ADVANTAGE ON OPPONENTS KEEP IN MIND IMAGINE THIS SYSTEM WITHOUT EDGE CASES WE WILL DO OUR BEST TO PREVENT THOSEBUT THERE ARE STILL PROBLEMS WITH PVP WOAH WOAH WOAH SLOW DOWN YOU JUST MADE ME WEAKER NOW IM GOING TO QUICK DROP TO FIRST STRIKE UCHAIN NETH DRUNKEN YES WE KNOW THAT WE WILL BE NERFING ALL CUSTOM ENCHANTS TO SCALE PROPERLY WITH THIS SYSTEM AND ASWELL WE WILL REMOVE DRUNKEN BECAUSE ESSENTIALLY IT WAS ADDED IN THE FIRST PLACE AS A LOUSY BANDAGE TO THE HEART PROBLEM is the cypher in the document
Every week if people above 17 hearts lose 1 heart and distributed among people with very low heart will make rich active and give poor a hope is this a good idea
To fix lifesteal net combat, all you need to do is keep all the custom enchants, but reduce the damage of the 'unfair' ones like Drunken, First Strike and Unbroken Chain.
Accidentally posted "I aint reading allat" levels of yap. But maybe try removing mending. This seems like a bit of a backwards problem. You want skill to not be the only determining factor, and give people who grind a significant advantage, but then you dont want fights to come down to resources. If this was normal minecraft (with item limitations so it isnt just crystal pvp) then if two equally matched players fight, the one who grinded more resources would win (which seems to be what you want), and the issue stems from the fight taking too long because people who have all that stuff dont want to lose it (which comes from the grinding of stuff making them too strong to die and trying their hardest not too). Armor durability seems like the biggest issue with geared up fights (too slow) but you could actually make it the solution by just removing mending (you would need to carry other sets on you or repair your armor which leaves you more venerable. Both of these limit the other items you can carry with you), and then this would also make it easier to get to max level gear as enchant bottles + mending are some of the most time consuming things to get. A player with 10 hearts fighting an equal skill player with 20 hearts would lose (the main advantage of having extra hearts would be the increased aggro you can do without healing = more armor damage to opp) but a better player should still be able to beat the 20 heart player because the (equal) armor is the actual goal (think about your health like your current aggro but armor as your actual hp). So with this method, the main advantage of grinding is that you have multiple sets back at your base if you die. This also sorta disuades people from running because you just get home with bad low dura armor (only sorta because this also makes getting kills less valuable. Making a way to mend armor at your base but only there and not in combat would fix this part but also heavily encourage running) A fault with this is that it increases the difficultly of outnumbered fights which you touched on wanting to fix in the video, but 2 players being able to beat 1 player 90% of the time is just math and is present in most pvp games, you cant exactly solve this issue without straight buffing the player if the servers detects them getting ganked (For Honor type shi). And the second issue is equal fights could come down to if you got shot by a couple skeletons on the way over to the fight which is really not great.
Bro said “we like listening, we are looking for feedback” hmmm if only there was a channel called suggestions for just that. The same one that the staff/ owners NEVER look at. I’m not saying everything there is a good idea but look at SOME.
For me pvp is that because people learned to chug more gaps and play EXTREMELY SAFE, its become boring because i now regularly see people web bubble themselves when they are at 8 hearts, and it makes no sense. It doesnt matter anymore if you outskill your opponent because unless theg are actually really bad it will still go down to armor break. Smp pvp has become repetitive, but maybe thats just me playing it for about 3 years.
I honestly think that its better to have fast paced combat rather than vanilla's minecart/tipped arrowless pvp, it's just kind of boring to watch a 5-10m 1v1 I would like where public lifesteals combat is rn for the most part if there was a way to prevent 3rd partying
i believe the best pvp in all of minecraft is that on the bedrock server nethergames, vanilla bedrock pvp sucks and it is not 1.8 java, their different, on bedrock servers can customize the knockback and that, i believe the nethergames server has the best pvp system, however its small and really laggy so its not the best server, i recon microsoft should adopt their system for both bedrock and java, its like spam click with w tap and its not as complicated as 1.8 java or current 1.9
Big fan of the graph
Omg is that a LSN staff member???
