Cake Wars: Java Edition Suggestions For a More Fun Experience As avid players of the game-mode Cake Wars, @DeMotD and I believe that some changes are needed in order to allow for a more fair and fun experience. Cake Wars is an extremely competitive game, and we think that our ideas may sound out of place at first, but our reasoning will help reassure why they are needed. 1: Re-balancing of Kits Warrior: Warrior kit is most probably the most underused kit in Cake Wars. Currently, warrior is supposed to give you 3 hearts after a kill. After further testing this seemed a bit inconsistent. We would often get a kill and receive 1 and a half hearts, while sometimes receiving 2, but never 3. Even if warrior truly does give you three whole hearts, we believe this ability does not compete with the other abilities different kits have. Warrior is supposed to be useful for staying alive in situations where you have to fight multiple players at once. Let’s say, for example, it is the beginning of a typical standard game and you decided to rush mid. However, you are not the only one rushing the middle, other teams are also rushing it as well. You may be able to capture the point first, however, your chances of surviving three players in a free-for-all fight is very low. In this situation, warrior is supposed to be an extremely useful kit. As long as you keep getting kills, you should survive. But with the current way that damage works in Cake Wars, and the current amount of health you receive after a kill when using the warrior kit, this is not likely to occur. Currently, and iron sword does 2 hearts against a player with leather armor [I bring this up as a player with leather armor and an iron sword is something that you see quite often in the beginning of Cake Wars matches]. One hit from an iron sword, and 66% of the health you gained is gone. Furthermore, that first hit exposes you to a combo and you might as well have gone builder so you could spam platforms and suffocate players to win. Being warrior kit does very little for you in this situation, even though it seems like it should do more. The solution to this problem is to fix the health warrior kit receives after a kill. Make it so that the health gained is more constant and reliable, as of right now, it is far from that. We also believe that after attaining a kill, the kit should receive strength 1 for a very small amount of time [a second maybe even less]. As pointed out above, the health given per kill can easily be taken away within one sword swipe. Giving the player strength after receiving a kill [again, for a very short duration] would help balance this. We believe it would make the kit better able to do what it was designed to do, hold its own against multiple players/encounters. TL;DR: Warrior kit is not used a lot because it can’t compete against other kits. The kit’s health regeneration should be fixed to be more constant after getting a kill. It should also receive Strength 1 for an extremely short duration [1 second or less] so that it is better able to fight multiple players, which is what we believe the kit was designed for. Frosting: Frosting Kit has been a point of frustration for many players in the community. The truth is that frosting is the most reliable way to start a combo in Cake Wars and in the hands of a skilled player, can be impossible to counter. We believe the major problems originate from the slowness you receive after getting hit by a snowball. Not only can you be put into a combo from range, it also becomes extremely difficult to escape this combo due to the slowness given. We believe the slowness should reduced to slowness 1 from slowness 2, and the duration may even have to be altered as well. Again, this idea would require a lot of testing. The last thing we want to do is make the achievement kit for the game-mode unusable, but we also wish to make it more balanced. TL;DR: Frosting snowballs should give slowness 1 instead of slowness 2 so that players can more easily escape combos. 2: A Better Catch Up Mechanic Cake Wars is a game where beacons are everything, and the amount of time you hold a specific beacon can determine how a game goes. The middle beacon is the most important beacon in the game as this basically gives your team the upperhand in most games. Our idea for a change would be to have the middle still play a pivotal role in games, but allow for teams who are behind to get on a more equal playing field with others. We would like to see a better catch up mechanic to be put in place in terms of late game. We’ve all had our fair share of games where your team may not be able to hold the middle for a sufficient amount of time, and other teams may get upgrades that put your team at a disadvantage. As of now, whoever wins a Cake Wars game is essentially always determined by the amount of gear they possess. So, whoever keeps the middle for the longest and holds the most emerald beacons, would most likely win the game. We find ourselves often fighting other teams and protecting ourselves from being rushed, while other teams are able to hold the middle beacon and purchase upgrades. By the time we have defeated the surrounding aggressive teams, we find that the team that was getting stacked while you were fighting has gotten full diamond with full PVP upgrades. Now, it is impossible for you to take the middle beacon alone. Also worth noting that if your teammate rushes the middle with you [if it were a DUOS games], you would be leaving you Cake open for attack. This is a situation many players in the Cake Wars community encounter all the time. Opponents are able to become super powerful, while you are left behind doing your best to get some sort of upgrades. Cake Islands: Now, currently we believe that Cake Wars is supposed to have some sort of catch up mechanic already in place; the Cake Islands. The Cake Islands often have some sort of resource such as emeralds, bricks and nether stars. These islands may even have weapons such as