Why the deep dark is good but also terrible
Ok, so I love the deep dark so far; the warden is strong, and the mechanics are awesome! But after experimenting for a while, I realized it wasn't that hard to navigate with no items. Unless you are clumsy and uncaring, the warden is easy to combat, with ways to avoid it such as just crouching and breaking the blocks and pillaring up 2 blocks. I think what the deep dark needs is some more taste! First off, the biome itself is very bland, being just your casual deepslate caves with little patches of sculk, which is fine, but what if most of the area was coated in what could be called either "dead sculk" or "sculk Flesh" a new block that could be just the "grass" of the biome. Also, what if there was another mob in the deep dark, specifically the ancient cities, that made the warden look harmless? I think the best way to make the ancient cities tough to beat is with the idea of an "ancient warden" which would be a much bigger and more threatening enemy that ONLY roams the cities, and that could detect sculk sensors from over 1000 blocks away, so it can hear you and find you. It would be much more terrifying than the warden, and could be a new boss in the game! the warden could just be the pawns. as of posting this, I have not made concept art, but I will make some. Another thing is how to combat pillaring; just give the warden the ability to make spikes come out of the ground. Thats it! Also, there should be a huge wall around the city so the ancient warden cannot escape.
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