GIMME VIP
leo be one of the only lifesteal members that post videos even while they're dead on the main server 🔥🔥🔥
Well its much easier to do that if its lifesteal net cause its not other UA-camrs like everyone wants to team with him and gear him up
well kab is gonna soon
@@forest1605how much hearts is she on? i havent watched their streams in awhile
@@nokee_dshe was at 10 hearts last time I watched
I like how Leowook dramatically improved in the ending of the last video and this one
The graph really makes sense and give lifesteal members a chance. Getting qd when u grind for hrs is also annoying. I'm rly looking forward to what y'all do in ssn3
that graph actually worked really well with explaining the problem and making it simple to understand for people who are stupid (me) 👌
I'd love to see an updated video similar to your "How lifesteal changed pvp" going through this season's kit snd new tech thats been discovered
ive got some experience in this so heres some yap, hope ya enjoy :D
As someone who love balancing and has done some balancing for a few custom combat systems before, ive personally found that your better off gutting Vanilla enchants. Protection offers a flat 4% damage reduction per level (up to 64% for full prot 4)
Power on bows scales %
Yet sharpness is flat damage boost
so basically what happens is you cannot deal damage fast enough to kill people because their ability to heal + disengage from combat is faster than the time to kill
So the solutions we found is ajusting the enchant system, basically changing protection to be a flat damage reduction rarther than % and make sure that power has the same thing where its now flat damage, this should with some testing and tweeking although you to more easily customise your combat.
the reason you want to do this is not because of the vanilla damage and pvp themsevles but rarther that now you have a much easier way of working custom content or reducing certain vanilla options
Ender pearls and gapples are very strong for survivability but now because players are taking much more controlled damage you can ajust these way more. maybe make Gapples only apply the regeneration and not the absorbtion but slightly tone the DPS back and maybe cut pearls. This is one solution though theres wayyyy more when you put alot more control on vanilla enchants.
One of these other solutions is custom enchants, custom enchants usually result in amplifing the problems of pvp or creating new ones and this is because that balanace is very very hard to get right so instead of finding that razor thin balance point ajusting vanilla enchants in this way increases your margains of error so now you can have some slight imbalance in custom enchants but so long as the pacing of pvp feels enjoyable and the ebb and flow of combat feels the same your all good.
But my personal option is a fusion of these possibilitys
Adjust vanilla enchants to flat numbers rarther than %
Remove ender pearls*
Add custom enchants based on playstyle rarther than damage numbers
Stuff like movement is always great but again dont overdo it, it really depends how vanilla you want combat to feel if you want a Custom > Vanilla experience custom spells or abilitys are great because now you can set up some playstyles around zone control, some around movement and some around burst damage (although burst damage is tricky so test that alot if you do go for it)
or if you want more Vanilla > Custom make your custom enchants more just fun stuff like add some more "Aspect" type enchants like ice aspect or lightning aspect
*So linking to custom enchants, add a small 2-3 block dash this gives players a way to disengage from a fight without moving too far away for you to follow up on this weak state so yes they get time to heal but that time is less
Thats only some of the stuff ive gathered when doing pvp balance but i hope its enough to help at least give another opinion on the matter :D
I appreciate it
Sorry but wdym flat damage reduction?
@@harrykrause2879 So to explain this best ill show the current system
Current system:
Prot IV on all armour [64% Damage Reduction]
If i have a 10 damage weapon the person in armour would only take 4.6 as the damage is reduced by 6.4
If i have a 20 damage weapon the person in armour would only take 7.2 as the damage is reduced by 12.8
Flat damage is say each level of protection reduces damage taken by 0.25 per level
Full prot 4 woud now reduce damage by 4 no matter the damage delt
So someone dealing 10 damage would deal 6 damage after calcuations
and someone deal 20 damage would deal 16 damage after calcualtions
This system is not always the best but if they plan on keeping damage numbers fairly vanilla this is probably the easiest to implement and for players to understand
if they want to have some slightly more complex pvp though, they would likely need logarithmic damage reduction. That one is alot more complicated to implement and explain though
@tornadosandstorm7431 oh ok I get it. Thanks man I'm extremely stupid
@@harrykrause2879 nah dont stress about it :D asking is the best way to learn and not knowing stuff dont mean your stupid just means you havent learnt it yet
For the heart problem i suggest doing prestige levels i see it a lot in other lifesteel severs i have played. Basically in order to get to a higher level of hearts for example 20 hearts you need to level up, so basically you can get up to a max of 15 hearts and maybe a certain craft (e.g 5 diamond blocks with red dye something like that) in order to get more hearts with the command to level up you would do /prestige and you would reset your hearts back to eleven hearts however you will be able to get up to a max of 20 hearts. I think this is a good thing as you cant be instantly overpowered and need to grind for a decent amount of time.
