Feature Requests » Ender Pearl Cooldown ONLY when PvP flagged
Just one thing - it is not only for PvP.
But, since someone evading or pursuing may not be CombatTagged, or may have their tag expire, linking it to only CT'd players would not work for the PvP aspects of the pearl cooldown.
How about only when within 500m of another player? (or some number big enough that using it to track players wouldn't be practical).
I understand the impact to fleeing, but it's really immersion-breakingly non-vanilla in a way that nothing else on the server that I've noticed really is ... for most of the rules and patches, the direction seems to be in the direction of more play-the-game and more vanilla-experience. But the fact that I can be completely alone, under a heavy shulker assault in the End, and have plenty of eyes that I can use to get to the ground instead of floating off and dying in the void like a noob, but ... oh wait, "3.5 seconds to cool down" ... it feels unpleasantly un-vanilla in a way that I had the impression most of the server's direction was trying to avoid.
So you're under a shulker assault but want to be able to spam pearls to live? I think if I was going to implement this it would be:
1) Pearl cooldown when combat tagged.
2) Any hostile mob interaction combat tags you.
I think once a player is no longer combat tagged, the fleeing is irrelevant since they can just log.