To anyone who participated in or watched the livestream of the latest Balak fight, I think you knew a post like this would be coming. The meta is shifting quickly to using end crystals during battles and though it was fun to play around during the fight it's clear that the end crystal's balance and role in Conquest needs to be looked at.
At it's source, an end crystal does as much damage as a charged creeped, 72.5 hearts. This is enough to instantly kill any unobstructed player in full protection 4 diamond armor within a 4 block radius around the crystal. Despite this, if you're a single block below the end crystal (feet on the same level as the obsidian) you take a maximum of 2.5 hearts through protection 4. This is due to a combination of how Minecraft calculates explosion "exposure" and what the game considered to be the origin of the explosion. To boil it down, rays are drawn to points on a grid covering the player's hitbox from the explosion's origin, which is the center bottom of the end crystal's hitbox. This results in very few exposure rays being able to hit the player.
There are a few ways that we think end crystals can be reworked without removing their role in Conquest:
At it's source, an end crystal does as much damage as a charged creeped, 72.5 hearts. This is enough to instantly kill any unobstructed player in full protection 4 diamond armor within a 4 block radius around the crystal. Despite this, if you're a single block below the end crystal (feet on the same level as the obsidian) you take a maximum of 2.5 hearts through protection 4. This is due to a combination of how Minecraft calculates explosion "exposure" and what the game considered to be the origin of the explosion. To boil it down, rays are drawn to points on a grid covering the player's hitbox from the explosion's origin, which is the center bottom of the end crystal's hitbox. This results in very few exposure rays being able to hit the player.
There are a few ways that we think end crystals can be reworked without removing their role in Conquest:
- Shift the end crystal's explosion origin up to the center of the crystal's hitbox. This would result in more consistent damage and remove the ability of players to survive an end crystal despite being half inside its hitbox.
- Nerf end crystal damage entirely. It makes sense that end crystals are able to deal massive amounts of damage, but not even the TNT from the TNT module can 1-shot players. End crystals should more closely follow the power and damage falloff of the TNT module.
- Implement a global cooldown on end crystal placement within battlezones. If a player misses their shot by either being too early or too late, they should not be able to immediately place another crystal. Rapid-fire portable charged creepers throws any sense of balance out the window