Read moreSome feedback on PVE
Melee combat in this snapshot feels a lot worse than, say, V2. I can't say for sure, but I'd say a lot of that is due to the combination of hit compensation, no incentive to charge attacks, high attack speeds, high knockback and powerful auto-attacks.
I do like where health regen is at, and I love how taking damage causes a negative feedback loop and endagers your ability to sprint. No real opinion on bows or shields as of yet, but maybe shields should feel more consistent in the way they block damage. It's hard to tell when you'll get punished even though you've blocked.
Also, about auto-attacking.
I know you previously said that was a highly controversial feature even back in the first snapshot. I understand that some people really want it to stay.
As someone who's not a fan, could I add a suggestion?
I get the sense that auto-attacks are just a different way to do the same ...
Yes, in the next version I've reintroduced the charged attacks. Adds more options.
Regarding auto-attack... One of the reasons for the combat tests is to bring Java and Bedrock to parity. It will be greatly helpful when we are designing features in the future. But on Bedrock we have millions of controller players, and being able to hold the trigger to attack is a necessity. Removing auto-attack from Java, or putting large penalties to it, will move us out of parity again.