swords and bows and armor as well. The problem with Cake Islands is that they often give specific resources that a player does not want, to players who do not need them. As far as we are aware, Cake Island spawning is random. So, a team with full diamond could also have a Cake Island spawn close to them while a team struggling to get iron armor may rarely see a Cake Island next to them. To fix this issue, Cake Islands should give emeralds/weapons/armor in the beginning of games and then shift towards nether stars as the game progresses. This would not only make it less useful to teams that have full upgrades, but also allows teams that do not have any upgrades a greater opportunity to catch up to their opposing team mates. Keep in mind, there is no way for teams that are struggling in a game to get upgrades besides capturing the middle where they would have to face stacked opposing teams. Obviously, this change would need some testing. For one, Cake Islands should not reward players who refuse to rush the middle. However, there should be some way for players who survived constant rushes by other teams, to catch up. Later in the game, these Islands should give small amounts of nether stars and gradually increase until the game ends. This would allow for defensive players to be rewarded for their play-style. Nether Star Spawn Rates: If the Cake Islands idea does not appeal to many we also believe another solution would be to change Nether Star Spawn Rates. Currently, Nether Stars spawn at a constant rate, however long you hold the middle, only dependent upon the type of Resource generator you have. We believe that Nether Star Spawn rates should be buffed, so that they are way faster when you initially capture the beacon. However, while you hold the beacon as the game progresses, the nether star generation should slow down. Currently, Nether Star generation is approximately 8 seconds per star. We believe that the generation should eventually slow-down to about this, maybe even longer. This idea would require a large amount of testing. Not only would the minimum and maximum time for nether star spawn rates have to be determined and adjusted, the amount of time it takes the generator to slow down to this limit will also have to be changed. We acknowledge that this is a very ambitious idea, but we do believe that if it were to be implemented, the game would be much more balanced and fun. Changing Nether Star spawn rates would not only prevent teams who hold the middle the longest from becoming too OP in a short amount of time, it would also allow players who were able to capture the middle [even for a small amount of time] to be able to combat these more aggressive/challenging players. TL;DR: Cake Wars is extremely middle based, and typically whoever holds the middle the longest, wins the games. It also becomes extremely difficult to capture the middle, when another team has held for a long time [due to PVP upgrades]. We have two possible solutions that could help: Cake Islands should give nether stars more often than other items towards the end of games. This gives players who were struggling to capture the middle a better chance for upgrades and survival. Nether star generation should be buffed, and become faster when initially capturing the middle generator, however, the generation speed should slow down as one continues to hold the middle. Not only does this prevent players from becoming too OP too quickly, but it also gives players who were able to capture the middle [for even a short amount of time] a better chance to fight a dominating team. 3: Little QoL changes that can make the game more fun (: In Cake Wars, games that tend to be longer are the games that gain you the most experience. This however, doesn’t reward players who are able to complete games in short amounts of time. For example, if you go into a game of Duos and finish it around 3-5 minutes, you’d only get 300 to 600 experience. But, if you were to win a cake rot game, the experience tends to be around 2000 to 3000. This should be changed so that it takes into account the amount of players and the time it took for the game to complete. Sometimes, games don’t tend to fill up all the way, leading to games where teams are completely missing. This means games go by faster and players should be receiving less experience than they would in a full game. However, if one were to complete a Cake Wars match quickly in which most [if not all] teams are occupied, they should receive more experience. Winstreaks should increase the amount of experience you receive. We feel like this should occur for all games, not only Cake Wars. Of course there should be a maximum limit but as of now, winstreaks do not affect the rewards you gain. Send the game into Cake Rot when the last two teams both do not have a cake or allows compasses to be obtainable once all Cake are gone. It seems a bit redundant to have all Cakes but having to wait for Cake Rot in order to fight someone. We feel as these changes could prove beneficial to the game-mode and to the player base. We look forward to discussion below on these ideas. It would also be nice to hear everyone’s suggestions that they may have on the game-mode! Thank you for reading! Changes/Suggestions Offered by Community In order for your idea to be placed here, it must receive some support from other community members or we think it would be beneficial to the game-mode. Suggestion by @TooMuchXMas4You : Instead of receiving strength, the health regenerate per kill would be determined by the amount of kills you have had previously in the game. The health regenerated would be reset after dying. Suggested by @Xukuri : After being held for some time, the middle beacon [and maybe even all beacons] should be able to be captured faster by another team. For example, if Blue team captured and help the middle beacon for quite some time, red team should be able to capture that beacon in less time than Blue team initially took to capture the beacon.