Literally just the title, I am not going to go into more detail than just naming the thing, because if I was to go into detail about absolutely everything then I might as well release a full book on it. I will gladly elaborate and go into more detail if anyone asks me in a reply though.
And oh god, there is a lot of things to say about a lot of minigames and features, that's why I am not limiting this to any specific minigame.
Lets just start:
Mega Blockwars:
good things:
+Getting kills now gives blocks, makes it harder to run out of them as long as you can stab someone
+it has become easier to fight back against players in full diamond or full iron armor, because everyone dies faster
+I have far less problems joining the game compared to how it was before the update, before that the game would regularly refuse to let me join due to error, never happened since the update
problems:
-on ctf, the flag regularly refuses to let players take it, leading to games going into overtime and ending in a draw, I had reported this bug but the report got rejected so now I am complaining about it publically.
-on bridges, in some places, where you bridge with blocks underneath you, those blocks seem to lead to a weird bug where block refuse to get placed, leading to a death in the void
-the faster dying makes it impossible to move without any armor unless the players are incapable of hitting you
-bows deal way more damage than they used to, being a 2-hit kill in some situations
On an unrelated note: I think we should also be getting heal from kills, not a lot, especially with the existence of diamond armor, but normal blockwars gamemodes do seem to have healing on kills
-(existed before the update, still gonna complain tho) on ctf, the team that gets to the diamonds first essentially is guaranteed to dominate/win the game, making it impossible for the other team to come back. That is not really the case on bridges because there, killing players is as easy as knocking them into the void
-some chests (specifically on the map canyon) refuse to respawn arrows, leading to situations where you run out of arrows but can't refill without dying
-(also existed before the update) bows that are in your hotbar seem to disappear when carrying the flag, not sure why, and I feel its not done intentionally because all you have to do to avoid this happening is putting the bow in your inventory.
On an unrelated note, I do think blockwars, both mega and the normal variations, could use a mechanic that heals you after every kill. Doesn't have to be a large amount of health, but enough to be able to survive in a 2v1 scenario.
Lucky Islands:
good things:
+The Addition of block lucky blocks and food lucky blocks reduces the "luck" factor slightly, allowing every player to be able to leave their starting island as early as they want to
+Food and blocks in general seem to be far more common, making it harder to run out of those things
+The addition of blue lucky blocks, and rainbow lucky blocks, both having better drops, makes it so that there is more variation in the game, and the fact that lucky blocks can now look differently than just being yellow is a nice visual thing.
problems:
-the block lucky blocks and the food lucky blocks make the chef and the builder kits obsolete, why'd you need to spawn in with blocks if you do it anyway and why'd you need to spawn with food if you do that anyway?
-weapons seem to be rarer, leading to situations where players run around without weapons or only the ones they spawned with for the entire game
-Situations where you have to go up against players with better equipment while having almost nothing yourself have visibly increased since the update
-the amount of food and blocks that now spawn, in addition to maps often having a lot of easy to break moss blocks, leading to there now being an abundance of blocks and
-the infini-tato and the item-stealing fishing rod (forgot its actual names) are useless in practice
-being overpowered is way too overpowered, I know that's the whole point but its pretty damn scary to see a player fly up to you or have him be able to one-hit kill you, regardless of the armor you got. Also: because of that its now impossible to tell if a guy is fly hacking or just on overpowered mode. In my opinion they should simply get an elytra and a bunch of fireworks instead of having creative-mode flying.
-some maps have islands on them with blocks that make it impossible or harder to jump to an island right next to it
-on the map honey, under one of the lucky blocks on the starting islands, there is a moss block, leading to situations where, if you forget about it, you can die instantly due to falling to the void because you decided to stand on the lucky block to mine it (ik, standing on lucky blocks in general is not a good idea, but if I am gonna die because of a lucky block, I want to be lava
-the amount of quick to break (instant or only a few miliseconds) blocks in the game makes it way too easy to die by accident in general.
