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  • Abridged Arena Array: Due to being one of the more balanced game modes, 16v16 is considered by many to be one of the popular game modes. This is because unlike Doubles or Squads, the massive amount of players from both teams means that it's impossible to complete an early-game rush and the tighter Emerald resources means that it's somewhat harder to get an Archer to pull out a Tactical Crossbow early on, and even then, the massive amount of players defending the bed will make it hard for them to snipe them out, and this further emphasizes the importance of Farmers, since they can grow a supply of Emeralds for their team to use. Needless to say, when it was finally replaced by battle royale a few months later, many mourned it's passing, until it returned in the form of 30v30, which happened to have both the positives of 16v16 while also increasing resource spawn rates, and considered by many to be one of the most fun of the game modes.
  • Fan Nickname: God Bridgers, given to people who manage to create bridges that benefit them very well and not their enemies.
  • Franchise Original Sin:
    • Knockback is one of the most notorious features of the game, with many stories of people simply losing because of knockback and not because of fair fights. However, knockback was one of the features of Islands, easy.gg's other game, but that was mostly irrelevant since it focused on the player building their island and making money off of crops, and even in combat, knockback tended to be rarely noticeable, with only bosses making major use of it. Furthermore, since the game was mostly PvE, it wasn't a big deal at the time. Come BedWars, and not only introduced kits capable to easily inflicting knockback, but also had an system that unintentionally punished players for being the victim of Knockback, and this became of the biggest complaints about the game for a while.
    • BedWars being an carbon copy of the Minecraft mod attracted various complaints as time went on. Thing is, the same complaints can be heard throughout Islands, which was because it was a carbon copy of Skyblock (in fact, it's original title was the exact same, but was later changed due to patent issues). That was mostly because the owner of easy.gg, SnickTrix, originally launched the massively popular Minecraft hosting server Minehut, so it was acceptable due to that. Come BedWars, and while it was praised early on, later as various problems began to rose and remain unfixed, these praises later became major criticisms of the game largely because of it and being regarded as an inferior version of Minecraft's Bedwars, not being helped by Ranked Mode allowing Kits, which were already heavily criticized for being Pay-2-Win even with Daily Rotation. Rather tellingly, when easy.gg announced a new game in April 2022, this resulted in massive suspicion in that they're going to copy a Minecraft mod and port it over to ROBLOX, but thankfully this turned out to be not the case (Prop Hunt, which is a common fan game mode for many games, notably Garry's Mod). However, it would seem that the damage has been already done, since Prop Hunt suffered from low playcounts due to their reputation for copying Minecraft mods, which resulted in Prop Hunt being shut down. Rift Royale also was shut down due to low playcounts, and caused significant worry about the team's lack of originality, since this was their second attempt at a new game that isn't Minecraft-related.
    • The Enchant Table was initially well-received for being a nice breath of fresh air in an era where most problems revolving around Kits was simply resolved by adding more Kits, and with the right combinations, can utterly devastate players even with Kits, such as Snowballs being combined with the Fire enchant at Tier 1 to prevent Balloon users from going back up. However, that was mostly because the most powerful enchantments were available at the first tier- The Tier-III exclusive Void was considered to be a Power Up Letdown because the opponent is likely going to be dead by the next hit regardless if they have 20% health or not. Later updates added additional enchantments, but aside from Plunder and Anti-Knockback, nothing could top the Fire and Static enchantments, and even then, they were counterable- since players lost the enchantments on death, it wasn't a big deal. However, once they added an enchantment that wasn't counterable, the meta shifted to gaining the Life Steal enchantment as fast as possible- and this pretty much spelled the death knell for any Kit that couldn't take advantage of it. While players noted this means that any player can now stand up to any player wielding a kit, this came at a horrific price. Eventually, Life Steal II was given a nerf, but the lack of immediate response time soured many players.