they already have that in a fractured heart (i think it was called) way
basically when you get to 13-12 hearts, you dont get hearts when you kill people you get broken-fractured hearts, and they have a 30 min cooldown b4 they disappear. you return the broken hearts to the heart dealer at spawn and the more broken hearts you return the more actual hearts you get,
for ex: if you're on 13 hearts and you wanna get to 14 you have to return 2 fractured hearts and so on and so forth
This is beautiful
4:16 -200 Aura fore I played till 5 heart's and uh. Cleaving exists 😅
dawg your music taste is good asf wth
I had a very similar kind of problem back when I was moderating a relatively small pvp based smp and one of the conclusions that we got to was that getting to an OP level needed to have downsides or else it wouldn't work and our solution was the firepower, mobility, and armor pyramid
essentially what it is is when you're trying to make yourself as OP as possible it had to fall in near or between one of the listed attributes which meant that when trying to be strong in one category you had to be weaker on one of the other categories
for example you could be speedy but you'd tear through your food incredibly quickly, you could have good armor but it'd make you quite slow, you could have good firepower but you'd damage your tools much more than normal and if you wanted both of something you couldn't have the other or it would be very weak and etc etc
a good friend of mine came up with the idea who says he got it from the evolution of tanks throughout history and it evolving into modern mbts like we see today relatively speedy, good armor, and great firepower but gas guzzling, bad durability with expensive replacement parts.
What are your resources packs
Leo: no way for a person in a 2v1 to win
Clownpierce:
He ment for people of higher/equal skill level or higher /equal gear.
Clown either has better gear/is fighting Chungi
Goated video ngl
Bro finally uploaded
Lol you were fighting my team, wasn't on at the time but talked to them affter and they really had a lot of fun, I would like to thank you for that Leo, keep it up
Only problem with lowering the time it takes to get good gear, is for the players who have sunk a lot more time into the game, it is going to be exponentially harder to fight players who are in a group. It's a complicated balance, because you would want a newer player to be able to fight someone with 20 hearts and have it be more fair, of course, but you don't want a situation where any group of 2 lower hour players can challenge a single 20 heart player, and win every time, despite the time the 20 heart player has put in. The only counter to this for the player with more hours would be to get a group of their own so that they can't be jumped as easily- which makes sense, but I feel if this were the case, then the only people who would be able to successfully gain good gear and keep it would be people who have teammates to help them.
And ironically, this would be most damaging to the players with the least hours, as we know that most players that are new or have low hours won't have any teammates to keep them safe, making the early stages of grinding for gear inherently harder. These are just my thoughts tho
I think there need to more custom enchatments which use on armor so it will do the stuff..
Like armor durability decrases one will good for early players...
Idk man yapping dev will found something..
So whats area under kill ability graph?
What about task to get heart fragments and players can’t just tp trap to get to 20 that could be cool
Hey, what if custom enchantments had levels 2 them like (1,2,3) 3 having a stronger affect then 1.
Could you try to add a team cap and a trust system like infuse cause there are some mega teams which are kinda unfair
Can you make it easier for non pc players to survive. Some of the features make it really hard.
what about making armor unbreakable with one custom enchant?
That would make the 'long fights' problem worse.
@ true youre right
Since there are custom enchants, what you if there's an enchant that deals more damage to players with more health? The more health the target have, the more damage the target would take
Perhaps there can be some buffs u can grind for early game that last when you die, making it less discouraging when you die as a chungus
Heyyy Leo! I don't know if this will take away from the whole sorta lifesteal feeling, but what about playtime rewards or rewards given at the end of the season like who played to most and who does the most and whatnot.
