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An idea to stop people from easily killing the warden:

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  • 2
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    i dont think majang will make a mob that naturally spawns and can break blocks

  • 0
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    Might as well as make him have infinite health.

    These kinds of strategies will always exist, because of the nature of the game. Even if he HAD infinite health, you can log out of the world, change the world setting to peaceful and log back in, and that is not considered cheating. You could make a trap for him, you could use an array of end crystals or TNT. Or you can walk away until he despawns.

  • 0
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    Sorry, it can't break blocks. Breaking blocks breaks one of the rules of Minecraft. Other than Creepers, no other mobs are allowed to do this (It's also why Endermen can only pick up natural blocks, so they don't utterly destroy people's builds).

     

    Edit: Never mind, I forgot Zombies can break doors, Withers can destroy blocks, and even Ghasts can blow things up.... forget I said anything. :/

  • 1
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    There is one comment that may also solve what I think could be hard to solve. Here is my idea. Make the caves that warden dwells in a very tight space, so that the player can not pillar up and away from the warden.

  • 0
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    Lasercraft, zombies break doors, the wither destroys all terrain around it. It's not just the creepers that can destroy blocks. And the Warden is meant to be an inevitable cause of death if it becomes aware of your presence; you can't just build dirt (or obsidian for that matter) around yourself and be immediately safe.

    And unless you're planning on moving in with the warden who will likely never die, you are probably not going to have a base down there.

  • 0
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    I also think that for any damage dealt by explosives, arrows, potions, (enchanted) tool, or lava will hurt the Warden at first, but will slowly become immune to those types of damage. The only way that you can damage the warden without it becoming immune is with melee damage from the players fist.

  • 0
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    Isaac Annear

    You're right.... that's a good point. I guess I didn't think about that (zombies only break doors on hard and hardcore, not that it changes much regarding what you said). And turning off mob griefing would stop it from breaking blocks for those who don't want it to.

    (Although, it wouldn't surprise me if someone tried to make a base down in the deep dark. It would make a cool place to put a base if not for the Warden)

  • 0
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    A few comments have stated that there is nothing that stops the Warden from following you home and destroying the world and whatnot, so I has cum up wit a solushin!

    The warden will not follow you home, if it does not kill you first it will chase you until you leave its cave. When you leave the cave it will let out a long and drawn out roar.

    The second problem is that it will destroy its cave when it is only the bats making vibrations. To solve this does not require many brain cells, guys. Just make the walls take twenty minutes to break and voila. Doing this would also have the benefit of making a hole very tedious, dangerous, and impractical.

    By the way guys, this is a mob that you make the decision to come close to, similar to the Wither, Ender Dragon, or Elder guardian. Because of this, the Warden has every right to destroy anything that it wants to.

  • 0
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    So, there seems to a few ways to solve the Warden safe place problem. Here are a few tools that can be used to solve it.

    Environment

    -Make deep dark materials difficult to mine.

    -Make the Deep Dark a small place

    Mobs

    -Bats that are sensitive to light

    -Warden daughter entities (entities that branch off from the Warden itself) when it calls upon them

    Abilities of the Warden

    -Allow it to break blocks

    -Allow it to climb walls

    -Allow it to send a shock wave that knocks the player back

    -Allow it to have a very long reach

    -I just got an idea (someone has already suggested this in a different way): the Warden will grow hyphae onto blocks in the vicinity of the player. These hyphae will send toxins into the air and you will get blindness, slowness, weakness, and nausea, and you will die right there and then. So definitely don't just stand there when the Warden is just a few blocks away.

  • 0
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    The latter idea from the last comment is unique because it does not use projectiles, and does not require blocks to be broken in any way, but there is just one problem. It is important for the Warden be very unique and totally unexpected, and with the way that the Warden observes its environment it has been more than achieved. But that is only part of the Warden, it also has to give one the sense that they are forbidden from the Deep Dark, which is why the Deep Dark would seem win py if a player could easily protect themself from the Warden just by blocking themself off with a couple of blocks. So to make the Warden more dangerous it should be able to access and damage the player at all times. There are a couple ways to do this, and I think the above ways are good ways, especially the last one; there is literally no other mob that changes the state of a block that then hurts the player, however, an evoker will also indirectly do the same thing, yes, evoker fangs are entities and not blocks with states, but they seem maybe a little too similar. Don't get me wrong, I like the last jot of last comment... heck, I like all the options and I think they should somehow be implemented, but the Warden must be unique, especially since it already is.

  • 0
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    So, this idea is similar to the aforementioned one, but will be elaborated on.

    The cave that the Warden lives in should not be made of a special type of stone. Why would there be anyway? Instead, it would be made of a skulk block; this would imply that a regular cave is overgrown with skulk. This block is the more basic component of the skulk growth and it carries its fluids throughout the growth. When the Warden senses a vibration, it will approach it and trigger the block to send toxins into the vicinity. If the player gets hurt or moves away when this skulk block begins to toxify the environment, the Warden will be provoked and will chase that entity. Again, if the player blocks themselves off with a different type of block, hyphae will grow on it and will kill the player. Maybe a semi-transparent block similar to powder snow would grow and make it even harder for the player to move whilst this happens.

