Here are a few ideas for new mobs in the 1.13 update. They might not be good, but here they are.
1.Fire Flecks: Spawns: Nether and near lava lakes or any natural source of lava. Health: 4. What it does: It runs close and jumps to you, dealing 5 damage and has a 25% chance of lighting you on fire.
2. Ice Imblings: Spawns: Near frozen water. Health: 6. What it does: Same as fire fleck, except it only deals 3 damage and has a 20% chance of making the player unable to move for 3 seconds.
3. Amethyst Celestials: Spawns: Anywhere in the end. Health: 4-26. What it does: Behave exactly like slimes and magma cubes, except they take no fall damage. Deals 6 damage (Largest size)
4. Flying shulkers: Spawns: Only in a 10X10 block radius of the end city. Health: Same as shulker. What it does: Flies around in random patterns until a player is spotted. Then it acts like a normal shulker, but it doesn't teleport (since it can fly)
5. Wisp: Spawns: Extreme hills above block height 90. Health: 10. What it does: Shoots small cloud balls at you. The balls themselves do no damage, but do large knockback.
6. Lava Grambaler: Spawns: The nether, in lava. Health: 40. What it does: Slowly rises out of the lava and comes back down on you. The attacks deals fire damage as well as 8 damage upon getting hit. After they do that, they will continue to pursue you on land.
Hate to break it to you, but if someone is planning on being rude. It'll probably happen no matter what. Anyway...
Fire Flecks - Not a fan of the name, but maybe passable mob.
Ice Imblings - Nopex1000. There should never be a mob that just stops your movement outright.
Amethyst Celestials - I don't get the name? Why have a copy of slimes minus fall damage?
Flying shulkers - This feels like a classic "Less X, but more Y" mob.
Wisp - Sadly, this might be the only mob I fully support.
Lava Grambaler - Ehh maybe, sounds too similar to these fire fleck things.
I wouldn't say "they suck lol" but most of them don't sound very unique.
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The Unofficial Suggestion Guide - Everything you need to know to not make goofy mistakes in a suggestion! Honestly though, you should really go there.
Here are a few ideas for new mobs in the 1.13 update. They might not be good, but here they are.
1.Fire Flecks: Spawns: Nether and near lava lakes or any natural source of lava. Health: 4. What it does: It runs close and jumps to you, dealing 5 damage and has a 25% chance of lighting you on fire.
2. Ice Imblings: Spawns: Near frozen water. Health: 6. What it does: Same as fire fleck, except it only deals 3 damage and has a 20% chance of making the player unable to move for 3 seconds.
3. Amethyst Celestials: Spawns: Anywhere in the end. Health: 4-26. What it does: Behave exactly like slimes and magma cubes, except they take no fall damage. Deals 6 damage (Largest size)
4. Flying shulkers: Spawns: Only in a 10X10 block radius of the end city. Health: Same as shulker. What it does: Flies around in random patterns until a player is spotted. Then it acts like a normal shulker, but it doesn't teleport (since it can fly)
5. Wisp: Spawns: Extreme hills above block height 90. Health: 10. What it does: Shoots small cloud balls at you. The balls themselves do no damage, but do large knockback.
6. Lava Grambaler: Spawns: The nether, in lava. Health: 40. What it does: Slowly rises out of the lava and comes back down on you. The attacks deals fire damage as well as 8 damage upon getting hit. After they do that, they will continue to pursue you on land.
That's all. If they suck, please don't be rude.
Other than these being "cool" mobs, what is the point to these mobs other than just being mobs there to annoy you and attack you?
Honestly, if a mob does not do anything useful then it should be designed to be an ambient mob which is perfectly fine and something Minecraft needs more of, but when suggesting hostile mobs, they really should not just be their to be their. There needs to be reason and reward for slaying a foe. This is common game design. Typically when you have an enemy, you would want a reward from an enemy even if it is just the tinyreward of rotten flesh. Rotten flesh is pretty useless, but it is at least a reward for slaying zombies, not to mention zombies also have some other rarer drops which actually do give me incentives to kill them other than self defense. Every hostile mob in minecraft currently drops something that is at least in the slightest bit useful. I don't see that with these mobs other for them to be there just to be there.