People say players like Clown, Flame, Mane, Ferre could take 2vs1s. This is all dependent on the players' skill, if they're horrible they get dropped easily, but if you have skill you can definetly win that 2vs1, that is the reason most people say that Clown is falling off or fell off, he always gets outnumbered and dies. For example:Money SMP Clown got 2vs1 by Epaxial and Tai, Clown died in that fight. Or take for example: Flame and Hero vs yungwillx and Pentar. Here yungwill and pentar won because they have much more skill than Flame and hero combined, yes it is fair 2vs2 but hero is bad so it was practically a 2vs1,5. You could also take the final Strength SMP fight, Clown, Ferre, Tai, Flame, NOOB, LeoExists were outnumbered in that fight very hard by Salem, yungwill, Falconu, Nufuli, Gelation and many more ppl which lead to your favourites losing. All you need is decent skill amd your friend who is also decently skilled and you could kill a player that is far better than you in a 2v1.
Clown didn’t fall off you fell off
@@jacobomara9898 found the clown glazer
whatever changes are made to the meta will ultimately be better than drunken fs and uchain rn.
Can you allow cracked Minecraft for LF
Usually the more hearts you get the easier it becomes to get more, and it results in the "snowballing" effect and an exponential curve. I'd be very curious to see how you turned it around
what’s the texture pack
Maybe the enchants damage should drop when the opponent has less hearts. Link the enchants to be relative to the opponents you fight. Hopefully the coding isn't a nightmare on that end. But I'm sure a simple if statement can be created with the percentage being closer and closer to the vanilla base damage of regular sharp 5 if someone has less then 10 hearts. It's a buff of dmg of dmg for ppl with more hearts and not so much for those with less
What happened to everything you got in your last 20 hearts vid?
what if u made the custom enchantments dmg u with like % of ur hp so if ur like >5 hearts then u wouldnt just get 1 tapped you would atleast have a chance to survive and if ur hp is on like 15>= then you do more dmg to the person with the custom enchant
the problem is sigma unite only in ohio am i right leowooktwo?
When is season 3
Love the new vids
It’s 1:00 in the morning…
Professor Leowook
Maybe something like level 60 enchants for prot V and sharp VI would be good. It’s a bit slow but attainable by just about everyone
I'm just an old Bedrock player that wants to get into Java PVP because of Lifesteal. I feel like I have no chance but it would still be cool.
i want his texture pack
cant wait for leowook comeback arc in lifesteal season 6
Level based match making…? Have ppl with below 15 hearts play in one area and have ppl with above 15 play in a diff area?
We definitely messed around with this concept in dev but it didnt really fit unfortunately with how LSN is played.
You could make it so that the more hearts you have the less potions affect you buff/debuff
You didn't even mention how op the broken harming arrows are on lsn that some people abuse even though they are bannable
leo could you let me on lifesteal? or put me in contact with clown or flame i wanna talk to them for something
To remove the unbalance, remove enchantments 😮😮😮(this is a joke) 😂😂😂 17:22
Ladies and gentlemen,I found Einstein
are we gonna talk about the 64 cobwebs in your inventory FOR SO LONG UNTOUCHED
Can’t place webs on a path
I feel like making percentage-based damage enchants could really target high-heart players since it would do more damage when they have more health but wouldn't be detrimental to low-heart players
My favorite❤❤❤❤
love ur vids but what is that goofy ahh song playing in the background 😭🙏
lol idk
W vid bro
