Board Thread:Suggestions forum/@comment-26491452-20160128003201/@comment-26172435-20160128144246

1. Aye.

Their massive weight absorbs much more shock impact energy and practically negates any knockback effect.

Slower speed, but not too slow, see this thread. Despite their longer stride their weight and muscle length makes them walk at a slower pace. I'd say they will still be faster than an elf or human, possibly only the well trained variants (Mirk-Trolls and Olog-Hai), but maybe only just slightly above 110% of vanilla speed, so players can use potion powered legs to outrun them with booster pace. I can imagine trolls being able to outrun any sentient being, but only for a brief period as they will quickly run out of breath and have acidification blems in their huge muscles. So, for balance sake, I'd average it out and say the standard speed of a 'normal' troll is equal to 'vanilla Steve speed'.

Jumping no, but more like accounting for a larger stride, they can walk over 2 block high obstacles.

2&3. Not so low, and not just for arrows/bolts, but just for all impact they should have hardiness or troll skin effect taken into account on the combat stats. You could also argue the relatively high health already compensates for that. So, I'd be happy with keeping it as it is. Instead, reduce the maximum enchantment / enchancement effects, which I assume is planned anyway.

4. Aye. I don't know how that's defined now, but I can imagine it should simulate collateral damage of long limbs and attached weapons to hit anything in their swing. Chance of anything in the hit zone should therefore not be 100% to receive area damage, but maybe just 30%, and at reduced impact. Anyone know how the area damage effectively works?

5. Yeah, then they'd sprint in squeeky troll survival mode.

6. Aye. They're trained athletes, and bred for that purpose. Mirk-Trolls too, see 1.

7. Just follow lore.