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4craft balance

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May 21st, 2021
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  1. Reiko's suggestions
  2.  
  3. Prot II Sharp III Power IV
  4. Strength II disabled
  5. Enderpearl cooldown of 5 seconds
  6. Combat tag lasts 20 seconds and you can't enter safezone areas while tagged such as spawn
  7. Old PvP style (All 1cps does it buff good PvPers and make hacks such as triggerbot and crits near impossible to fight against)
  8. Disable opples
  9.  
  10. Disable end claims limit faction claims to 1 in the nether
  11. 4 end portals each claimed by warzone / safezone in each quadrant so there won't be a monopoly on the end
  12. creeper spawners in the end for easier gunpowder
  13. 4 blaze spawners in the nether in each quadrant same deal as end portals
  14. Have it so netherwart, sugar cane, etc etc can be bought in spawn money made by selling ores
  15. Possibily regenerating glowstone areas in the nether
  16. Power: -5 min 7 max 2 gain per hour, 2 loss on death, -1 loss per 12 hours of offline, min offline decay capped at 0, initial power at 2
  17.  
  18. regenerating builds after raid but whatever loot is taken is gone
  19. buff ores using hiddenore
  20. ban fishe, make watershields useless and nerf obby until it's like endstone
  21.  
  22. Added from Zealous' suggestions AKA shit I agree with:
  23.  
  24. Anything which intentionally creates lag is a bannable offence to anyone complicit.
  25. Golden Apples have a 120 second cooldown. (Think something like 15 seconds is more fair, as it keeps them as viable healing items but people can't chug them, 120 is too long )
  26. No /home and /spawn, /t home is on a short warm-up of 5 seconds.
  27. If you stay inside a Nether portal long enough after teleporting through it, you will be ported back - prevents portal trapping.
  28. Explosions in faction territory become ineffective after 30 minutes of no one being online.
  29. No protections above y:220 or below y:20
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