Enderman Exploit Fixes
The Enderman is a great mob... if it can actually reach you. It's severely exploitable, and that doesn't have to be a bad thing. One kind of exploit can invite inginuity. Just look at the amazing work behind mob farms.
The problem is that the enderman is supposed to be a essential part of the game's progression, and is designed to be a tense and frightening foe to fight. But it has many problems that hold it back.
1. Boats. The Enderman gets stuck in Boats. It cannot escape, or move about. And therefor the entire fight and setup to the fight becomes invalidated. To fix this issue, but not entirely remove the strategy: Make the enderman able to teleport out of the Boat, if hostile.(The Enderman should not teleport out if calm, so you can still transport it during daytime.)
2. 2 Blocks high. It's not a bad thing for mobs like the Wither Skeleton, because they are Glass Cannons by design. And setting up such a trap does not break the game. But the Enderman is an important mob, and therefor i feel it should take a little more to claim the reward. Perhaps if you hide in a 2 block high structure, the Enderman will stay at a distance. And it's "Angriness" will not go down with time until you leave your hiding spot again. This would give the player a breather without making the fight any less tense.
The reason i haven't mentioned water is because i don't think it's an issue. And you can't rely on it to farm in the Warped Forests for Enderpearls. It's very well balanced already. Ciao!
Please sign in to leave a comment.