We Made Our Own Archery Update for Minecraft

I’ve never been particularly satisfied with bow combat or progression in Minecraft… So I made this! 😀

Check out Archery Expansion here:
CurseForge: https://www.curseforge.com/minecraft/mc-mods/archery-expansion
Modrinth: https://modrinth.com/mod/archery-expansion

Resurvival Modpack:
https://www.curseforge.com/minecraft/modpacks/resurvival

Discord: https://discord.gg/UYGSn94
Patreon: https://www.patreon.com/InfernalStudios
Website: https://infernalstudios.org/

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38 Comments

  1. Honestly, I really didn't like the execution of this concept, the way you reworked bows could essentially boil down to adding a lot of mechanics and items that wouldn't really need to be added to make the bow good.

    Of course now how would I make it?

    Fixing skeletons:
    The optimal counter to skeletons would be getting close to them and hitting them, which would auto reset there bow drawing, This is actually something the devs partially did during the combat test snapshots with food and potions where if you got hit or took damage your eating/drinking would be reset and you would have to restart, This is the simplest solution to a relatively trivial problem.

    Bow Crosshair Icon:
    I actually really liked your Idea on the cross hair Icon and would probably keep that.

    Bow types:
    Personally I don't like the idea of there being a full tier system for bows since it has the chance of making crossbows obsolete however at the same time there should be a new bow varient that stands out from the other 2. So the safest and simplest solution here would be to make it so you have 3 types of bows (Standard wooden, Compound and Crossbows) Compound bows would take longer to draw but would fire farther and be more accurate. Compound bows wouldn't be able to be crafted but instead would need to be found in structures like strongholds or nether fortresses, Alternatively they could be traded as a max level trade for fletchers.

    Headshot mechanic:
    I also liked your Idea of headshots since Minecraft already has a Critical hit system. Essentially the same would apply for bows increasing there damage by 50% when they hit in the head.

    Quiver:
    Pretty self explanatory, Adds a quiver to Minecraft that functions like the bundle but you can only add arrows to it and its max size is increased from 64 -> 256.

    Tipped Arrow Heads:
    this would probably be the biggest change, but I think it makes sense and that of course is tipped arrows. I would add a few more types of arrows (Copper, Iron, Obsidian & Diamond tipped) which could be made by placing a ingot/gem around 8 arrows in a crafting table or if you make a fletching table you could make 16 tipped arrows with one potion/gem/ingot.
    Keep in mind, the new arrows variants wouldn't be able to have potion effect applied to them. Mainly for the sake of balancing.

    Ofc I still don't think even my way is the all be it perfect, but I view it as something significantly more likely for the Minecraft devs to do since I would say it significantly more vanilla friendly and is based off of some stuff the devs themselves have done before.

  2. I came up with some ideas!!
    Bows and Crossbows with a scope made with a spyglass

    Underwater bows made from nautilus shells (iron tier), which can be upgraded with the Heart of the Sea (diamond tier)! That would give it extra power during rain, while touching water, and mobs that are in water!! With the Heart of the Sea you can craft an enchantment book when combined with a Pinpoint enchantment book (or applied to an item with the Pinpoint enchantment) that would make arrows home in (this isn't extreme homing, just a little bit) :0

    Crossbows have heavy recoil when shooting fireworks

    Bows can shoot fireworks but it does more damage to the bow

    Multishot bows that fire their arrows vertically instead of horizontally :0

    Magnitude enchantment that allows you to charge your bows even longer for a "super shot" that deals more damage and knockback to enemies, and has a lot of recoil.

    Sidestep enchantment for leggings or boots that allows you to dash to the side when pressing a keybind + A or D (IDK if this is possible but it would be soooooo cool!!!!)

  3. This is a very good idea, and I feel like it's just a natural progression to how bows would evolve. Higher tiers with their own strengths and weaknesses, but also balancing how the player/skeletons shoot is perfect! Keep up the good work!

    Now… how about the Crossbow and Pilligars/Pigmen? How are they gonna work out? (Some of them should also be able to use average bows too, IMO)

  4. very good ngl but it does not fit all (just my opinion) but yeah archery system should get some reworks, but in maybe different way? I do not know but you could try to add something new, you know we got bows, crossbows but you could also add something like spear gun

  5. I think the arrow tiers are super unnecessary since tipped arrows are a thing, in fact I find it weird y'all didn't try to focus on making those more useful/accessible, but the rest is great actually :J

  6. I feel like skeletons should stop charging when you lose line of sight and have to redraw the bow again so that you can actually use cover. They should also get interrupted when getting hit. To counteract this maybe skeletons can move or shoot faster so they’re still dangerous out in the open.

