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Don't forget ghast set
Re-Balance Reaper Scythe to 50%, 60% or 70% because 30% makes the zombie damage and healing output useless and cant be used effectively in almost all situations. However 50% would not make it really powerful to the point the zombies can kill the magma boss in seconds, but can still use the zombies as an alternate healing / damage source against bosses (because too be honest slayer bosses are the only thing that the zombies actually will be used to fight).
Make perfect armor customizable, such as a speed build using enchanted sugar cane in place of the enchanted diamond blocks. Same thing but zombie hearts for health, enchanted iron blocks for strength, enchanted Lapis blocks for upgraded lapis armor (not on the Lapis Armor but gives a similar buff), redstone for potion duration, enchanted Gold Blocks for scavenger buffs. And a Full set bonus for any tier 10 Buff Type. Just a thought
buff the underused dragon sets, Its suppose to a ''legendary armor set''
dont need another gap lol. All of the dragon sets are usable. We need more other viable end gear sets so it's easier to switch from one to another.
While everyone else debates the weaponry, I'd like to provide unique input on a lot of the lesser-known armors, and a few of the mainstream ones as well.
Farmer Boots - Speed now only activates for 15s after breaking a farming skill crop, in an effect similar to the haste ring.
For a crop so commonly farmed, pumpkins quickly reach collection level IX. The speed you earn from this single piece of armor is far too high compared to other speed-providing armor sets. Farmer boots should be used for, well, farming.
Hats - Remove all hat abilities and stats. Unlocking a hat recipe unlocks that hat's design to be used in an added hat slot, to change the cosmetic appearance of the player's head but retain helmet functioning. Each hat is now given a unique cosmetic hat effect, much like fish hat or the gadgets of the main lobby.
Skyblock has too many unique set bonuses to make use of hats, even for new players. With the exception of a few rare/epic heads and helmets, the common and uncommon hats are only used in extreme niche situations. Rather than forcing players to give up set bonuses and balance each hat individually, the addition of a noticeable cosmetic will assist in skyblock monetization. Some of the more unique and useful hat effects can be scaled up and worked into future gear set bonuses.
Angler Armor - Defense aspect of set bonus now scales with raw fish collection; maxed at 30k. Crafting recipe now requires 16 raw fish per crafting slot.
Angler armor is too useful in the early stages of fishing despite it's cheap cost, and not effective enough at high fishing levels. This armor shouldn't simply be swapped out every time a rare sea creature is caught, but it also shouldn't be the only gear required to survive difficult sea creatures.
Pumpkin/Cactus/Mushroom Armor - Increase health and defense by roughly 50%, and the crafting recipe now requires up to 64 items per crafting slot, depending on the armor and collection requirement.
Who didn't start their unique armor sets with Lapis? Early game armor needs competition, and nobody really uses these sets for more than a day. It may be necessary to swap collection slots with other perks of each collection to make the effectiveness equivalent to the collection requirement.
Hardened Diamond - Crafting recipe now requires 16 enchanted diamonds per crafting slot. Increase defense by 10 per piece.
A lot of people use hardened diamond as a standard to compare other armors too, when it itself is far to cheap for its rarity and effectiveness. A small defense buff is necessary to compete with Golem armor and match rarity.
Fairy Armor - Rarity is now uncommon.
The stats provided are not enough to constitute rare, and that prefix can be misleading to the value, considering how easily they are caught through fishing. These pieces sell for up to 40k despite having nowhere near the value. Additionally, skyblock needs more uncommon armor sets.
Emerald Armor - Remove set bonus. Apply the same effect to each individual piece, scaled to max at 100 health and defense. Every 10000 emeralds is 1 health and defense for each piece.
This is the armor set I use currently. Emerald armor is nearly balanced, but still feels not much better than the next best set. The idea behind this change is to very slightly increase the "tank" aspect of the set, and also allows the user to mix and match outside armor pieces without losing the necessary buff from the set bonus. Another benefit is that the player can start using the pieces before all 600000 emeralds have been grinded.
Farm Armor - Increases the rate of crop regeneration in lobby by 5% per player wearing the armor, 20% maximum. Each level 9 farming collection increases health by 50.
