I think Sku has the most elegant solution by far that doesn't mess with the base game too much to make it so crazy. Silent's suggestion could also work good as well when combating invises.
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yes i bring crystals to every end gank incase there is an invisbeing part of the invis army is my 9-5 job every day. but if its that big of a problem I mean go ahead skuhoos suggestion is cool
btw nakeds can get one shot by crystals from very far away
+9999 invis in battlezone is useless and serves no purpose unlike invis in wildsI wasn't originally gonna comment on this because I overdosed on copium but I highly doubt the main goal of the 20 people that have a tent pitched up at end docks is to get the sets of people they kill, or else they wouldn't be fighting right next to the #1 set consumer, the void.
What really ruffles my feathers, pulls my leg, and makes my blood boil is full invises in battlezones. Like, what purpose do they serve? They crawl around the battlefield, drooling over themselves, finger in nose, just waiting to spot someone they suspect may be low on pots. And god forbid that someone pulls out a shulker, oooh boy. The full invis' jaw drops to floor, eyes pop out of sockets accompanied by trumpets, heart beats out of chest, tongue rolls out of mouth. Another unsuspecting victim. Their cheeto-dust-covered RGB mechanical W key is pressed until they're close enough to their prey. Mine shulker, pearl away. A snort-laugh is heard echoing through the streets of the full invis' neighborhood, and off he goes, practically AFKing until he finds another opportunity to instill confusion and frustration into a hard-working fighter.
Remove battlezone invisibility.
i think these are the best 2 nerfs. 3 minute invis makes it harder for full invis as they are forced to constantly chug invis which makes them easier to detect. disabling fire res with invis is also very good as u can just spam click with a fire aspect on a full invis to get them on fire and its just a matter of how fast u can 1 tap them after that. i dont think either will mess with using invis to kite as 3 minutes is enough to get out of tag and go back to docks. i also think disabling fire res 1 with invis wont mess with invis players in sets fighting as they can use a firestone after they applied invis. i dont know if this is possible but maybe add a lingering potion like effect of like the nullifying potion that just disables the invis of any player that walks on it after somebody dies. maybe there could be a way where it only disables full invis. this could just appear for a few seconds giving that player (and the others in sets) enough time to grab the stuff.This was suggested before I think, but that's meh. I can see it being abused like if someone is low they pearl to a teammate so they can die and only their team gets the stuff.
I think just make invis 3:00 or less. A proper/main use was to kite from a bunch of people and you don't need 8 minutes to do that. Before when we had cits and invis with armor in battlezones it had a different purpose, but since those are gone kiting and raiding (which staff doesn't support) should be the only purposes. It doesn't need 8 minutes and the time can easily be nerfed as other servers have done it. This will also make invis more expensive as it will be consumed more. I know people who bring an entire inventory of invis.
As for you guys ganking, what i do is bring a multishot crossbow and spectral arrows. Or staff make it so invis and fire res can't be used together.
Also restricting the time doesn't even hurt mining. On average it takes 90 minutes to mine RI usually less and 90/3 = 30.
alot of people dont have the pc to turn on particles and even with particles on they are still really hard to detect and like mario said the other invises will confuse you. you will not go chase an invis if there are other enemies trying to gank you out.with strength a full invis is 1 hit, I dont think it should be nerfed
faxI wasn't originally gonna comment on this because I overdosed on copium but I highly doubt the main goal of the 20 people that have a tent pitched up at end docks is to get the sets of people they kill, or else they wouldn't be fighting right next to the #1 set consumer, the void.
What really ruffles my feathers, pulls my leg, and makes my blood boil is full invises in battlezones. Like, what purpose do they serve? They crawl around the battlefield, drooling over themselves, finger in nose, just waiting to spot someone they suspect may be low on pots. And god forbid that someone pulls out a shulker, oooh boy. The full invis' jaw drops to floor, eyes pop out of sockets accompanied by trumpets, heart beats out of chest, tongue rolls out of mouth. Another unsuspecting victim. Their cheeto-dust-covered RGB mechanical W key is pressed until they're close enough to their prey. Mine shulker, pearl away. A snort-laugh is heard echoing through the streets of the full invis' neighborhood, and off he goes, practically AFKing until he finds another opportunity to instill confusion and frustration into a hard-working fighter.
Remove battlezone invisibility.
agreeI think Sku has the most elegant solution by far that doesn't mess with the base game too much to make it so crazy. Silent's suggestion could also work good as well when combating invises.
the point of an invis is to lower enemies supplies and sneaking up to them while repearing there armour and kill them.I wasn't originally gonna comment on this because I overdosed on copium but I highly doubt the main goal of the 20 people that have a tent pitched up at end docks is to get the sets of people they kill, or else they wouldn't be fighting right next to the #1 set consumer, the void.
What really ruffles my feathers, pulls my leg, and makes my blood boil is full invises in battlezones. Like, what purpose do they serve? They crawl around the battlefield, drooling over themselves, finger in nose, just waiting to spot someone they suspect may be low on pots. And god forbid that someone pulls out a shulker, oooh boy. The full invis' jaw drops to floor, eyes pop out of sockets accompanied by trumpets, heart beats out of chest, tongue rolls out of mouth. Another unsuspecting victim. Their cheeto-dust-covered RGB mechanical W key is pressed until they're close enough to their prey. Mine shulker, pearl away. A snort-laugh is heard echoing through the streets of the full invis' neighborhood, and off he goes, practically AFKing until he finds another opportunity to instill confusion and frustration into a hard-working fighter.
Remove battlezone invisibility.
this would be something worth considering further down the line with any possible "Gank Isle" or pvp-based-events as a whole, this could be pretty neat!Is it invis players ganking or invis players stealing loot that's the problem? A possible solution to the latter could be only letting the player that got the kill pick up the victim's loot for some amount of time.
There is no way this could go wrong 0 way nothing that would involve sitting in docks killing someone and then only being allowed to get there gearIs it invis players ganking or invis players stealing loot that's the problem? A possible solution to the latter could be only letting the player that got the kill pick up the victim's loot for some amount of time.
This is better then skus suggestionI think a better way to do it might be to make it so invisible players take longer to pick up items, that way they've got to stay on top of the item stack for longer, not only making them unable to pick up the items before the killer can, but also making them much more visible due to their particles sticking around for longer.