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1/25/2021
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The main problem for the Warden is everyone is just out there to kill the Sculk Monster, that's why we need it to get new attacks
Using an area attack: I found out that if you have over 30 vindicators with the name "Johnny" (that's a name tag for vindicators to attack anything) will be able to take down the warden, and since this mob is supposed to be uncheesable, the Warden needs to do an area attack that one shots the surrounding enemies, the area attack only goes 3 blocks, a blue ring surrounds the warden and one shots the surrounding enemies, this attack can only happen if 5 or more enemies are attacking it, just make sure you're prepared to run away when the Warden does this with your 10 friends
Break blocks: you can still use the Enderman Trick on the Warden, which is not fun, breaking a block and having a roof over your head to kill endermen may be amazing but the Warden should counter that, by simply making it break the blocks to get to you
not an attack but Mojang should maybe hear this, the warden still takes fall damage, this just makes it so you can use fishing rods and let fall damage take out the Warden, Mojang doesn't need to actually hear this but I suggest to ban that so the Warden can survive falls
The warden has a "sonic boom" attack so it can damage you if you are too far from it. This deals 5 hearts going through both armor and shields.
I suggest a "phase 2" where the warden is immune to damage not directly from its attacker (arrows are indirect) similar to how the wither is immune to most projectiles at half health.
The warden has a "sonic boom" attack so it can damage you if you are too far from it. This deals 5 hearts going through both armor and shields.
I suggest a "phase 2" where the warden is immune to damage not directly from its attacker (arrows are indirect) similar to how the wither is immune to most projectiles at half health.
that is a better idea and can definitely give the invincible one a more powerful vibe, but the area attack is good too (it makes it so it looks like it targets more entities) tho a more appealing thing so the Warden doesn't get bamboozled so much is if it grows more wary when sound is made, Example: more sound the player makes, the more the Warden starts to get careful around, this is gonna look as it starts to smell more and eventually will detect the player if not sooner
that is a better idea and can definitely give the invincible one a more powerful vibe, but the area attack is good too (it makes it so it looks like it targets more entities) tho a more appealing thing so the Warden doesn't get bamboozled so much is if it grows more wary when sound is made, Example: more sound the player makes, the more the Warden starts to get careful around, this is gonna look as it starts to smell more and eventually will detect the player if not sooner
The issue is that getting a horde of mobs to focus Warden is already quite an effort and they will get damaged and in the end run out of HP fighting several wardens - it's not entirely cheesy one.
If I were to propose anything it's to make Warden stop getting locked in angering animation and just keep on punching various mobs if it's surrounded by several mobs by proximity, and got damaged by a mob after killing a mob; current problem with it fighting iron golems is that golems keep it "stunned" by attacking it from several directions at once.
Also, block-breaker attack is completely redundant after warden got sonic cannon lodged into its chest.
And it's also hopeless against floating platforms so it is less versatile than sonic boom too.
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
The issue is that getting a horde of mobs to focus Warden is already quite an effort and they will get damaged and in the end run out of HP fighting several wardens - it's not entirely cheesy one.
If I were to propose anything it's to make Warden stop getting locked in angering animation and just keep on punching various mobs if it's surrounded by several mobs by proximity, and got damaged by a mob after killing a mob; current problem with it fighting iron golems is that golems keep it "stunned" by attacking it from several directions at once.
Also, block-breaker attack is completely redundant after warden got sonic cannon lodged into its chest.
And it's also hopeless against floating platforms so it is less versatile than sonic boom too.
I don't know it was only meant to be uncheesable and hopefully has the area attack to avoid a bunch of enemies just cornering it and giving it a torture, despite it using it's sonic boom (we all know that won't stop enough enemies attacking it all at once
The issue is that getting a horde of mobs to focus Warden is already quite an effort and they will get damaged and in the end run out of HP fighting several wardens - it's not entirely cheesy one.
If I were to propose anything it's to make Warden stop getting locked in angering animation and just keep on punching various mobs if it's surrounded by several mobs by proximity, and got damaged by a mob after killing a mob; current problem with it fighting iron golems is that golems keep it "stunned" by attacking it from several directions at once.
Also, block-breaker attack is completely redundant after warden got sonic cannon lodged into its chest.
And it's also hopeless against floating platforms so it is less versatile than sonic boom too.
however I recommend other mobs to be Sculk Variants but they said the Warden will be the only mob that'll fit in Deep Dark, tho I made a model of one I decided to give a Sculk Mite type model (but it won't come in-game, just decided it)
I don't know it was only meant to be uncheesable and hopefully has the area attack to avoid a bunch of enemies just cornering it and giving it a torture, despite it using it's sonic boom (we all know that won't stop enough enemies attacking it all at once
Warden is completely immune to knockback so it's impossible to corner.