Eggwars:
good things:
+The Low prices of iron and diamond armor make it easier to fight back against players who are clearly just trying to quickly grind wins
+The new emerald gaining mechanics and enchantment store are better than the old system, easier to read and less time-consuming
+rewarding players with emeralds for eliminations and egg-destructions is a cool way to still encourage pvp and agressive playstyles, even if the game may be more grindy in terms of equipment now
+the addition of crossbow and tridents makes the game more diverse
+the addition of netherite swords makes it so that there is a reward for collecting diamonds for a very long time
problems:
-the amount of players still attacking you mere seconds after the games start is annoying
-most of the problems related to this gamemode are pvp based, so they are listed in the pvp section under this one
Honestly, eggwars out of all modes actually had mostly positive changes, most of its problems are server-wide and not just unique to eggwars
General pvp:
good things:
+again, players in strong armor are easier to beat because everyone seems to die quicker.
+the introduction of crossbows and tridents into pvp gamemodes is a fun, it makes the game more diverse and allows for more strategies and playstyles that weren't possible before
problems:
-snowballs and eggs seem to deal almost no knockback
-knockback is inconsistent and sometimes broken as hell, sometimes I hit a guy 10 times and he doesn't even move, just to then have me flying to the opposite side of the map because of a singular arrow that hit me by accident
-the faster dying makes it impossible to compete in non-teambased gamemodes against players with stronger armor, because they just end up killing you instantly
-its impossible to come back once someone hits you, its either you dominating them completely and comboing them or you getting dominated and comboed
-critical damage seems to work weirdly, also: critical hits are there for the first time ever, I can remember previous versions not having critical hits (either that or somehow me and every single player I fought before the new update managed to never correctly hit a critical hit), making everyone have to relearn pvp to adjust to it
-it seems to now be possible to hit players from longer distances than the "normal" 3 blocks of reach, not sure if that's intentional, but I've seen others do it to me and I myself have been able to do it quite a few times. Though it could just be lag or a visual bug, considering that I am unable to replicate it when trying to do it, it just happens randomly
-ranged weapons are overpowered, in the right situations a bow can kill a player in leather armor in just 2 hits and it seems like the damage when spam-firing has been significantly increased, making it more than just KB that makes it hard to get close to such players because those arrows actually deal a lot of damage now.
-time between hits appears to be inconsistent, sometimes the game won't let me hit someone more than once a second, and sometimes I can somehow get someones HP from full health to 2 hearts in less than a second despite just swinging a sword without moving or doing anything specific in both types of situations
-knockback, when actually dealt and not dealt with a snowball, seems to be a lot higher, making it impossible to do anything about it
And oh god, there is a lot of things to say about a lot of minigames and features, that's why I am not limiting this to any specific minigame.
Lets just start:
Mega Blockwars:
good things:
+Getting kills now gives blocks, makes it harder to run out of them as long as you can stab someone
+it has become easier to fight back against players in full diamond or full iron armor, because everyone dies faster
+I have far less problems joining the game compared to how it was before the update, before that the game would regularly refuse to let me join due to error, never happened since the update
problems:
-on ctf, the flag regularly refuses to let players take it, leading to games going into overtime and ending in a draw, I had reported this bug but the report got rejected so now I am complaining about it publically.
-on bridges, in some places, where you bridge with blocks underneath you, those blocks seem to lead to a weird bug where block refuse to get placed, leading to a death in the void
-the faster dying makes it impossible to move without any armor unless the players are incapable of hitting you
-bows deal way more damage than they used to, being a 2-hit kill in some situations
On an unrelated note: I think we should also be getting heal from kills, not a lot, especially with the existence of diamond armor, but normal blockwars gamemodes do seem to have healing on kills
-(existed before the update, still gonna complain tho) on ctf, the team that gets to the diamonds first essentially is guaranteed to dominate/win the game, making it impossible for the other team to come back. That is not really the case on bridges because there, killing players is as easy as knocking them into the void
-some chests (specifically on the map canyon) refuse to respawn arrows, leading to situations where you run out of arrows but can't refill without dying
-(also existed before the update) bows that are in your hotbar seem to disappear when carrying the flag, not sure why, and I feel its not done intentionally because all you have to do to avoid this happening is putting the bow in your inventory.
On an unrelated note, I do think blockwars, both mega and the normal variations, could use a mechanic that heals you after every kill. Doesn't have to be a large amount of health, but enough to be able to survive in a 2v1 scenario.
