As it is the creeper is like a natural disaster exploding only when it gets to close to the player, it should be balanced to be mostly the players fault and not just because it walks up to them.
Creeper explosion size should be based on if the creeper has taken any damage, and they deal more damage if the player looks them in the eye as they explode.
If you attempt to fight and kill a creeper, when it takes damage it makes a bigger explosion that breaks more blocks if you don't manage to kill it in time.
While looking a creeper in the eye it deals more damage when it explodes, and if you aren't looking it in the eyes it deals less damage.
So when a creeper sneaks up on you, you won't die, and it destroys less blocks with the explosion.
But the opposite is true, when you hunt a creeper it makes a regular bigger explosion that deals more damage.
but you can still kill creeper by slowly whittling away it's health, if you look away at the last moment or you attack it from behind it deals less damage to you and even other entities like your pets if it does explode.
This change would be in order to make the negative aspects of creepers more in the players control just a bit.
When you use flint and steal to ignite creepers they also should make the bigger explosion as if they got damaged, so they can be explosives just like TNT.
And when They have potion effects they still make lingering clouds when they explode with or without taking any damage or being looked in the eye.
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