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13

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

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  • 8
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    The attack is a bit too powerful right now. The warden's meant to be scary, but being chased loses a lot of intensity if you can't even get close to escaping, because the attack ignores walls, does the same damage as a melee attack, and disables shields.

    Decreasing the damage can have a variety of tradeoffs. Here's some ideas:

    • Increase the knockback, so if you're pillaring, it knocks you down.
    • Allow the blast to break (most) blocks, so the warden can reach you and deal the final blow.
    • The damage is greater the closer you are to the warden.
    • Make the bolt move slower but ignore shields.
  • 7
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    This snapshot made the warden more terrifying than it already is. The range attack feels too over powered as you can't run away and get hit like a guardian's lazer beam. It should have a distance dependant damage instead being the same as melee damage. So player at least has a chance against range attack.

    Side idea, ik the warden lives in caves and dont have any vegetation, but feels weird when the ravager can break leaves whiles the warden cant

  • 5
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    This is a amazing snapshot.The sonic blast warden ranged attack feels perfect in vallina.The small tweaks are very well received by me.But, I think allay regeneration should be slower.I also am not a fan of some of the new advancement names.

  • 5
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    The warden ranged attack animation should look like The souls it has in its "belly cage". It seems at least more fitting for me

  • 5
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    Loving these snapshots!

    Little suggestion to make the warden more powerful and scary.

    Wardens should not repeat the roar animation after it kills its target and immediately starts attacking the next target if multiple targets are heard within distance. The roar animation should only be repeated after the target gets killed, and no other target is immediately detected.

    The Sonic Shriek ranged attack should be less powerful than the Warden's melee attack. This shriek attack should also have other side effects, like forcing pointed dripstone stalactites to fall if the attack happens to hit them. I think the Sonic Shriek attack should also create a status effect that temporarly impairs the players ability to hear other sounds, like a high frequency sound that prevents the player from hearing any other noise until the effect wears off.

  • 5
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    I think that echo shards in their current iteration don't make a lot of sense from an overall perspective - it would seem that players who would most appreciate the functionality of the new compass most would be newer players, or at least players who aren't far enough along in their worlds to know exactly where they were when they died. In both of these cases where the compass would be most useful, it would seem to me that the players in need of the compass would either lack the resources to make the compass, or would have so few echo shards that the compass would be seen as too valuable to risk losing (the good old "what if I need it more later" trap that lots of players fall into in games). I like the idea of an item exclusive to the cities, but having a raw material that most benefits players who aren't very far in their worlds located in an area that many would see as a challenge doesn't make a lot of sense to me.

  • 4
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    I’ve never written a comment on this website before because i’m usually really for what changes have been made, but as much as i love the new ranged attack, my only complaint is it does WAY too much damage with no way to avoid it. Personally it should be more of a “get down from there” attack rather than a one hit kill move if you try to escape the Warden. Don’t get me wrong it should absolutely do a lot of damage. but i feel like either minimal to no armor, it should be AT LEAST 2 hits before it kills you. I understand this is one person’s opinion and may get overlooked but I personally feel like it’s a bit unbalanced! :) thank you for your time!

  • 4
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    Alright let's do this!

     

    Firstly the snapshot is very cool (Like always lol)

    I think it's a very smart idea to make sure that the warden can stop players from just towering up.

    The damage is okay, maybe half it or just decrease it a little bit, just a tad.

    The mangrove changes are great, good to know that Mojang keeps listening to their community!

    Especially the mud being now 3 or 4 blocks deep. It's great!

     

    I still have a question about a few things (I know I probably won't get an answer but whatever)

    - Are fireflies still a thing? Or are they just cut from the update?

    - What about the art about the birch forest, just art or is it still coming?

    - And the most important one:

    Now that the warden has been buffed (wich is a good thing) will the loot change? more unique loot, more uses for echo shards? etc. I know this sounds really greedy and I am sorry for that, but I have heard a lot of players say they probably won't go to an ancient city, because there just isn't enough reason to go there. Maybe give echo shards some extra uses? 

    I have already submitted an idea for a new use:

    https://feedback.minecraft.net/hc/en-us/community/posts/5462630687757-The-Echo-Table-Use-for-Echo-Shards-

    this is just an idea but I hope there will be more uses for echo shards.

