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13

Let's talk about the most recent snapshot (22w15a)

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  • 2
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    nerf the warden or add a gamerule stoping his spawning as hes a god

    and not very fun as you meant to run away or use snowballs but none of them work now

  • 3
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    When the Warden does its shockwave attack, it should stand completely still to give players time to run away.

  • 4
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    Warden sonic boom:

    • The sonic attack is cool, but if the warden is gonna be this much hard the ancient cities will need more special items to make it worth exploring.
    • Potions that are unobtainable in survival otherwise would be a great option. Ex: A haste X potion, with a duration of say 1-3 mins would be perfect. This will incentivize players to visit multiple cities to stock up on these potions. This is also much more useful than EGAs, which most people only collect as a novelty.
    • The sonic attack needs to be weaker, since it's ranged it should say only be 1/4th as strong as its melee. This way players who tower up won't be insta killed, but still would get knocked down which I think is the point of this attack.
    • Wool should be able to block this attack, similar to how it blocks sculk signals.
    • This attack should do an AoE damage to all the mobs in the direction. However, it should be dodgeable, unlike guardian beams. Since guardians zone in and laser sight the player before sending the blast, but the warden just blasts in the general direction, it makes sense why the sonic boom would be dodgeable.
    • Considering the warden is much harder to avoid now, he should spawn less frequently in the ancient cities. A simple way to do that is to just reset the 3 strikes rule after every warden summon. This way the difficulty of the ancient cities is kept in check, while also giving each warden summon a mythical feel as you encounter this now rare, legendary monster.
  • 3
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    Ancient cities:

    • Currently they seem too common (both the biome and cities). I've generated 5 worlds and 3 of them had a city right below spawn, and the other 2 had on within 1500 block radius from spawn. They should be a lot rarer, as rare as mansions.
    • The majority of sculk shriekers should be limited to the ancient cities. The deep dark biome itself should have them less frequently, say one every 200 blocks or so.
    • From my testing, glow lichen doesn't seem to generate in the deep dark. This is concerning, because without them the underground is just impossible to see unless you change the gamma. Hence make glow lichen generate here in the same way it generates everywhere else.
    • The catalyst and shrieker should have a light level of 7, making them easier to spot and avoid.
    • "Deep dark explorer" maps should be found in mansion/outpost chests.
    • Increase the loot in the ice box. Currently they just have some cooked potatoes, doesn't really sell the idea of a food storage. Even bastions have more food and they are a lot smaller.
    • Move the redstone rooms to mansions. Instead maybe go for an evil lab aesthetic, with a bunch of different mobs, trapped in rooms with catalysts. The piston door triggered by eating/walking is nice though. You could also include some sculk related redstone, involving sensors/shriekers. But all the others, i.e. target block, lectern and the various delay circuits seem too basic and don't fit in with the ancient cities' vibe, so they just need to go.
  • 2
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    Do you think you could add a non bug related way to avoid the ranged attack, example: a new shield exclusive enchantment.

  • 1
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    Where the warden stands right now goes against the very principle on which this game stands.

    Forcing the players to deal with a warden in only one singular way, takes away player choice which is the fundamental core of this game. Aside from damaging the very core of your game you have also made this new update blatantly inaccessible to your younger players and your disabled players.

    By taking away our power to hide or pillar away to help us cope with our fear and the difficulty of the game, you have made this game blatantly inaccessible to younger children and disabled people with anxiety disorders, trauma disorders, paranoia disorders, schizoaffective disorders, and also directly targets people who have limited mobility and would not be able to effectively run away or hide without these methods. (And this doesn't even begin to get into how much of a nightmare the blindness effect is if you are low vision.)

    This is not good game design.

    This is not accessible game design. 

    You did not design these new features for the warden to improve your game. 

    You designed it to target players who had made a choice to make the deep dark more accessible. You've inadvertently designed it to target the disabled.

    With this most recent snapshot you have taken what was supposed to be a fun boogeyman and forced a dark souls horror to stand where it had no business to stand. 

    This is not okay. Please do not forget about your disabled playerbase in the coming update.

  • 1
    Registered User commented
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    I might be the only one but I don't like the sonic boom particle effect (I'm not a fan of beam-like attacks and attacks you can't avoid, and in this case a beam-like effect doesn't make much sense to be honest). Maybe instead of this attack the warden could release some souls from its chest that move moderately fast and despawn in 5-10 seconds, but are able to pass through walls and do a lot of damage.

    This would give the player a chance to flee the attack (by running), while discouraging them from "camping" strategies; after all, the warden being a challenge doesn't mean facing it should be a death sentence (surely it should be hard). Besides, a souls attack makes much more sense.

