The recent update to PvP on the bedrock server changes the damage values on many weapons. The most severely affected were axes. Before the update wood and gold did 7 damage and the rest did 9. The otherwise strongest weapon in the game, a sharpness II diamond sword also did 9. However axes are far more common than sharp II diamond, and many players would get the strongest weapon in the game right off the bat. This greatly benefited aggressive playstyles since massive damage could be dealt to unsuspecting opponents. Following an initial attack, the fight usually devolved into a chase and the defending player would try to outlast their aggressor in a pursuit that could take 30 seconds or more (for reference games take around 4 to 6 minutes). This seemed to work fine in the eyes of me (a top 20 player) and several other top level players; the offensive output was enough that only one or two hits was needed to finish the defending player off. There are also defensive options such as TNT, a bow, flint and steel, (or hoping the attacker gives up) but they would seldom help the player being chased in the long run. (ha, get it)
With the nerf to overall damage output, these chases are becoming increasingly more common and lengthy. While this change certainly benefits the defending players, it makes the games far more monotonous for everyone involved. Having a splash speed potion would serve to combat this monotony from both directions. The attacker could use it to catch up, since otherwise they have to try to gain ground little by little, or hope the player they are chasing messes up. The player being chased could use it to definitively end the chase and try to recover as it serves as a better guarantee for pulling away and recovering compared to the existing defensive options. I see these potions being a short burst such as speed II for 5 to 10 seconds, and being about as common, if not more, than their instant health counterpart.
With the nerf to overall damage output, these chases are becoming increasingly more common and lengthy. While this change certainly benefits the defending players, it makes the games far more monotonous for everyone involved. Having a splash speed potion would serve to combat this monotony from both directions. The attacker could use it to catch up, since otherwise they have to try to gain ground little by little, or hope the player they are chasing messes up. The player being chased could use it to definitively end the chase and try to recover as it serves as a better guarantee for pulling away and recovering compared to the existing defensive options. I see these potions being a short burst such as speed II for 5 to 10 seconds, and being about as common, if not more, than their instant health counterpart.