What is the point to these mobs and why would I want to kill them other than them killing me first? Do they serve a particular purpose?
Damn, the names for these mobs will be pretty hard to remember. Anyways, yes, they do seem pretty annoying and would just clutter up the world, adding loads more mobs in doesn't make it better and this surely doesn't. I could see one.. or two being in the game, but that's all, having this many more mobs implemented would just be very time consuming, to be constantly having to deal with the.
I agree with TUF, having a few mobs just for the biome would be cool, just not all of them should be hostile
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Army Unite!!
Click the round object that's shaped like an egg plz
Here are a few ideas for new mobs in the 1.13 update. They might not be good, but here they are.
1.Fire Flecks: Spawns: Nether and near lava lakes or any natural source of lava. Health: 4. What it does: It runs close and jumps to you, dealing 5 damage and has a 25% chance of lighting you on fire.
2. Ice Imblings: Spawns: Near frozen water. Health: 6. What it does: Same as fire fleck, except it only deals 3 damage and has a 20% chance of making the player unable to move for 3 seconds.
3. Amethyst Celestials: Spawns: Anywhere in the end. Health: 4-26. What it does: Behave exactly like slimes and magma cubes, except they take no fall damage. Deals 6 damage (Largest size)
4. Flying shulkers: Spawns: Only in a 10X10 block radius of the end city. Health: Same as shulker. What it does: Flies around in random patterns until a player is spotted. Then it acts like a normal shulker, but it doesn't teleport (since it can fly)
5. Wisp: Spawns: Extreme hills above block height 90. Health: 10. What it does: Shoots small cloud balls at you. The balls themselves do no damage, but do large knockback.
6. Lava Grambaler: Spawns: The nether, in lava. Health: 40. What it does: Slowly rises out of the lava and comes back down on you. The attacks deals fire damage as well as 8 damage upon getting hit. After they do that, they will continue to pursue you on land.
That's all. If they suck, please don't be rude.
Since these are all related suggestions, I am moving this to the Suggestions section.
- sunperp
Hate to break it to you, but if someone is planning on being rude. It'll probably happen no matter what. Anyway...
Fire Flecks - Not a fan of the name, but maybe passable mob.
Ice Imblings - Nopex1000. There should never be a mob that just stops your movement outright.
Amethyst Celestials - I don't get the name? Why have a copy of slimes minus fall damage?
Flying shulkers - This feels like a classic "Less X, but more Y" mob.
Wisp - Sadly, this might be the only mob I fully support.
Lava Grambaler - Ehh maybe, sounds too similar to these fire fleck things.
I wouldn't say "they suck lol" but most of them don't sound very unique.
The Unofficial Suggestion Guide - Everything you need to know to not make goofy mistakes in a suggestion! Honestly though, you should really go there.
Other than these being "cool" mobs, what is the point to these mobs other than just being mobs there to annoy you and attack you?
Honestly, if a mob does not do anything useful then it should be designed to be an ambient mob which is perfectly fine and something Minecraft needs more of, but when suggesting hostile mobs, they really should not just be their to be their. There needs to be reason and reward for slaying a foe. This is common game design. Typically when you have an enemy, you would want a reward from an enemy even if it is just the tinyreward of rotten flesh. Rotten flesh is pretty useless, but it is at least a reward for slaying zombies, not to mention zombies also have some other rarer drops which actually do give me incentives to kill them other than self defense. Every hostile mob in minecraft currently drops something that is at least in the slightest bit useful. I don't see that with these mobs other for them to be there just to be there.
What is the point to these mobs and why would I want to kill them other than them killing me first? Do they serve a particular purpose?
No Support
Damn, the names for these mobs will be pretty hard to remember. Anyways, yes, they do seem pretty annoying and would just clutter up the world, adding loads more mobs in doesn't make it better and this surely doesn't. I could see one.. or two being in the game, but that's all, having this many more mobs implemented would just be very time consuming, to be constantly having to deal with the.
I agree with TUF, having a few mobs just for the biome would be cool, just not all of them should be hostile
Army Unite!!
Click the round object that's shaped like an egg plz
Current avatar: ILLIDAN STORMRAGE
For your first post this is all right. I think we need more mobs so sure. Why not?
Just build the darn thing already!