All of the kits used to balance one another out.
no they really didn't because the cactus had more power
The Zombie and Cactus kits won't stand much of a threat against a Blaze or Skeleton with a height advantage,
well obviously only a wither or either of the 2 kits you mentioned would have the best odds against that because either way even with a spider or a creeper, because a wither has a bow & so does the other 2 & a bow allows you to actually hit the players from a distance
if the wither wasn't using their bow they would also have a problem
because both of the kits you named are aren't just going to let you come directly to you they are both going to shoot you and camp you
that is the same for all kits
nor against a sufficient Spider strafer.
except there is double jumping away from the player who is strafing
That's because of the 1.9 update. It used to deal .5 hearts of damage per arrow, dealing at most, 1.5 hearts of damage per use. You'd be better off just charging the bow in the time that it takes to use the ability.
that is the current problem with the bow kit but this firstly doesn't effect it in the first place because it wasn't the PvP change that made it do more damage it was the actual armour piercing in the first place that changed it having 1.8 PvP wouldn't fix that
They're both tactical kits. The former does massive knockback and can kill your opponents instantly if used appropriately, and the latter has a lower DPS than the other long-ranged kits but is more accurate. It is also more viable at close-range.
I said they weren't
As Good I didn't say they weren't good period
and here it is again the knockback but the problem with that is they need to be off of the ground for it to actually be of any significance as well as you have to be very close to them
That is surprisingly hard believe it or not because that implies that they wouldn't know your their or they are fighting you and unless they are absolute noobs who don't know the strategies of the game and when fighting somebody who is about to shoot you right the heck out of the arena you wouldn't want to be right in front of them which is why you double jump away if it is getting to tense
it isn't very easy to do that
how the heck is the wither kit more accurate that is wrong for straight standards and for minecraft standards
Minecraft standards you shoot a bit above where you are directly aiming & the bow will shoot an arrow fairly quickly to hit them
straight standards unless your target is AFK then it is going directly straight except a lot slower & it is likely going toward a moving target plus if you are shooting directly at a player who isn't moving it can still miss because its accuracy isn't very on point
for close range this is also not effective because it is still to slow and if it hits your feet then you don't take the wither effect
as well as the bow itself also has a cool-down
The former can go invisible, allowing for surprise attacks and easy escapes.
yeah sure because that actually helps no it really doesn't
firstly this kit only has it for 4-5 seconds
secondly if an arrow hit you at all that round which is very likely you will still have that open
a long with the fact that you can't run without the particles that come from you running
plus if you hold out the 1 weapon you have you are seen
That is stealthy how?
It can also get in and out of combat via teleporting,
yes except what can you do with attack via teleporting
other than jumping and teleporting to get closer to your enemies Nothing
and deals adequate damage.
sure 1 + 3 = 4 - [armour protection] = 1-3
Yes A LOT of damage
The latter has incomparable speed that allows for mind games and strafing.
Oh Yeah Mind games, sure, I'll just go with that and ignore the fact that running around in circles isn't a mind game and all it really does for the person watching is maybe make them dizzy
If you think that is a strategy I am sorry but I am never meeting you at Comicon X
Any kit can strafe you know that right speed or no speed
strafing isn't a challenge (unless you get dizzy very easily)
It can also summon two spiders that'll make you more difficult to hit.
no it really doesn't again double jump
also keep in mind that most players then run after doing that
that makes it even easier to kill them
It has no long-range attacks and cannot sustain itself.
*Cough Cough* Thorn Storm *Cough Cough*
High close-range DPS, but is predictable and ineffective.
all of the kits are flipping predictable
same goes for the players using them
& the reason it is currently so ineffective is because it isn't 1.8 PvP
What I am saying is knockback works like damage with 1.9 PvP if you don't wait for the attack time it reduces the knockback done
The knockback would surely prevent you from comboing your opponent though?
it currently does partially that is what is helping balance that kit but with 1.8 PvP while you are knocking them back you would be able to do even more damage & knockback if you hit them again while they were being knocked back
Also, the special ability is easily baited,
except that is for people who bait it
if you are almost always baited then you should probably not play as that kit
but if you are smart enough to avoid baits and only do it at the necessary and right time you are going to overpower them a lot
the kit in general cannot sustain itself very well against a Skeleton or a Wither.
how is that
it can easily avoid a wither especially if it is a wither shooting at it
& double jumping isn't very hard
as well as with that logic the only 2 kits that can are spider and enderman both of which are barely cutting it for "sustainability" as well as might I point out those 2 kits that aren't affected by a change like this in the first place
which of course a wither or skeleton should be sustainable to this logic but that comes the exact problem because if 2 kits with the same agility and escape methods are there but 1 qualifies isn't actually understandable
All the kits ultimately used to balance one another out.
no they really didn't
1 kit is setting everybody on fire and another is blowing everybody up
those don't seem to be balancing eachother and note all the possible combinations of players with kits
just as a quick example for clocks there are 10 players each of them will have a kit there are 8 possible kits
you know how many possible combinations there are in there
there can be a range of 2 - 10 players each having a kit out of 8 possible ones
This would mean changing multiple mechanics significantly,
or it could mean fixing the time on the rapid fire bow
it originally should have been 22 seconds to wait in the 1.9 update but only takes around 6
you see why that could be a bit unbalanced
other ways for this would be to change the enchantments on items for example adding knockback 2 to the eye of ender for the enderman
The Spider kit won't be viable regardless, since it cannot make effective use from its Speed perk
How does fixing the cool down on a bow affect the speed perk of the spider
& yes it is FIXING since the time was supposed to be longer but wasn't
and extra thought would have to be put into balancing the kits.
accepting a suggestion that contradicts yours doesn't involve any more thought than accepting yours
P.S. Currently The Most OP Kits aren't the cactus or the zombie
1 of them is the skeleton which this 1.8 PvP wouldn't actually effect since it isn't the PvP that changed it
another is the blaze primarily because their bow shoots fire
Fire then burns you
"Fire Burns You" Thanks captain obvious
If it isn't broken, break it.
Please this isn't a very good slogan
don't give that advise to 5 year old children please