Phantoms spawn in specific biomes
Phantoms are an interesting mob that really sounds cool and works great on paper, but many people know in practice they harm a certain playstyle limiting the creativity and time management of a player. Many people have suggested before to move the phantom to the end due to the connection they have to the elytra or reversing the mechanic to discourage use of beds. Neither of these ideas would work very well either as phantoms in the end would cause an already harsh environment to become even more nightmarish and frustrating due to players being forced to fall pillaring up in the end cities or bridging. The other mechanic by using them to discourage bed use is also not feasible, because it pushes players to stop using an integral gameplay loop introduced in beta 1.3. It is very helpful that the gamerule doInsomnia already exists, but then it disables the ability to obtain the two potion effect based advancements "a furious cocktail" and "how did we get here".
Instead of the current mechanic or other suggested ones, I propose that phantoms can spawn in one of 2 types of biomes Oceans, or Badlands allowing the phantom membrane to remain available without annoying players. The reasoning for the Ocean spawn is because Phantoms were added in 1.13 the update aquatic and fit very well as mobs that blend in to the water. The other reasoning for the Badlands spawn is that in the game spiders spawn more often due to the increased amount of mineshafts that would give phantoms natural prey.
Please sign in to leave a comment.