    • Rush tactics in the game is an viable option, but they weren't extremely controversial back in the day- At launch, it was possible to launch an all-out rush, but this was considered to be a Death or Glory Attack, since it left the team very vulnerable to a counter-rush if it failed, so an successful execution of it is considered proof that they're considered to be professional player at the game. As the game updated, however, kits (already a hot-button issue on the community) that were capitalizing on this tactic, such as Yuzi, and this practice became more frowned upon, since it removed any difficulty on rushing while giving the defenders no chance to counter. Finally, Ranked Mode was heavily adjusted to make players lose even more RP if they lost early on, resulting in rushes becoming one of the most hated tactics in the game, since not only does it allow for cheap victories, but also heavily punishes players for not countering an almost impossible-to-counter tactic.
  • Game-Breaker:
    • The Balloon, when introduced, gained massive notoriety on how very good it was to use since you can simply get it for 2 emeralds, which is the same price of a Telepearl, and aside from a few nerfs such as making it vulnerable towards damage especially arrows, it's a good way to rain TNT from above and obliterate the enemy bed, especially in 16v16. Only after a series of updates would introduce a permanent counter to it, snowballs, which are much easier to obtain and combined with an Fire Enchantment, basically can create a "no-fly zone".
    • The Dodo, ever since its introduction, also counts. Being a Power Up Mount is one thing, but granting the ability of increased speed and double jumping is another. It's so good that it can even dodge arrows due to its massive mobility. And while it has power-crept the balloon in terms of utility, combining both can lead to rather hilarious results. The downside is that it appears in the map in a random place, unlike balloons. Sadly, unlike Balloons, they "went extinct" when the Axolotl kit came out, though they were fortunately reintroduced with the Venting Machine in Season 4.
    • The Enchanting Table, which replaced the Brewing Stand, has three devastating effects, though the fire enchantment stands out as the most overpowered of them all, because even at tier I, it devastates balloons since the afterburn technically counts as a hit. The only drawback is that you need a good amount of diamonds to repair it, though a little bit of resource gathering can fix it. And then came the new enchantments, most infamous being the Life Drain, which does exactly what it says on its name- you get additional health on hit, but if your health is already full, it instead overheals you. This is broken as it sounds, and if someone manages to get it, they can pretty much dominate anyone even with Kits, and if one of the Kit-wielding players get it... Hoo boy.
    • Firework Arrows were nerfed within a few days within its release for the 2022 Lunar New Year, for good reason; prior to nerfs, it not only dealt knockback damage, it also had an explosive radius, meaning not even hiding behind walls will work, and combined with the Enchanting Table, can easily cause mayhem in groups. But what really placed it here is because it's also available in Ranked, which typically doesn't allow time-limited items, but somehow it did, leaving behind many shocked players who thought the fireworks were exclusive to casual modes such as 30v30. Even after the nerfs which removed the ability to knockback people with it, its splash damage is still an major upgrade over the less expensive arrows, and players are currently hoping the fireworks will stay as time-limited, but some fear that it may stay permanently like the Balloons, which thankfully was not proven to be true as it was later removed at February 4, 2022.
    • The Vending Machine, introduced in Season 4, aside from reintroducing the Dodo, has three weapons you can also get at a random chance. While the Twirlblade can be used on unsuspecting groups who gang up on you only to get hit in retaliation, the Paint Blaster has great burst damage and knockback potential alongside range, the Carrot Cannon is considered to be the most overpowered of them all, because it's basically an multishot rocket launcher, which is about as deadly as you expect- it fires four carrot-shaped rockets that are capable of major damage and destroys blocks as well, and unlike the RPG which can only be obtained in non-Lucky Block play by the Fisherman, the Carrot Cannon has replenishable ammo, since all you need is four diamonds to access the armory, and with an Tier 2 Team Generator upgrade, you have easy access to ammo, and is cheaper than TNT and Fireballs. The only disadvantage is that you lose them upon dying, though you have to be caught at an unfortunate moment to do so.
  • Good Bad Bugs: The insta-break glitch, which instantly destroys various blocks with a wood pickaxe. Did your team grind for a lot of materials to defend the bed? Too bad it takes only one player with the glitch activated to jump in and make all of that time a waste. Unsurprisingly, usage of this is frowned upon by many players, as it's considered to be a form of cheating. This has since been patched out.