    Overall a great snapshot! Mojang listened to their communtiy with the new attack and the mangrove changes! 

    Keep going Mojang!

    10/10 snapshot

    bye

  • 4
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    I think the warden should not shoot his laser at people behind walls,if so make it impossible to shoot thru two thick walls

  • 4
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    When I said "Be creative we love to see what you come up with" you really took it to heart. I love the new ranged attack and its definitely a creative solution to the problem and was the sort of thing I had in mind. I'm not sure that it should go threw walls as if you don't have a line of sight with it you cannot easily hurt it which resolves most issues, I like another users idea of "making it impossible to shoot thru thicker walls". Destroyed shriekers sill summoning wardens and increased smell range was a great fix. For shriekers while in creative mod please make crtl+middle button copy the can_summon tag, it would really speed up creative builds using summoning shriekers. good changes to mangroves, still kind of hard to boat threw though. 

  • 4
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    INCREDIBLE snapshot! Warden finally has anti-cheese, and it's perfect. The sonic boom's high damage is necessary considering how slow the animation is, and how there's many distracting mobs behind walls. Now it feels like an appropriate mini-boss!

    It's still possible to cheese the sonic boom with a shield, but that might be okay. I like how it's penetrating & homing (to easily kill bats), but with the shield, players can dodge the attack, and there's plenty of telegraphed warnings before it shoots. If players think shield cheese is too OP, booms can deal partial damage to shielded players.

    I think the Warden is perfect now. It's a natural disaster meant to be avoided, but for bored players who want a challenge, they can fight them. Considering how OP the Ancient City loot is, the Warden's difficulty needs to match. I'm really hoping there's more challenging enemies & huge dungeons in the future, as many players prefer the combat/looting/RPG part of the game more so than building. Roguelike dungeon dimensions that resets after clearing, and rare equipment drops with varying stats to trade with, will make Minecraft's combat/looting truly infinite.

    Allay regen is great, though outposts need to have higher chance of Allays. Ideally there should still be a way to breed/renew Allays. Players won't take them to caves as a mining partner if Allays are non-renewable; they still die easily to creepers/lava. I'm loving the Mangrove biome changes so far; it's more lively.

  • 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.
  • 4
    Registered User commented
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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. :)

  • 3
    Registered User commented
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    The sonic boom certainly gets the job done. Might need to tweak it so it only triggers when the warden is otherwise unable to pathfind to the player - that way if the player decides to disengage and run away, they won't be punished as heavily for it. It definitely serves its intended purpose of messing people up who get too greedy however!

  • 3
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    Oh yeah forgot to mention, the death message for warden range attack should be "Player was blasted by Warden"

  • 3
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    I think the warden's sonic blast should deal more knockback on the x/z axis in order to more effectively counter players that pillar upwards. In this snapshot, the warden typically uses the attack right underneath the player, causing the player to be knockbacked upwards and landing on the same block that they were already on.

  • 3
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    The ranged attack currently does way too much damage and cannot be dodged (a shield blocks the attack if you're prepared, but just pulling it out when the warden is about to use its ranged attack takes too long). I feel like the damage should be significantly reduced (1/3 its current amount), and there should be some way to get out of the way of the attack if you are far enough away.

  • 3
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    I have a few problems with the Warden's new shockwave attack. First, I think it uses it too often. It should only use this attack if it can't reach you at all. Players should still be able to run away from the Warden without being one shot by a heatseeking projectile. Second, I think wool should be able to be used to counter the Warden's new shockwave in some way. Either it stops the attack entirely or decreases the damage to some degree. Maybe the shockwave stops after going through a certain number of wool blocks so that it still feels fair and you can get to a safe place.

  • 3
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    it’s really good that it HAS a ranged attack to be a better threat, but my worry is that it’s now a worry that i’d be totally unaware of what’s happening while digging, then suddenly get vaporized. Possibly some way to assure the biomes themselves are spaced well enough so that they’re a rarity to find and be avoided at the very least.

