After reading through a thread about people's dislike for the new Witch mob, I've pieced together a, hopefully, great replacement for it. I'm not sure it's the best name, but I can't think of a better name that still feels like Minecraft, since my idea is designed to please all complaints. Except maybe the "WE DON'T WANNNA RPG" and "We want to feel alone, like we're the survivor of an apocalypse" ones...
The Alchemist.
This new mob would be a passive/ally and a hostile mob. There would be two factions of Alchemists. Not a big war, or backstory, because that certainly would not fit Minecraft. Just a differentiation between hostile and friendlies.
Hostile Alchemists would be the primary replacement of the Witch. They would spawn and actively live in slightly larger and modified huts. These huts probably wouldn't spawn exclusively in swamps, but they would spawn very rarely. The huts would also have stairs and doors, and they would be able to utilize the doors.
I'm going to note here that my idea for these Alchemists, friendly and hostile, is pretty complex and intimate.
Anyway, they would roam within a 40 block radius of their hut, and occasionally, they would go on "searches", in which they would go on a long trip looking for resources, and even intentionally enter Nether Portals.
Another big part of my alchemist idea is that the hostiles are like competitors, capable of breaking several blocks, crafting and brewing.
The Hostiles enter Nether Portals to gather resources. Hostile alchemists can break Glowstone, Melons, Carrot crops, Soul Sand, Netherwart, and Redstone and can collect the dropped resource. They intentionally attack and (usually) kill Ghasts, Blazes, Wither Skeletons, Spiders and Creepers, and very rarely, use bows on the Ghasts and Creepers, but not the player because that would be way overpowered. They use bows more often on the Ghasts.
They will also navigate throughout the Nether to find their targets and gather resources.
They also remember where they came from, and once they collect a certain amount of resources, or a certain amount of time passes, they return to the Nether portal, return to the Overworld, and then find their way back to their respective hut.
Very, very rarely, hostile alchemists will begin building Withers. They do it as they collect resources, i.e. they collect 4 Soul Sand, but only manage to collect 1 Wither Skeleton Skull, so they build the T out of Soul Sand and place a Skull on top. If you do not want them to create the Wither, you can break the Wither T before the alchemist finishes the heads. Once you break the T, the alchemist will not attempt to rebuild the Wither.
Friendly Alchemists begin fairly neutral to you. They share some aspects of the hostiles, and do collect resources presented to them, but they do not go on these searches and do not willingly enter the Nether.
The Friendly Alchemists can be "tamed" in a way. If right-clicked, a GUI will appear, similar to that of the Villager's trading windows. Here, there are two boxes and a meter. In the left box can be placed a potion ingredient, or a primary potion. Afterwards, in the right box, a reward of sorts will appear. I don't know what the reward would be, but it would definitely be something worthwhile, like an Emerald, or some Iron.
Every time you deliver resources to the alchemist, the meter I mentioned will fill. Once it is full, the meter will empty again, but the alchemist will be allied. You can choose not to take the rewards, and this will fill the meter faster than if you take the rewards.
Once the alchemist is allied, you can right click him to make him follow you, akin to dogs and cats. Although, when in follow mode, the alchemist will begin attacking mobs, but only if you attack the mob, or if the mob attacks you. If you attack a non-allied alchemist, they will drink potions of swiftness and a potion of regeneration and sprint back to their huts and close the door behind them.
Friendly Alchemists also roam up to 100 blocks away from their hut, to make up for the lack of the "searches". If you have one following you, and you are low on health, it may throw a splash potion of instant health at you. Friendly Alchemists will attack Withers, and if you assist them in killing the Wither, they may present you with a really good reward. I don't know what this might be yet, but I'm going with an exclusive potion that you can't get anywhere else.
If a friendly alchemist's hut is destroyed, it will randomly wander, and may accept a new structure as a home, possibly a village house. After a short period of time, Golems will protect alchemists (for example, if one is attacked by the player, the Golem will become aggressive), and villagers will treat the alchemist as if it was just another random villager.
Now, for some stuff that applies to both alchemists.
They fight the same way as the Witch. They have at LEAST 10 hearts to match the player, but since it's AI, they should probably have more to aid their attempts to battle such vicious mobs, like Ghasts, Blazes and Withers.
If a hostile should encounter a friendly, they will battle it out until there is a victor.
Alchemists would have a changing inventory that they drop when they die.
They also occasionally stop and stare at cauldrons, crafting tables and brewing stands, emulating interaction. When an alchemist does this with a brewing stand, potions will appear in its GUI and begin to brew into another potion. Collecting resources (Hostiles)/the player giving resources (friendlies) and brewing modifies the inventories of the alchemist. When enemy alchemists battle, the victor will steal the inventory of its opponent.
So basically, this would add that one jerk you meet on servers that kills you on sight for your stuff, and also adds that friendly guy you meet on servers that helps you and is your friend, and helps you mine.
So thoughts? Constructive criticism? Overpowered? Something bad I'm overlooking?
Also, I do realize this would take AMAZING coding to accomplish so don't go "This is impossible because that would be too hard to code"
This is just an idea.
I don't think they're gonna replace the Witch anytime soon, given the work they put in making it...
