Tbh I don't see why escaping pvp should be countered by CEs when these escape methods shouldn't exist in the first place. Enderpearls should be removed from pvp in the first place, it makes no sense for them to be inside and even if let's say fine we let people enderpearl in pvp, the cooldown should not be like 9 seconds my dude. At least 20-30 seconds in my opinion. Also punch 10? How does that make any sense whatsoever at all in pvp? The boost is crazy and yeah as you said just knock someone of a tree continuously till you have enough time to tp out. Maximum punch 4 makes sense to me IMO and I still say vanilla punch 2 is the best. And yeah the pvp is really really laggy even in duels. In PvP every 20 clicks registers about 2 hits? And it doesn’t even mean 20 clicks per seconds I mean like 20 clicks across 10 seconds still only registers 2 hits and I 100% can say that effects like strike contribute to the lag. I am fine with some CEs, shred is decent, maybe a strength CE, Vampiric is fine because these CE’s only change certain game values. They have no particle effect or tick render effect that needs to be loaded server side and sent making this 1 hit every 5 seconds pvp even laggier. Remove pvp escape routes and remove HIGHER LAG INDUCING custom enchants.
Adding laggy CE's to mitigate running is like tryna solve 1 problem by adding an even bigger one.
Adding laggy CE's to mitigate running is like tryna solve 1 problem by adding an even bigger one.
With no CE's, the chasing aspect of pvp turns into: you bowboost, you hit them once or twice, they bowboost away, and then it repeats over and over again. With CE's, the chasing aspect is basically the same except once slug or freeze procs, you can start whaling on them.