The Meaning of Life, the Universe, and Everything.
Join Date:
3/31/2023
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New mob idea: The wildfire. these would be hostile, and would spawn in nether fortresses. They would be able to block attacks with their shields which they would drop 2-4 of on death. They are also known as mob d from 2017's mob vote.
New mob idea: The wildfire. these would be hostile, and would spawn in nether fortresses. They would be able to block attacks with their shields which they would drop 2-4 of on death. They are also known as mob d from 2017's mob vote.
Is it a variant of blazes (similar to piglin brutes)? Either way, support, although it sounds tough, fortresses have a lot of strong enemies as is.
Is it a variant of blazes (similar to piglin brutes)? Either way, support, although it sounds tough, fortresses have a lot of strong enemies as is.
I agree, Blazes are pretty strong and can remain in pursuit against players who are up to 48 blocks away if I am not mistaken.
And if this wasn't bad enough you also have to deal with Wither Skeletons who can put a hurting on you quickly if you don't take cover between attacks.
I still think Blazes should be rebalanced so they only drop Blaze rods when they are attacked fairly, I wouldn't go as far to say they shouldn't be farmed for blaze rods, however the problem with mob spawners is they can be designed in a way that the mobs present no risk or challenge to the player.
If mob spawners were reworked we could force players into a situation where they would need to go back to their base to make repairs to their gear on mending, either by use of smelting in furnaces, animal breeding or killing certain kinds of Overworld mobs that spawned naturally.
TMC was on the right track when he made the suggestion in adding a cool down on mob spawners, so that even with Looting 3, no more than 4 stacks of any item could be obtained within a set time frame, then the cool down begins and then those mob spawners would begin dropping loot upon death again. But we also need to do something about mob spawners being cheesed in half slab wide holes and similar designs, so players are forced to engage in active combat and cause armour wear, which would after a short time, would force players to retreat back to their base regardless.
New mob idea: The wildfire. these would be hostile, and would spawn in nether fortresses. They would be able to block attacks with their shields which they would drop 2-4 of on death. They are also known as mob d from 2017's mob vote.
Is it a variant of blazes (similar to piglin brutes)? Either way, support, although it sounds tough, fortresses have a lot of strong enemies as is.
Personally I think Mob D should be a miniboss that spawns either in a new room of the Nether Fortress or a new structure.
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
I agree, Blazes are pretty strong and can remain in pursuit against players who are up to 48 blocks away if I am not mistaken.
And if this wasn't bad enough you also have to deal with Wither Skeletons who can put a hurting on you quickly if you don't take cover between attacks.
I still think Blazes should be rebalanced so they only drop Blaze rods when they are attacked fairly, I wouldn't go as far to say they shouldn't be farmed for blaze rods, however the problem with mob spawners is they can be designed in a way that the mobs present no risk or challenge to the player.
If mob spawners were reworked we could force players into a situation where they would need to go back to their base to make repairs to their gear on mending, either by use of smelting in furnaces, animal breeding or killing certain kinds of Overworld mobs that spawned naturally.
TMC was on the right track when he made the suggestion in adding a cool down on mob spawners, so that even with Looting 3, no more than 4 stacks of any item could be obtained within a set time frame, then the cool down begins and then those mob spawners would begin dropping loot upon death again. But we also need to do something about mob spawners being cheesed in half slab wide holes and similar designs, so players are forced to engage in active combat and cause armour wear, which would after a short time, would force players to retreat back to their base regardless.