I know, but a lot of people dislike it, and like I mentioned at the end, it's just an idea, not an "OMG PUT THIS IN NOW".
It would be fun, too if they just added it in addition, but then people would complain about it being a witch copy.
The Alchemist.
This new mob would be a passive/ally and a hostile mob. There would be two factions of Alchemists. Not a big war, or backstory, because that certainly would not fit Minecraft. Just a differentiation between hostile and friendlies.
Hostile Alchemists would be the primary replacement of the Witch. They would spawn and actively live in slightly larger and modified huts. These huts probably wouldn't spawn exclusively in swamps, but they would spawn very rarely. The huts would also have stairs and doors, and they would be able to utilize the doors.
I'm going to note here that my idea for these Alchemists, friendly and hostile, is pretty complex and intimate.
Anyway, they would roam within a 40 block radius of their hut, and occasionally, they would go on "searches", in which they would go on a long trip looking for resources, and even intentionally enter Nether Portals.
Another big part of my alchemist idea is that the hostiles are like competitors, capable of breaking several blocks, crafting and brewing.
The Hostiles enter Nether Portals to gather resources. Hostile alchemists can break Glowstone, Melons, Carrot crops, Soul Sand, Netherwart, and Redstone and can collect the dropped resource. They intentionally attack and (usually) kill Ghasts, Blazes, Wither Skeletons, Spiders and Creepers, and very rarely, use bows on the Ghasts and Creepers, but not the player because that would be way overpowered. They use bows more often on the Ghasts.
They will also navigate throughout the Nether to find their targets and gather resources.
They also remember where they came from, and once they collect a certain amount of resources, or a certain amount of time passes, they return to the Nether portal, return to the Overworld, and then find their way back to their respective hut.
Very, very rarely, hostile alchemists will begin building Withers. They do it as they collect resources, i.e. they collect 4 Soul Sand, but only manage to collect 1 Wither Skeleton Skull, so they build the T out of Soul Sand and place a Skull on top. If you do not want them to create the Wither, you can break the Wither T before the alchemist finishes the heads. Once you break the T, the alchemist will not attempt to rebuild the Wither.
Friendly Alchemists begin fairly neutral to you. They share some aspects of the hostiles, and do collect resources presented to them, but they do not go on these searches and do not willingly enter the Nether.
The Friendly Alchemists can be "tamed" in a way. If right-clicked, a GUI will appear, similar to that of the Villager's trading windows. Here, there are two boxes and a meter. In the left box can be placed a potion ingredient, or a primary potion. Afterwards, in the right box, a reward of sorts will appear. I don't know what the reward would be, but it would definitely be something worthwhile, like an Emerald, or some Iron.
Every time you deliver resources to the alchemist, the meter I mentioned will fill. Once it is full, the meter will empty again, but the alchemist will be allied. You can choose not to take the rewards, and this will fill the meter faster than if you take the rewards.
Once the alchemist is allied, you can right click him to make him follow you, akin to dogs and cats. Although, when in follow mode, the alchemist will begin attacking mobs, but only if you attack the mob, or if the mob attacks you. If you attack a non-allied alchemist, they will drink potions of swiftness and a potion of regeneration and sprint back to their huts and close the door behind them.
Friendly Alchemists also roam up to 100 blocks away from their hut, to make up for the lack of the "searches". If you have one following you, and you are low on health, it may throw a splash potion of instant health at you. Friendly Alchemists will attack Withers, and if you assist them in killing the Wither, they may present you with a really good reward. I don't know what this might be yet, but I'm going with an exclusive potion that you can't get anywhere else.
If a friendly alchemist's hut is destroyed, it will randomly wander, and may accept a new structure as a home, possibly a village house. After a short period of time, Golems will protect alchemists (for example, if one is attacked by the player, the Golem will become aggressive), and villagers will treat the alchemist as if it was just another random villager.
Now, for some stuff that applies to both alchemists.
They fight the same way as the Witch. They have at LEAST 10 hearts to match the player, but since it's AI, they should probably have more to aid their attempts to battle such vicious mobs, like Ghasts, Blazes and Withers.
If a hostile should encounter a friendly, they will battle it out until there is a victor.
Alchemists would have a changing inventory that they drop when they die.
They also occasionally stop and stare at cauldrons, crafting tables and brewing stands, emulating interaction. When an alchemist does this with a brewing stand, potions will appear in its GUI and begin to brew into another potion. Collecting resources (Hostiles)/the player giving resources (friendlies) and brewing modifies the inventories of the alchemist. When enemy alchemists battle, the victor will steal the inventory of its opponent.
So basically, this would add that one jerk you meet on servers that kills you on sight for your stuff, and also adds that friendly guy you meet on servers that helps you and is your friend, and helps you mine.
So thoughts? Constructive criticism? Overpowered? Something bad I'm overlooking?
Also, I do realize this would take AMAZING coding to accomplish so don't go "This is impossible because that would be too hard to code"
This is just an idea.
I know, but a lot of people dislike it, and like I mentioned at the end, it's just an idea, not an "OMG PUT THIS IN NOW".
It would be fun, too if they just added it in addition, but then people would complain about it being a witch copy.
I am ninja'd far too often.
I agree, mostly this was just an idea based on some people saying the witch should be scrapped, which I don't agree with really.