  • 3
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    Mangroves (1/2):

    • Looks great, but still needs more water. There should be large waterways in between denser areas of the mangrove for boat accessibility.
    • Deeper mud is nice, deeper snow should also be added to snowy plains & taiga for the same reason
    • Biome placement needs work, I've seen microbiomes generating in the middle of deserts and oceans. They should generate on the edges of oceans/lakes and go inland from there, connected primarily via water than land.
    • More vegetation would make the place feel more alive, ex: cattails. A new crop like rice would also be cool.
    • Unique flowers, ex: water lily/mud lotus. Should be large, placable near water, 1-3 deep water, and lilypads (duh). They could also emit particles, would be a nice alternative to spore blossoms
    • These biomes are super laggy because of the leaves and vines, it's about time Bedrock's leaf rendering system is brought to Java. Don't want this to become like the Java jungle which players try to avoid because of lag...
    • Add Fallen trees from bedrock too, this is the perfect update to add them. Also add the snowy leaves from bedrock.
  • 3
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    So far I love everything in this snapshot, and I hope this will come to Bedrock! Wardens are now scary in a good way, and they can actually kill Withers. I like the new sniff range and how it can shoot while running. There's a lot of creative uses for Wardens now, such as sonic boom turret towers to guard bases. Please don't nerf the Wardens! There's still plenty of ways to deal with Wardens, such as shields, buckets, or simply running away from the deep dark the moment it spawns. Having fearsome mobs you're meant to avoid in the wild is something I've always wanted, it gives a sense of danger to adventures, it's boring if fully-enchanted players can steamroll through everything.

    Take inspiration from popular mods and games like Subnautica & Hytale. There's a reason why these are so popular. Bedrock edition is stuck without mods, so I'm hoping that vanilla Minecraft can keep growing!

    I'm against Wardens breaking blocks, it's going to ruin worlds. In the future, powerful enemies should ignore blocks instead of destroying them, like this sonic boom attack.

    The mangrove changes are for the better; the tall dense trees, the tropical fishes, more mud, moss carpets... now it just needs fireflies and ambient sound effects, and possibly flowering lily pads and fog like in the concept arts. I love tall giant trees, as they make forests look like forests.

    The "sneak 100" achievement is essential to teach players that they can sneak through sculk, it should be on Bedrock as well.

  • 3
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    Mangroves (2/2):

    • It's great that they tropical fish spawn in these biomes. Would be cool if tadpoles also spawn naturally.
    • Idk if it's been removed, but if not, please make the axolotls not hunt tadpoles.
    • If no other plants are added, at least make dripleaf generate in these waters. Would fill out the biome nicely.
    • Frogspawn (frog eggs) should naturally generate in the banks. 
    • Also rename this biome to just "mangroves" to differentiate it better with the old swamps.

    Also the sky should turn light grey when entering this biome. Sky color change is something that can be done to all the biomes really, makes them more atmospheric. Biome specific fog would also be amazing. Datapacks such as Terralith already do this really well. 

    Old Swamps:

    Currently they look so depressing compared to the new mangroves. I think they need a facelift too.

    • The simplest thing to do is just rename them "wetlands", since they tend to have a lot more water
    • Replace the dirt with mud/podzol, and add bushes in between. Also increase the tree density a little
    • Finally add dripleaf, and add fireflies as well

    These are fairly simple changes that wouldn't take much effort yet would go a long way to make the old swamps look better.

    Mud:

    • Mud should slow players down similar to soul sand. Depth strider would reduce that slowing, like how it works in water.
    • Mud should generate under rivers/riverbanks too, instead of clay and gravel.
    • The witch hut should be made of mud instead of spruce, makes sense
  • 3
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    When the Warden does its shockwave attack, it should stand completely still to give players time to run away.

  • 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.
  • 3
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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. 

  • 3
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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.

  • 2
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    allow sugar cane to be panted on mud and not require water next to it.  

  • 2
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    Worden breaks glass/blocks with this sonic boom attack.

  • 2
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    In terms of sound pressure, if the sonic waves erupting from the Warden were reduced enough to just blasting things away with significant damage, the death message for an entity could be: "Entity was jarred by Warden".

    However, if this "sonic boom" is enough to instantly kill an entity without any means of protection (which is a brilliant idea mind), shouldn't the death message be: "Entity was irradiated by Warden".

  • 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