WE IMAGINED THESE GRAPHS AND THOUGHT ABOUT THIS IDEA FOR A WHILE NOW WE WANTED A WAY TO FIGURE OUT HOW TO MAKE THESE GRAPHS IDEA INTO A REALITY ON THE SERVER BUT IT WAS CHALLENGING AS A LOT OF THE IDEAS WE CAME UP WITH INVOLVING CUSTOM ENCHANTS HEARTS POIS AND MORE ALL SEEMED TO HURT THE CORE GAMEPLAY LOOPS OF LSN IT SEEMED LIKE ALL THE SACRIFICES WE WOULD HAVE TO MAKE TO FIX PVP WOULD JUST CREATE OTHER PROBLEMS AND IT WAS LOOKING LIKE THE PROBLEM OF MINECRAFT PVP BEING DRAIN BASED WAS GOING TO BE IMPOSSIBLE TO AVOID UNTIL WE HAD THE IDEA OF DECREASES THE OVERALL EFFECTIVENESS OF ARMOR PROTECTION LEVELS ESSENTIALLY IT IS A HIDDEN NERF TO THE PROTECTION LEVELS OF ARMOR THAT WOULD EFFECT EVERY ASPECT OF GAMEPLAY MAKING THINGS JUST A TAD BIT HARDER ITS IMPORTANT I EMPHASIZE THAT THIS CHANGE IS A VERY MINUTE AND SUBTLE CHANGE THAT WHEN TESTED TOOK PLAYERS OVER MINUTES TO FIGURE OUT WHAT THE CHANGE WAS AND EVEN THEN ADMINS HAD TO INCREASE THE SEVERITY OF THE CHANGE FOR IT TO EVEN BE NOTICED IN THE FIRST PLACE WE ESSENTIALLY JUST MADE IT SO THAT IN VANILLA PVP IF SOMEONE WAS HITTING EVERY SINGLE POSSIBLE CRIT THAT YOU WOULDNT BE ABLE TO OUT HEAL IT MAKING IT SO PVP TOOK A LITTLE BIT MORE DELIBERATION AND SKILL THE EFFECT ON ALL PLAYERS WOULD MAKE IT POSSIBLE FOR A REALLY WELL TRAINED PVPER TO WIN AGAINST A MEDIOCRE PVPER WITH BETTER GEAR ALTHOUGH ARMOR BREAK FIGHTS ARE CERTAINLY STILL GOING TO BE A THING BUT THERE IS STILL A PROBLEM WITH THIS HEART PLAYERS ARE EFFECTED BY THIS CHANGE BUT THIS CHANGE LITERALLY STILL GIVES HEARTS PLAYERS A X ADVANTAGE OVER NORMAL HEART PLAYERS WHICH WE BELIEVE TO BE A LITTLE TO OP TO A NEW COMING PLAYER SO ON TOP OF THIS CHANGE WE ALSO HAD THE IDEA TO INCREASE THE SEVERITY OF HOW IMPACTFUL HEARTS ARE AFTER HEARTS EACH HEART AFTER HEARTS WILL GET PROGRESSIVE MORE AND MORE IMPACTFUL AS YOU CONTINUE TO LEVEL UP AND AT MAX LEVEL IT SHOULD FEEL TO PLAY ROUND THE HEART RANGE IN NORMAL PVP WE BELIEVE THIS SCALING IS A LOT BETTER FOR DECREASE THE RESOURCE AND SKILL GAP BETWEEN PLAYERS ALTHOUGH STILL MAKING IT RELEVANT TO RISE THE RANKS OF GEAR AND HEARTS IN ORDER TO GET AN ADVANTAGE ON OPPONENTS KEEP IN MIND IMAGINE THIS SYSTEM WITHOUT EDGE CASES WE WILL DO OUR BEST TO PREVENT THOSEBUT THERE ARE STILL PROBLEMS WITH PVP WOAH WOAH WOAH SLOW DOWN YOU JUST MADE ME WEAKER NOW IM GOING TO QUICK DROP TO FIRST STRIKE UCHAIN NETH DRUNKEN YES WE KNOW THAT WE WILL BE NERFING ALL CUSTOM ENCHANTS TO SCALE PROPERLY WITH THIS SYSTEM AND ASWELL WE WILL REMOVE DRUNKEN BECAUSE ESSENTIALLY IT WAS ADDED IN THE FIRST PLACE AS A LOUSY BANDAGE TO THE HEART PROBLEM is the cypher in the document
OK 👍 (i am not reading allat)
What the yap
holy yappasaurus
Yappity yappity yappatron💀💀
tysm
I left the server for s2 as soon as I heard u brought back the lightsaber skins I was so mad bc I was the only people now 100 people have it 😭😭😭😭
bombs.
W graph 🎉
Remove or nerf golden apples i dont really play alot of pvp så idk if its a good idea
love the vids but stop posting at 1am for me lol
So why don’t you have 20 hearts anymore
It was a different account
@ oh ok
24 hour gang
U could do something that breaks armor faster like unbreajing 2 only or custom enchants to break Amor faster
maybe have enchants which are more effective to the second row of hearts (if you don’t have 10+ it won’t apply)
Every week if people above 17 hearts lose 1 heart and distributed among people with very low heart will make rich active and give poor a hope is this a good idea
To fix lifesteal net combat, all you need to do is keep all the custom enchants, but reduce the damage of the 'unfair' ones like Drunken, First Strike and Unbroken Chain.
where is your 20 hearts?
I thought pearls were banned on ls
Not Austin flexingn my full neth on u 😭😭😭 why did I trust that guy
Leowook, is pvp with 300 ping possible?
Its definitely hard but possible
i have 24 hours of playtime and have bad stuff. everytime i get to am poi i get quickdropped by a random guy camping the poi.