  7. But bro is actually dumb. I literally have a bent steel compound bow in my garage. Saying you cant bend metal is like sayingbyou cant shatter glass. Metal is easily bendable with intense weight and heat.

  8. tbh the pve combat in minecraft definitely needs an overhaul. They tried that with the combat update but it only made things more clunky. A simple thing like making melee mobs telegraph their attacks can make the combat so much more interesting

  9. I definitely agree that bows and skeletons are in a very poor place right now, but I don't feel that having a tier system to the bows will help it much. I, personally, really don't like the equipment tier system at all because it makes a lot of the equipment obsolete. This would likely wind up the same.

    I'd much prefer a system that just has a longbow for low mobility, long draw, higher accuracy shots and a recurve shortbow for high mobility, quicker draw, moderate accuracy shots. This adds some variety, but doesn't address some other issues like skeleton AI. Skeletons should attempt to stay far away from you. If you rush them they should, at most, take one shot at you before attempting to reposition. And giving them the opportunity to be armed with different types of weapons to change their behavior also sounds like a really good idea.

  10. Look. Im not against the idea. I find the video itself fairly well done and edited as well as structured. But to be fully honest, it should not take you 3 minutes and 50 seconds to get to what you did to the bows in order to make them better. You explained in 3 minutes and 50 seconds so much that could have been explained with much less words.

    Below you find a bit of critique as well as a general idea on how to make the Arrow tiers more appealing.

    First of, the critique. As I said, you said so much in such a long time. This is the, scuffed but shortened version of over half of your video. And it says practically the same thing. Thats not "being creative". Thats "stretching the video for watchtime". Even if you did so unknowingly.
    Skelletons are harder to fight than other mobs. Bows in Vanilla suck. They make players slow down and are rather weak without enchants instead of being empowering, fun and engaging for the player. So we decided to overhaul them and give them tiers. Now each tier makes the bow more powerful and durable while also adding gameplay changes depeding on the bow you choose to play with (Examples here). This applies to arrows too! Also remember the Skelletons? They now face a debuff of their own! (Example here). – The rest is fine.

    All in all, I dont mind the fluff. The issue is just that its nearly 4 minutes of it. And that 4 minutes before you actually get to the point. The point of this video isnt "The vanilla stuff sucks". The point of it is "We made a mod to improve the Vanilla features that suck." From here it would be a back and forth, from one to the next, to explain why one improvement is needed over the next due to X and Y being the case in vanilla.

    In addition to the above I have one gripe with the mod. And that is ressource wastage. Making Arrows of one type is enough. Why? Because we can make tipped arrows. We do not need tiered arrows. Making tiered arrows, especially knowing the format its going by is going to be widely underused and if anything only used by the people who have the ressources to spare, aka a very much endgame opportunity. No one in their right mind will craft themself netherite arrows. That stuff is not only hard to find, hard to mine but also much more valuable for Armor and any tool available. The same goes for diamonds even if they are more plenty. Iron and Gold you kinda would have a case however here the idea could easily be more interesting than "tiered arrows".

    Flint Arrow: The regular Arrow we all know and love. Can be tipped with Potion effects due to the wood being able to soak it in properly and the tip of the arrow being flint so its easier for the stuff to stick on the rougher surface. – Lore lore lore yap yap yap you get what I mean.
    Iron Arrow: Armor Piercing by default. – Due to the properties of the Arrow being of a much stronger material, this kinda arrow is now working very well against enemies in armor. This is especially great for the mid game time in wich mobs slowly get more armor over time. Not only that, they also help in the Nether due to their heightened strength. Could possibly be piercing by default as well. Remove the enchant for it from vanilla.
    Gold Arrow: High Luck. These arrows Damage is crap. No Ifs or Buts about it. That gold bends quicker than anything. However they are a special type. If you kill an enemy with it, it may or may not drop more loot. Due to the Golds Magical properties (as we know Gold has a much higher chance for better enchantments overall than other tiers) it may even cause what is known to be a "loot pinata" but at a much lower percentage than just luck based loot. Possibly even something special here and there if the mob wears armor.

    This way you give people a reason to actually use different types of arrows. Which is surprising you didnt do this from the start cause you already gave the bows different properties as well.

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