Well, I've been playing the 1.9 pre-release, and have found that potions will change just about everything about how PvP is done on Minecraft. In my opinion, there are a few 'classes' that people can use for combat in Minecraft (or to contribute to a PvP faction), and 1.9 will add in a new 'class'. Before I go on, let me explain what I think the current ones are:
Melee: This is the most obvious. Using a sword, and normally iron/diamond armor, the melee class rushes in to attack up close.
Archer: Another obvious one. They will have a sword on them, but will usually spend there time away from the actual fight, firing arrows. This is a much better option than it was before 1.8.
Builder: This person never actually fights, but instead spends time making sure that a base looks good, and cannot be infiltrated. They will normally try to come up with a way to trap their base, so that they may quickly kill attackers.
Now, all of these 'classes' will find improvements from potions, such as instant health, regeneration, strength, swiftness, even fire resistance - they'll all change the normal stuff that is used to PvP.
But, you may of noticed that I haven't mentioned the potions such as poison, or weakness yet. Now, my reason for this is that the new 'class' I mentioned uses these. Now that you can throw potions, somebody could PvP by throwing these potions at enemies, and using the other potions that provide benifits to help allies. This could promote faction PvP a bit, as this allows for a player to support a group of allies and cause damage to enemies.
Finally, enchanting could be a major way for us to promote PvP. Enchanting gives players an edge over others in PvP, and it requires that you spend levels to use it. So, why don't we limit the experience gain from monsters a lot, and increase the experience from players? Those wanting the benifits of enchanted tools and armor will need to PvP for it with this suggestion.
Well, these are my thoughts on 1.9 and PvP. Thanks for reading, and feel free to comment on this or share your own thoughts on it below.
Melee: This is the most obvious. Using a sword, and normally iron/diamond armor, the melee class rushes in to attack up close.
Archer: Another obvious one. They will have a sword on them, but will usually spend there time away from the actual fight, firing arrows. This is a much better option than it was before 1.8.
Builder: This person never actually fights, but instead spends time making sure that a base looks good, and cannot be infiltrated. They will normally try to come up with a way to trap their base, so that they may quickly kill attackers.
Now, all of these 'classes' will find improvements from potions, such as instant health, regeneration, strength, swiftness, even fire resistance - they'll all change the normal stuff that is used to PvP.
But, you may of noticed that I haven't mentioned the potions such as poison, or weakness yet. Now, my reason for this is that the new 'class' I mentioned uses these. Now that you can throw potions, somebody could PvP by throwing these potions at enemies, and using the other potions that provide benifits to help allies. This could promote faction PvP a bit, as this allows for a player to support a group of allies and cause damage to enemies.
Finally, enchanting could be a major way for us to promote PvP. Enchanting gives players an edge over others in PvP, and it requires that you spend levels to use it. So, why don't we limit the experience gain from monsters a lot, and increase the experience from players? Those wanting the benifits of enchanted tools and armor will need to PvP for it with this suggestion.
Well, these are my thoughts on 1.9 and PvP. Thanks for reading, and feel free to comment on this or share your own thoughts on it below.