Lucky Islands:
good things:
+The Addition of block lucky blocks and food lucky blocks reduces the "luck" factor slightly, allowing every player to be able to leave their starting island as early as they want to
+Food and blocks in general seem to be far more common, making it harder to run out of those things
+The addition of blue lucky blocks, and rainbow lucky blocks, both having better drops, makes it so that there is more variation in the game, and the fact that lucky blocks can now look differently than just being yellow is a nice visual thing.
problems:
-the block lucky blocks and the food lucky blocks make the chef and the builder kits obsolete, why'd you need to spawn in with blocks if you do it anyway and why'd you need to spawn with food if you do that anyway?
-weapons seem to be rarer, leading to situations where players run around without weapons or only the ones they spawned with for the entire game
-Situations where you have to go up against players with better equipment while having almost nothing yourself have visibly increased since the update
-the amount of food and blocks that now spawn, in addition to maps often having a lot of easy to break moss blocks, leading to there now being an abundance of blocks and
-the infini-tato and the item-stealing fishing rod (forgot its actual names) are useless in practice
-being overpowered is way too overpowered, I know that's the whole point but its pretty damn scary to see a player fly up to you or have him be able to one-hit kill you, regardless of the armor you got. Also: because of that its now impossible to tell if a guy is fly hacking or just on overpowered mode. In my opinion they should simply get an elytra and a bunch of fireworks instead of having creative-mode flying.
-some maps have islands on them with blocks that make it impossible or harder to jump to an island right next to it
-on the map honey, under one of the lucky blocks on the starting islands, there is a moss block, leading to situations where, if you forget about it, you can die instantly due to falling to the void because you decided to stand on the lucky block to mine it (ik, standing on lucky blocks in general is not a good idea, but if I am gonna die because of a lucky block, I want to be lava
-the amount of quick to break (instant or only a few miliseconds) blocks in the game makes it way too easy to die by accident in general.
Eggwars:
good things:
+The Low prices of iron and diamond armor make it easier to fight back against players who are clearly just trying to quickly grind wins
+The new emerald gaining mechanics and enchantment store are better than the old system, easier to read and less time-consuming
+rewarding players with emeralds for eliminations and egg-destructions is a cool way to still encourage pvp and agressive playstyles, even if the game may be more grindy in terms of equipment now
+the addition of crossbow and tridents makes the game more diverse
+the addition of netherite swords makes it so that there is a reward for collecting diamonds for a very long time
problems:
-the amount of players still attacking you mere seconds after the games start is annoying
-most of the problems related to this gamemode are pvp based, so they are listed in the pvp section under this one
Honestly, eggwars out of all modes actually had mostly positive changes, most of its problems are server-wide and not just unique to eggwars
General pvp:
good things:
+again, players in strong armor are easier to beat because everyone seems to die quicker.
+the introduction of crossbows and tridents into pvp gamemodes is a fun, it makes the game more diverse and allows for more strategies and playstyles that weren't possible before
problems:
-snowballs and eggs seem to deal almost no knockback
-knockback is inconsistent and sometimes broken as hell, sometimes I hit a guy 10 times and he doesn't even move, just to then have me flying to the opposite side of the map because of a singular arrow that hit me by accident
-the faster dying makes it impossible to compete in non-teambased gamemodes against players with stronger armor, because they just end up killing you instantly
-its impossible to come back once someone hits you, its either you dominating them completely and comboing them or you getting dominated and comboed
-critical damage seems to work weirdly, also: critical hits are there for the first time ever, I can remember previous versions not having critical hits (either that or somehow me and every single player I fought before the new update managed to never correctly hit a critical hit), making everyone have to relearn pvp to adjust to it
-it seems to now be possible to hit players from longer distances than the "normal" 3 blocks of reach, not sure if that's intentional, but I've seen others do it to me and I myself have been able to do it quite a few times. Though it could just be lag or a visual bug, considering that I am unable to replicate it when trying to do it, it just happens randomly
-ranged weapons are overpowered, in the right situations a bow can kill a player in leather armor in just 2 hits and it seems like the damage when spam-firing has been significantly increased, making it more than just KB that makes it hard to get close to such players because those arrows actually deal a lot of damage now.
-time between hits appears to be inconsistent, sometimes the game won't let me hit someone more than once a second, and sometimes I can somehow get someones HP from full health to 2 hearts in less than a second despite just swinging a sword without moving or doing anything specific in both types of situations
-knockback, when actually dealt and not dealt with a snowball, seems to be a lot higher, making it impossible to do anything about it