  • High-Tier Scrappy: Plenty.
  • It's Hard, So It Sucks!: The non-time limited modes have sadly turned into this. The presence of absurdly powerful kits, combined with how dominant bows are in the current gameplay meta means that unless you get a crossbow or bow in time, you basically have no chance of winning over there. Again, a reason why players prefer 16v16 and 30v30. The addition of the Dodo bird alleviated this due to how it's able to counter various kits under the right conditions, alongside with being able to dodge bows very easily, and the addition of an a brewing stand as well, though massive complaints were heard when the Dodo was removed. This trope reared its ugly head when it was heard that even kits were allowed in Ranked, making players angry at how Pay-2-Win it was, and essentially made it "Squads but with more kit dominance".
  • Hype Backlash: The game received massive praise initially due to being a port of a popular Minecraft mod, to the point where it's easy.gg's most popular title, but as time went on, it received a lot of criticism for several things, such as the absurd amount of kits, with most of the high-tier kits requiring real cash to obtain (and some lower-tier kits are free, which came to the community as a insult considering how they're both time-limited and some require grinding from the Battle Pass), Ranked Mode allowing those as well, updates not living up to players' expectations, and several annoying Scrappy Mechanics. Many feel like it's a Shoddy Knockoff Product version of the Minecraft mod rather than truly standing out on its own identify.
  • Low-Tier Letdown: Also more than a few.
  • The Scrappy: While few kits have been able to receive an extreme amount of heat, the Archer is considered by many to be the most hated kit on BedWars, which is an amazing achievement for such a kit. The major complaints is that he essentially plays around a heavily-disliked playstyle among the community, and does it extremely well to the point where Bows were notorious for essentially dominating the gameplay meta for a while and leaving other kits in the dust for its time. Not being helped was while he does look generic, the other kits prior to his debut had at least some drawbacks to their usage, and the sole exception, Barbarian, was liked due to his character design. Archer, on the other hand, was for its time, overpowered, and as such, became symbolic of the Pay-2-Win consensus surrounding the game at that time, as it was VERY easy to get 8 emeralds to utterly annihilate everything in his sights. And even those that liked him due to how overpowered he was now dislike him due to being nerfed to being counterable, with the damage boost given to ranged weapons being redundant in the late-game. Long story short: Archer is an kit that low-skill players hate due to his niche and high-skill players hate due to being nerfed to uselessness, and hated by both due to his generic design and being the symbol of the beginning of BedWars Pay-2-Win stigma.
  • Scrappy Mechanic: Too much to list.
  • Scrappy Weapon: The Bow, and consequently, its upgrade, the Crossbow is disliked not because it's weak, but because of one major reason: Knockback. Bows are notorious for pushing people off paths, and in certain cases, will prevent melee users from going near, thus making them useless once an experienced. A well experienced player with it basically turns into a multiplayer equivalent of either That One Boss or Hopeless Boss Fight, and is a major reason why almost no one ever plays the non-time limited modes, and is guaranteed to be the first things that will be blacklisted in custom matches. Thankfully, further updates have since nerfed it to ensure it won't remain a late-game threat, though they can be still a menace in the early-game due to everyone gathering Diamonds and Emeralds at the time.
  • Sophomore Slump: The first time-limited gamemode, 16v16, was very popular because is was widely regarded as one of the most balanced gamemodes available at that time, and it helped that both teams had enough time to build up against the other. The second time-limited gamemode, which was a battle royale, while still fun, was heavily unbalanced due to the fact that it held over 100 players with multiple separate teams, which made it unpredictable. The third time-limited gamemode, 30v30, was much better received, as it was a bigger 16v16, along with boosted material drops, allowing for fast-paced fun gameplay.