    However there are still some ways that the player can escape the Warden even with this in place: the Warden could be letting the block emit toxic particles, then the player places blocks between the Warden (we shall assume the Warden cannot break blocks) and runs away. What to do? The environment factor! If this happens, the caves will have many turns that the Warden can take to bypass the blockage.

  • 2
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    Isn't the Warden a hostile mob, therefore required for the "Monsters Hunted" advancement/achievement?

  • 0
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    Brahin Ahmaddiya

    100%. Correct.

  • 0
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    HUH WHAT IS THAT??????

  • 2
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                     I can see how these would make the Warden more difficult. However, I have 2 ideas that might be a better solution to these problems. For players attempting to pillar up, the Warden could find a nearby mob and THROW it at the player, knocking them down. For players hiding behind walls, they could incorporate a feature already used by the iron golem: it can attack players through walls that are 1 block thick. It should also not be able to drown, should be smart enough to knock back ignited TNT, and should be able to climb ladders and vines. These traits and abilities would make the Warden extremely tough to kill.

     

  • 1
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    Don't.let.it.break.blocks.then.he.can.easily.get.into.your.house.and.spawn.kill.you

  • 0
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    Maybe instead of breaking blocks, it can phase through walls/blocks, and will be completely invisible except for the souls in its chest, which will turn translucent.  When it phases back, it will break all the blocks it's touching and pop up in front of the player, jumpscaring them if they don't watch for floating souls.  Also, in its phase form, whe Warden should be able to float up, not just through blocks.  It will knock the player off any tower they make and then phase back to usual.  

  • 0
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    Maybe the warden could just scream or something like that ut will push us off our tower

  • 2
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    Adding something called Warden rage when the warden gets attacked for 10 seconds the warden can break blocks

  • 1
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    Make it for it can’t be killed and won’t despond in  peaceful

  • 0
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    BEST IDEA EVER!

  • 1
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    The warden should have a "wraith form", which would solve both towering up and digging a tunnel.  If the player is too high for the warden to reach, has blocked the warden off, or in a small tunnel, the warden would be able to enter a form where it is invisible, can fly, and can phase through blocks, but can't hit the player.  The player wouldn't be able to see the warden, except for when the warden senses the player, where the sculk vibration particles would travel to the warden.  Once the vibrations travel to the warden, the shape of the warden's body would be visibly silhouetted for just a second and then fade away, similar to the glowing effect on Java Edition, but dark and covering the whole body of it.  Since the warden senses the player every two seconds or so, the player should only get vague updates on the position of a shadowy creature, getting closer with every vibration.  Once the player goes out of their hole or off their pillar, the warden will become visible and attack them.  The warden will continue to track the player until it attacks them or finds another player.  This will make a sense of increasing fear and anxiety in the player, which is exactly what mojang wants.  

  • 4
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    I think a nice fix would be to simply make the Warden unkillable. You can still damage it, and it'll eventually go down, but will revive and get back up eventually. This makes it a unique mob with unique blind mechanics, and not just a random tough mob that veteran players kill easily.

    If it's killable and if it doesn't respawn, it immediately rewards players for killing it even if it drops nothing. You can instead cage this unkillable monster with blocks, another thing that'll make the Warden truly unique.

  • 0
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    2021 : mAkE HIm hAVe 

  • 0
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    What if he shoots the souls he collected as range. I think he should be able to brake block because played will fine ways to farm him witch beats propose what the devs want for warden. He should not climb.

  • 0
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    If they are going to add a mob like the warden, I guarantee you won’t be able to use these tactica

  • 0
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    No one has tried this yet though and I think the Warden has a slightly longer hit range, giving the warden access to break blocks allows it to grief the world and in multiplayer, I know people will hack them to grief too. I don't understand climbing walls because the Warden seems heavy and its blind so it would be extremely hard to climb a simple wall. The mechanics as well might act up a bit so that might be a problem as well.

  • 0
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    I think some sort of gravity/pulling entities towards it sorts effect would be a good idea so if you tunnel or tower the warden could pull you in towards it but only if you tower or tunnel

  • 1
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    I'm in favor of making the Warden unkillable! This immediately solves every problem. You don't have to tower up or dig a tunnel to kill it, because you can't.

    I LOVE the idea of having to avoid it using its blind mechanics, instead of fighting it like any other mob! It makes the Warden unique. It'll suck if veteran players can easily kill it, it quickly makes the game boring again. An unkillable Warden also means you don't need to kill it to get the Monster Hunted advancement!

    You can seal the Warden up with blocks to get rid of it (but make it immune to suffocation). Just imagine the idea of a "forbidden monster sealed in the depths", it sounds really fun and scary! I hope that there will be more terrifying mobs in the future, it makes Minecraft exciting even for well-equipped players.

    I think bosses/minibosses should have minimal block-breaking, to prevent the world from getting destroyed. Instead, they can have projectile attacks that ignore blocks!

  • 1
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    I think that will be too unrealistic for a mob like warden. Here's my idea for warden :
    1. Warden has an insane amount of regeneration and hp so it cant be killed by any weapon in Minecraft. 2. Warden have fire resistance and cant be suffocated.
    3.  Warden is a territorial mob. if he thinks the player is not in his territory anymore, he will not chase him. by this way,  warden can focus on protecting the deep dark cave.
    4. Warden cant be pushed by water current and lava current so his movement can't be stopped.
    5. If Warden is still trapped and he think the player still in his territory , it will make a loud sound that call another warden