  • 0
    Registered User commented
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    Nerf the warden as he’s basically a god now with no way to get away from and can insta kill you 

    and he does not belong in the game

    or add a game rule stoping him spawning

  • 2
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    When doing a sonic boom, the warden should damage all the entities in the direction it attack, and the damage could be share between the entities.

  • 4
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    I loved this change, and the fact that the Warden does the Sonic boom even when running is great, it really gets you into the immersion and fear.

    But I also think that the previous two snapshot changes should be reverted.

    The Warden should get back to 5 block melee attack range, because if you lock him in you can easily kill him because the Warden is slow to Sonic boom.

    And also the Warden's speed change in water/lava should be reversed because now it's very slow and the current of water/lava pushes it, allowing the player to abuse this and kill the Warden very easily, I'm not saying it's the same faster than before but something intermediate between the speed of before and now that allows it to even pass over currents of water/lava with ease. :)

  • 1
    Registered User commented
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    The blast from the warden does need some work, as it currently just means instant death for the player(in hard)unless you have top level gear, which feels odd given the loot of the city is still more mid level. With the punch, it's actually quite fun with it being so strong, as the player then has to learn how to dodge and trick the warden to survive. The Sonic Blast takes this away, not necessarily because it's powerful, but just because there's nothing for the player to do. There is no way to dodge, no way to block(with the message from devs regarding shields being negated)meaning once it activates, the player basically just has to give up, isn't very enjoyable gameplay.

    My solution is using balance: The blast doesn't lock on to players so they could dodge(but will still work for towering)but it turns into an area affect attack, so the player still has a good chance of being hit. But they still have at least a chance, which is currently not the case at least in the cities where there's plenty of places where both the warden and player gets stuck and can't escape

    one other idea I had to counter this is an item using the echo shards where they could be used to craft a new item(maybe also using the amethyst shards since they're in the cites to)that absorbs some of the blast when hand held, keeping the player alive(but still taking hurt and knock back)This could also give it a charge, so the player could use a micro version of the blast, but has to take a big risk to get it

  • 3
    Registered User commented
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    I feel like you should make it so that the warden's sonic booms do splash damage, but the killed mobs don't drop any experience and loot. Also, make it be able to walk on lava and/or water like the strider or swim very fast in those to make it more difficult to trap them. Also increase the HP and damage of the warden a bit. 

  • 2
    Registered User commented
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    I suggest that fossils should be added in the deep dark because it would make the deep dark biome have more content by itself.

  • 0
    Registered User commented
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    fix the warden so you can get away

    and look at this bug https://bugs.mojang.com/browse/MC-250247 

    The bug report is important for custom world gen

  • 2
    Registered User commented
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    I like so far how the Warden is evolving but I think the Warden should also be able to change his hitbox to 2 blocks high to enter narrow tunnels, imagine the terror in the player's eyes seeing the Warden desperately running towards you lol.

    I also think that the Warden should be able to climb at least 2 blocks high, this would allow him to reach the player more easily without being too OP, since in the new ancient cities there are many structures that are 2 blocks high from the ground and the Warden just stands there looking at the player without doing anything other than the Sonic boom, allowing the player to make consecutive attacks without taking any damage. Additionally, this new ability would also allow the Warden to better traverse the new caves in Caves & Cliffs Update Part II.

  • 2
    Registered User commented
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    I like the changes they are making to the Allay but I think they should change a couple of aspects.

    The Allay should go through any type of block taking no damage (except for the Bedrock), this will allow you to pick up and throw items much faster without the need to make complex changes to the pathfinding of the Allays. Obviously this would make the Allays escape from their cells in mansions or pillager outposts but since they only spawn in structures I think it would be possible to alter their AI so that in these places are unable to move.

    Also the player should be able to assign the Allay a notes block with a single left click, because the current fix only causes more lag and confusion for the players. :)

  • 3
    Registered User commented
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    This new warden is perfect for hard difficulty players, players like me who choose hard/hardcore mode actually desire a challenge. But for "kids and disabled people" as the above comment says, they can choose easy or peaceful mode. Wardens greatly improved the game, and many players enjoyed it. The massive amounts of youtube reaction vids will promote minecraft further. Please don't take the fun away from many players.

    I'm against nerfing wardens, at least on hard/normal mode. Easy mode can have the nerfs, as players who choose easy mode prefer a more casual game.

    The warden should walk a bit faster on water. It gets stuck too often on liquid. The vertical melee reach should be extended a bit, like in the previous snapshots.

    I prefer ancient cities to be more common. It should NOT be as rare as woodland mansions, they are a pain to find and exploring takes up too much disk space.