Reduce how much damage the taser does #3

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opened 2026-08-02 02:13:13 +00:00 by humblehibiscus · 1 comment

Your idea
Reduce the taser's damage, but increase the weakness and slow it applies and have kidnappers return to a capturing mode. Would likely have to give kidnappers an alternative weapon for dealing with hostile mobs.

Why it would be useful
I think it would be more immersive and enticing if kidnappers mainly used tasers to zap the player in order make capture easier. It doesn't feel right to me that the kidnappers will just actively kill a player that aggros them.

**Your idea** Reduce the taser's damage, but increase the weakness and slow it applies and have kidnappers return to a capturing mode. Would likely have to give kidnappers an alternative weapon for dealing with hostile mobs. **Why it would be useful** I think it would be more immersive and enticing if kidnappers mainly used tasers to zap the player in order make capture easier. It doesn't feel right to me that the kidnappers will just actively kill a player that aggros them.
Owner

Right now, being captured works like this: a kidnapper walks up to you, and a progress bar fills while they tie you. If you step about 3 blocks away, it cancels.

That's the honest problem with it — it only really works if you're cornered, AFK, or choose to stand still. If you just walk backwards, kidnappers can't capture you at all. So they end up fighting you instead, and since nothing tells them to stop, they fight until someone dies. Which is also the complaint in the taser ticket: it doesn't feel right that a kidnapper's plan ends with your corpse.

The proposed replacement

Kidnappers use the taser to wear you down instead of killing you.

  • Each zap applies a stacking Zapped effect. You can see it building in your effect list.
  • Each stack makes you slower and weaker, so you feel it coming rather than being surprised.
  • Stacks fade over time, so running away is a real option — this becomes a chase, not a slugfest.
  • At 5 stacks you go down: on the ground, unable to move, screen black.
  • The kidnapper walks over, and you're tied up all at once. Blackout ends, and you're captured.
Right now, being captured works like this: a kidnapper walks up to you, and a progress bar fills while they tie you. If you step about 3 blocks away, it cancels. That's the honest problem with it — it only really works if you're cornered, AFK, or choose to stand still. If you just walk backwards, kidnappers can't capture you at all. So they end up fighting you instead, and since nothing tells them to stop, they fight until someone dies. Which is also the complaint in the taser ticket: it doesn't feel right that a kidnapper's plan ends with your corpse. The proposed replacement Kidnappers use the taser to wear you down instead of killing you. - Each zap applies a stacking Zapped effect. You can see it building in your effect list. - Each stack makes you slower and weaker, so you feel it coming rather than being surprised. - Stacks fade over time, so running away is a real option — this becomes a chase, not a slugfest. - At 5 stacks you go down: on the ground, unable to move, screen black. - The kidnapper walks over, and you're tied up all at once. Blackout ends, and you're captured.
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NotEvil/TiedUp-Legacy#3
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