  • That One Achievement: Survive the Penguins, which requires you to survive at least ten minutes against the penguins. Problem is, not only are Penguins God Bridgers, meaning that not even using your bows can knock them off (and this mode was coincidentally introduced after a nerf to bows), but the smaller ones can fit into tight holes pretty easily. While holding off the bed is a viable strategy, this becomes unviable once the Penguins starting calling TNT and airstrikes onto players, meaning that once they appear, the objective goes to "protect the bed so your teammates have a chance of surviving" to "get the hell out as soon as possible", and that's not even including the bigger and more dangerous penguins. Finally, the penguins eventually gain a speed boost, pretty much sealing the fate of everyone that doesn't run as fast as possible (and coincidentally, is the part where In The Hall Of The Mountain King starts playing, which is usually used in scenarios becoming From Bad to Worse). Oh, and forget whatever mindset you have about the kits in this mode: while usually regarded as Pay-2-Win, here, they're mostly rendered not-so-useful over here due to the gamemode specifically designed to counter each and every one of their movesets (e.g., think about using Barbarian in this mode? Too bad, you don't get rage buildup in this mode). The only kit that has a chance of surviving is the Eldertree, and that's mostly because of its focus on health is enough to mitigate Health/Damage Asymmetry. Thankfully, once you pass that ten minute mark, you're free to leave the game.
  • That One Level:
    • Duels 2v2. You're basically teaming up with another person against a duo alone. If said teammate doesn't connect and their teammate connects, enjoy a free loss! Even without that, it's notorious for being composed of either full of Curb Stomp Battles or stall-fests due to the heavily reduced player capacity and small maps.
    • Infected. You're supposed to team with a group of uninfected players to hold off against the infected. Seems simple right? Except, as soon as the infected are announced, they immediately infect the selected players in the spawn. This can result in potentially even more people to be infected unless they kill them in time. Oh, and they progressively get stronger each time they are defeated, and the lack of allied and enemy health bars means that people don't usually know about this until they noticed that they aren't taking much damage from their Emerald Sword. To add insult to injury, any kit that needs to rely on emeralds will have to run through a gauntlet of infected to get the emeralds that spawn in the middle of the map, or bite the bullet and wait for the Team Generator Tier 3 upgrade. Because of all these, it's not uncommon to see the infected winning a lot.
    • Any map that has an exploitable position where you can easily put down wool near a bed and easily be covered on while the players don't notice until it's too late or the position is well protected, such as Blossom. These maps are universally despised for how cheap it is for players to easily destroy the bed, and attempts to counter them are usually moot since the infamous Knockback can easily send defenders out into the void.
  • That One Sidequest:
    • "Win X games". Normally this wouldn't be a thing, but presence of kits in all of the modes, and depending on whatever free rotation is available at the moment, not to mention the sheer difficulty of winning a game without a kit, means that you can't possibly even win on either mode. You basically have to hope that 30v30 is available at the moment, or spend hours to even get a single win.
    • "Use X Fireballs". Fireballs tend to be hard to use, not to mention their high Iron costs means that it's only effective around the mid-late game, and if you happen to be unlucky enough to get rushed by an enemy team, forget about using them. The only way to make this easier is to get a Kit that is focused on farming, but if you don't have any, good luck.
  • They Changed It, Now It Sucks!:
    • The Balloon was initially thought to be a time-limited thing similar to 16v16, but when it was announced that it would instead stay permanently, players were outraged because of how difficult it was to counter the balloon and because of how it negatively affected certain non-time limited game modes like 4v4 by making it easier to get their bed destroyed.
    • The Anti-Knockback enchantment being removed from the enchantment table brought negative reactions, given how infamous Knockback is in the game, and the only way to get it now is through a kit, albeit one that is free but also time-limited (Conqueror). Needless to say, players are not amused to having to grind for a kit that could take a while to get to. Though this was overshadowed by the introduction of Life Drain
  • They Copied It, So It Sucks!: Initially, BedWars being based of the famous Minecraft mod initially was well-received (even if it had a few detractors for it alone), but as the game began to glance aside various Scrappy Mechanics, these complaints began to rose, leading to derisive nicknames such as Kit Wars or even calling it a Poor Robloxian's substitute of it.
  • Tough Act to Follow: Any limited game mode that isn't 16v16 and 32v32 gets this reaction, as all criticisms of it are "it doesn't have the charm of those modes" due to being actually very balanced game modes.

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