And the only thing that allows warden to be currently cheesed by multiple mobs is animation lock.
It WILL kill all the mobs you bring for cheap tactics.
Unless you bring such a massive army that it stops being cheese tactic and it would actually be much, much more cost-effective to bring a bow and a horse then go mongol and kite it.
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Warden is completely immune to knockback so it's impossible to corner.
And the only thing that allows warden to be currently cheesed by multiple mobs is animation lock.
It WILL kill all the mobs you bring for cheap tactics.
Unless you bring such a massive army that it stops being cheese tactic and it would actually be much, much more cost-effective to bring a bow and a horse then go mongol and kite it.
the cornering was more of a metaphor to show it would get cheesed so much, Cheddar is mixed up with it, tho, they should make it where it just attacks if attacked, what I mean is if you hit the warden close up, he'll just attack you, no roar animation used, but if it's range you're shooting at the Warden, then it counts
Each player has a unique warning count for sculk shriekers, not every single one of them. This implies that a warden will still spawn after four activations of a sculk shrieker by the same player.
The main problem for the Warden is everyone is just out there to kill the Sculk Monster, that's why we need it to get new attacks
Using an area attack: I found out that if you have over 30 vindicators with the name "Johnny" (that's a name tag for vindicators to attack anything) will be able to take down the warden, and since this mob is supposed to be uncheesable, the Warden needs to do an area attack that one shots the surrounding enemies, the area attack only goes 3 blocks, a blue ring surrounds the warden and one shots the surrounding enemies, this attack can only happen if 5 or more enemies are attacking it, just make sure you're prepared to run away when the Warden does this with your 10 friends
Break blocks: you can still use the Enderman Trick on the Warden, which is not fun, breaking a block and having a roof over your head to kill endermen may be amazing but the Warden should counter that, by simply making it break the blocks to get to you
not an attack but Mojang should maybe hear this, the warden still takes fall damage, this just makes it so you can use fishing rods and let fall damage take out the Warden, Mojang doesn't need to actually hear this but I suggest to ban that so the Warden can survive falls
The warden has a "sonic boom" attack so it can damage you if you are too far from it. This deals 5 hearts going through both armor and shields.
I suggest a "phase 2" where the warden is immune to damage not directly from its attacker (arrows are indirect) similar to how the wither is immune to most projectiles at half health.
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that is a better idea and can definitely give the invincible one a more powerful vibe, but the area attack is good too (it makes it so it looks like it targets more entities) tho a more appealing thing so the Warden doesn't get bamboozled so much is if it grows more wary when sound is made, Example: more sound the player makes, the more the Warden starts to get careful around, this is gonna look as it starts to smell more and eventually will detect the player if not sooner
The issue is that getting a horde of mobs to focus Warden is already quite an effort and they will get damaged and in the end run out of HP fighting several wardens - it's not entirely cheesy one.
If I were to propose anything it's to make Warden stop getting locked in angering animation and just keep on punching various mobs if it's surrounded by several mobs by proximity, and got damaged by a mob after killing a mob; current problem with it fighting iron golems is that golems keep it "stunned" by attacking it from several directions at once.
Also, block-breaker attack is completely redundant after warden got sonic cannon lodged into its chest.
And it's also hopeless against floating platforms so it is less versatile than sonic boom too.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
I don't know it was only meant to be uncheesable and hopefully has the area attack to avoid a bunch of enemies just cornering it and giving it a torture, despite it using it's sonic boom (we all know that won't stop enough enemies attacking it all at once
however I recommend other mobs to be Sculk Variants but they said the Warden will be the only mob that'll fit in Deep Dark, tho I made a model of one I decided to give a Sculk Mite type model (but it won't come in-game, just decided it)
Warden is completely immune to knockback so it's impossible to corner.
And the only thing that allows warden to be currently cheesed by multiple mobs is animation lock.
It WILL kill all the mobs you bring for cheap tactics.
Unless you bring such a massive army that it stops being cheese tactic and it would actually be much, much more cost-effective to bring a bow and a horse then go mongol and kite it.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
the cornering was more of a metaphor to show it would get cheesed so much, Cheddar is mixed up with it, tho, they should make it where it just attacks if attacked, what I mean is if you hit the warden close up, he'll just attack you, no roar animation used, but if it's range you're shooting at the Warden, then it counts
Each player has a unique warning count for sculk shriekers, not every single one of them. This implies that a warden will still spawn after four activations of a sculk shrieker by the same player.
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