Playing on difficulty level hard: When wearing full diamond armour with protection IV, you will still get killed in one shot by a creeper explosion in moderate range. Horses with diamond armour, 14 hearts will also also die instantly. Other mobs don't do anywhere near the amount of damage (skeleton arrows do 1 heart, zombies do 1/2 to 1 heart of damage). Not entirely sure if this is an intentional consequence of rebalancing.
Comments 11
They want hugs.
Now on hard, with zero armor at all, you live. Just go afk and let the creeper walk up.
I don't know what the change was, but it feels to me like, given how highly exponential blast damage is with distance, the right fix is to make the exponent smaller, but change the constant multiplier so that the damage dealt is similar in 15w51 and 16w02 when standing at radius R from an exploding creeper, where R is how far away from you they stop walking towards and start exploding.
In my opinion, the goal state is that a late-game well-armored player should be able to survive a close blast, but also an early-game unarmored player should not survive an AFK walk-up-creeper greeting.
And while I'm at it: I'd rather have an (very rare to find book) enchant, similar to "Mending", but for "generic.attackSpeed".
That would also soothe longtime Survivalplayers who cannot/won't use commands but are understandably annoyed by the nuisance of a slowed down attack speed.
for feature/change suggestions go to https://www.reddit.com/r/minecraftsuggestions/
@unknown I'm not really making a suggestion, I'm making a point as of why this change, be it a "fix" or a "bug", is not balanced.
I know
Creepers kill unarmored afk players again in normal/hard as of 16w05b
And, in full prot4 diamond on hard, it's hard (but possible) to die at close range (the explosion didn't kill me but the fall did). So I think perhaps this is a good final form.
15w43a