This armor is almost always generated after stronger sets have been unlocked. It makes sense to utilize the farming portion of the armor both to farm better, and to scale well in late-game combat for players interested in high-end farming. In the endgame however, even very high health bonuses will always be out shined by the damage of dragon armor.
Diver's Armor - Getting hit has a 25% chance to trigger a cosmetic splash effect and increase your speed by 100 for 5 seconds (10s cooldown). Health and defense increased by roughly 20%. Now requires fishing level XX.
Diver's armor requires more dedication than any set in the game to obtain, except perhaps a few slayer sets. The armor itself should provide similar prestige, in the form of a unique effect.
Sponge Armor - Set bonus addition: Attack speed increased by 50.
Not even in a water dungeon is this set useful. You can now hit things as fast as a sea guardian can right after it just took a big mouthful of sugar listening to Baby Shark and preparing to go see Santa.
Blaze Armor - Ember Rod now has a crafting recipe to upgrade into Ember Staff, included in an update that adds a nether themed slayer boss. Blaze armor increases Ember Staff's magic damage by 100%. No longer deals max health percentage damage.
It would be interesting to see a more niche glass-cannon armor set based around the underused mechanic of magic damage. This would be an exciting feature that would make blaze armor worth the grind without adjusting too many numbers. Blaze armor's previous ability can be reworked into a future armor set.
Perfect Armor - Multiple variations of this armor are available starting at tier 2 by mixing other double-enchanted crafting materials during upgrade for differing effects.
Perfect armor has been lacking in style. Everyone calls for this set to be buffed, but why not simultaneously make it far more interesting? Allow players to opt for certain builds within the same set, much like the differing dragon armors. Players can choose to go all in on one stat such as crit chance, the newly added innate perma-defense, or add pieces of completely different stats in their next upgrade tier. It will be difficult to balance damage aspects of this system, but it will make perfect armor something everyone wants to try.
Buff speedster armor
Nerf ender armor is it too good of a set and can be obtained easily or can be bought for cheap. I say you should make it so it doesnt multiply the reforges in the end.
Buff the Zombie Sword and Ornate Zombie Sword
Make it so the active ability scales with your intelligence, instead of being a flat amount
Buff pigman sword, it is one of if not the hardest non-slayer craftable items to create and is outclassed by many other swords, I could spend that month it takes to grind over 1.2 million porkchops with some clay minions instead and just buy a 50 mil midas, probably would also take less time tbh
Protector Dragon Armor is garbage atm, so buffing it with some more base defence and health would be nice, because the set bonus aint that good.
Buff pigman sword: For the amount of time it takes just for it to be on par with AOTD is not worth it. Give it more strength or raw damage.
this may be a somewhat unpopular though, but something should be done about the speed cap. currently, wise is better for keeping max speed, when young is suppost to be the speed set. maybe make it so speed effect are amplified on young, and reduce them everywhere? this would keep wise as powerful as it is, but take more investment to keep up max speed, while on young (the speed set) it'll be easier. I just feel like something needs to be done about wise, because it's better then young in every way, even in what young is suppost to main in.
Buff Young Dragon and Speedster. Why?
Young Dragon is outsped by Farmer Boots, an item that costs 300k vs a 1.5mil set. If my set is literally built for speed, how is it fair that EVERY SINGLE DRAGON SET in the game outspeed me with just Farmer Boots, despite, you know, Young Dragon is made for speed. It's also the same case with Speedster, except that people as low as Farming Level 8 can outspeed you.
My Proposal: Buff Young to have +90 speed when above half health. Going from 215% to 235% is a large difference.
Buff Speedster to have 180% speed, but have the set bonus be a 60% speed increase (20% speed comes from each piece itself giving 5%) as well as an ability. The ability will be to gain a 100% speed increase for 7.5 seconds. The cooldown for this could be 15-20 seconds, and it would cost no/little mana. This would make Speedster Armor actually useful for reasons other than a flex, but its garbage stats still prevent it from being overused in the End.
Buff oerfect in terms of speed, health, strength or maybe add some unique ability for the armor. spending like 40mill on maxing that set but is worse than superior is just stupid
Mastiff armor should be made more useful against wolves by removing the -50% Crit damage
Pigman sword should be doing higher damage than aotd
add requirement on each gears
The silk edge sword needs to be buffed since it only does 20 more damage compared to leaping sword even tho it uses the same amount of spider eyes to craft it