Why not add a soul stone which can be crafted from soul soil or get from killing the warden.
Its just like soul soil which slows you down and can be faster with soul speed
Why not add a soul stone which can be crafted from soul soil or get from killing the warden.
Its just like soul soil which slows you down and can be faster with soul speed
1. Soul soil doesn't slow the player down. Only soul sand does that.
2. Mojang holds a steadfast position in regards of wardens - they will not give them any useful drops, they are supposed to be avoided, and not killed.
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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
1. Soul soil doesn't slow the player down. Only soul sand does that.
2. Mojang holds a steadfast position in regards of wardens - they will not give them any useful drops, they are supposed to be avoided, and not killed.
Correct, there are just some fights that cannot be won.
This is not a winner take all game, survival is as it implies, you do what you can to stay alive and sometimes that means being smart enough to avoid a deadly foe who clearly outmatches you. Being a survivor doesn't mean you should go looking for trouble. Would people want to get into a fight if they were sick or injured? sometimes they have to, but in many cases its avoidable.
and it's not like the Warden is everywhere, it only exists in one biome.
its spawning location is still predictable enough for players to evade,
But if they're foolish enough to waste their time fighting the Warden when there's clearly no reward for doing so,
Why not add a soul stone which can be crafted from soul soil or get from killing the warden.
Its just like soul soil which slows you down and can be faster with soul speed
1. Soul soil doesn't slow the player down. Only soul sand does that.
2. Mojang holds a steadfast position in regards of wardens - they will not give them any useful drops, they are supposed to be avoided, and not killed.
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
Correct, there are just some fights that cannot be won.
This is not a winner take all game, survival is as it implies, you do what you can to stay alive and sometimes that means being smart enough to avoid a deadly foe who clearly outmatches you. Being a survivor doesn't mean you should go looking for trouble. Would people want to get into a fight if they were sick or injured? sometimes they have to, but in many cases its avoidable.
and it's not like the Warden is everywhere, it only exists in one biome.
its spawning location is still predictable enough for players to evade,
But if they're foolish enough to waste their time fighting the Warden when there's clearly no reward for doing so,
the consequences are on them.