Wow nice 🎉 video 📹
Bro i just learned exponential graphs in algebra, now im getting a reteach from Leowook 😭
5:09 i was FemboyCatLover funny Note i was on 11 hearts
why arent you at 20 hearts? in your last video you had 20
nvm i forget that he made that video on an alt account
Just make it regular smp vannila but with no xp bottles so u don’t go to drain 👌 (update to 1.21 as well I want wind charges 😝)
Me who sinked 100 something hours but still is a chungus cause of getting raided and insided
Hi leowook
Accidentally posted "I aint reading allat" levels of yap. But maybe try removing mending.
This seems like a bit of a backwards problem. You want skill to not be the only determining factor, and give people who grind a significant advantage, but then you dont want fights to come down to resources. If this was normal minecraft (with item limitations so it isnt just crystal pvp) then if two equally matched players fight, the one who grinded more resources would win (which seems to be what you want), and the issue stems from the fight taking too long because people who have all that stuff dont want to lose it (which comes from the grinding of stuff making them too strong to die and trying their hardest not too).
Armor durability seems like the biggest issue with geared up fights (too slow) but you could actually make it the solution by just removing mending (you would need to carry other sets on you or repair your armor which leaves you more venerable. Both of these limit the other items you can carry with you), and then this would also make it easier to get to max level gear as enchant bottles + mending are some of the most time consuming things to get. A player with 10 hearts fighting an equal skill player with 20 hearts would lose (the main advantage of having extra hearts would be the increased aggro you can do without healing = more armor damage to opp) but a better player should still be able to beat the 20 heart player because the (equal) armor is the actual goal (think about your health like your current aggro but armor as your actual hp). So with this method, the main advantage of grinding is that you have multiple sets back at your base if you die. This also sorta disuades people from running because you just get home with bad low dura armor (only sorta because this also makes getting kills less valuable. Making a way to mend armor at your base but only there and not in combat would fix this part but also heavily encourage running)
A fault with this is that it increases the difficultly of outnumbered fights which you touched on wanting to fix in the video, but 2 players being able to beat 1 player 90% of the time is just math and is present in most pvp games, you cant exactly solve this issue without straight buffing the player if the servers detects them getting ganked (For Honor type shi).
And the second issue is equal fights could come down to if you got shot by a couple skeletons on the way over to the fight which is really not great.
3 min gang
Bro said “we like listening, we are looking for feedback” hmmm if only there was a channel called suggestions for just that. The same one that the staff/ owners NEVER look at. I’m not saying everything there is a good idea but look at SOME.
drunken first strike...
9:45 ask flame and he will prove you wrong
For me pvp is that because people learned to chug more gaps and play EXTREMELY SAFE, its become boring because i now regularly see people web bubble themselves when they are at 8 hearts, and it makes no sense. It doesnt matter anymore if you outskill your opponent because unless theg are actually really bad it will still go down to armor break. Smp pvp has become repetitive, but maybe thats just me playing it for about 3 years.
Play tierlist smp kit it's much better then this new gen diamond smp kit sh
Rip ragings ego 14:15 💀
not suprising he won all of that, what do you expect he used to be in PMC
lifesteal just needs carts back man
Leowook commentary
Helmet was slain by Leowo0k
nice vid
I honestly think that its better to have fast paced combat rather than vanilla's minecart/tipped arrowless pvp, it's just kind of boring to watch a 5-10m 1v1
I would like where public lifesteals combat is rn for the most part if there was a way to prevent 3rd partying
Lfn net is ruined now with the customer enchnats
Yayyyy I might have a chance in season 3 I am a mobile player though so probably not I’m still probably cooked
Leo saying “no way to win a 2v1”
(Has not had to deal with a full neth fs, drunken, uchain😭)
why is he flying
I like ur idea, kinda reminds me of hypixel skyblock, they spend 1000's of hours for a few % increase
🎉
Make it 16 gao Max and 2 egap max
i believe the best pvp in all of minecraft is that on the bedrock server nethergames, vanilla bedrock pvp sucks and it is not 1.8 java, their different, on bedrock servers can customize the knockback and that, i believe the nethergames server has the best pvp system, however its small and really laggy so its not the best server, i recon microsoft should adopt their system for both bedrock and java, its like spam click with w tap and its not as complicated as 1.8 java or current 1.9