Advertisement
Guest User

Untitled

a guest
Jun 21st, 2018
115
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 8.92 KB | None | 0 0
  1. Posted Jun 10, 2018
  2. I commented earlier on this mod, but after playing your mod some more, I felt like my old comment needed some work, so I deleted the old one and made this instead. Some feedback for your mod:
  3.  
  4.  
  5. Mimics are pushovers. Not only are they extremely easy to outrun, not only is their AI not that good, but they can be killed extremely easily. (usually 3 hits with a decent weapon.) They should have at least 40 health (like an enderman), their speed should be improved to keep up with players, their AI needs work, as they constantly walk into things and are generally very clumsy, they shouldn't take knockback, projectiles should do 50% less damage to them, and a hit from them should do a solid 4-5 entire hearts of damage with no armor on.
  6.  
  7.  
  8. Tomes have two giant problems.
  9. 1.) They hardly pose a threat in a fight. Similarly to what I suggested with mimics, they should take no knockback, they should have increased health (about 45 health), and they should do more damage (5 hearts on the easiest setting.) Being magical, they should also have a magical attack/ability, that being the ability to damage players through armor. Where the mimics would be faster yet slightly easier, tomes would be slower moving yet stronger.
  10.  
  11. 2.) Tomes are too overpowered as it is. They are literally just free enchant books floating around in caves that can hit you.
  12. Instead of changing/removing books from their loot tables, I suggest the enchantments they drop come with a chance to have a curse enchantment attached to it. The better the book they dropped, the greater chance of it having a curse. Because there are only 2 curses in the vanilla game, that being the curses of binding and vanishing, more would obviously need to be added. Some suggestions:
  13.  
  14. -Curse of Vulnerability; the opposite of the protection enchantment for armor. Each level increases damage received from mobs.
  15. -Curse of dullness; the complete opposite of the sharpness enchant. Each level makes a sword do less damage.
  16. -Curse of breaking; the opposite of of the unbreaking enchant. Each level makes a tool break faster.
  17. -Curse of heaviness; can be applied to armor. Wearing just 1 piece of armor with this curse on disables your ability to sprint. Each additional piece you wear increases how much fall damage you will take by a little bit.
  18. -Curse of Waste; the opposite of the infinity enchant for bows. Each level makes you use up 5 arrows every time you shoot a bow. If you apply Infinity to a bow with Curse of Waste, you will still need 5 arrows to shoot, but so long as you have 5 arrows in your inventory, you can shoot infinitely.
  19.  
  20.  
  21. Skeleton warriors, while looking like a challenge at first, are about as easy as a regular skeleton from far away, and up close, about as easy as a zombie. For having the name "Skeleton Warrior", they don't really do very well in fights. They should have 30 health, do about 3-4 hearts of damage, they should shoot tipped arrows of weakness, it would be cool if they were smart enough to not fight each other if they accidentally shoot each other, and for the love of notch, please fix their AI! When one comes up to hit me, he just waves his hands up and down, trying to hit me.... and not doing a good job at all...
  22.  
  23.  
  24. Mother Spiders are literally just regular spiders with baby versions following it.... A small change that would make them much more challenging is if they had more health than normal spiders (25 health would do just fine), and they gave slowness to players that were bit by one. This way, it would be much harder to run away while all those babies are chasing you. Also, there is a bug where mother and baby spiders just suffocate into blocks when spawning and when climbing blocks. Its weird.
  25.  
  26.  
  27. Trollagers look scary, and they have quite a bit of health, but they aren't really that tough. First off, their detection range.
  28. They should be able to see from farther away (64 blocks away like zombies would do perfectly) because they can see from higher up. Secondly, their attacks. Their smash attack is fine, but their hitting and throwing attacks need buffs. Being hit by a trollager should deal at least 6 hearts of damage with no armor. Also, when they hit you, they should launch you up into the sky 4-6 blocks up. Now, armor doesnt protect against suffocation damage, so the blocks trollagers throw at you shouldnt be protected by armor either. However, they could be blocked by shields.
  29.  
  30.  
  31. Brain slimes are a wonderful idea, but I find it pretty odd that they dont spawn on the heads of humanoid mobs like zombies and skeletons. Not only would these zombies and skeletons not burn in the day, and not only would you have to fight two things now, but the slimes on their head would explain how they became what they are now. Maybe the skeletons are players that became so drained they turned into skeletons, and maybe there were other players that got eaten by zombies and brain slimes at the same time, turning into a brain slime zombie...
  32.  
  33.  
  34. Lost miners, from what I have observed while playing, have wonky spawning behavior. I built my house right next to a cave with a wide area 20-30 blocks underground. Lost miners spawn in that wide area like crazy. I practically have an emerald farm. This is kind of overpowered in my mind. Instead of earning your emeralds, you can just exploit their spawning mechanics and get mega rich. They should spawn much deeper underground (about Y = 15) and be slightly rarer.
  35. Also, they shouldnt follow you as soon as they spot you. I almost always end up accidentally killing them whenever im attacked by zombies or whatnot, because they get in the way of my sword. Or, I hit them with my pick when I try to mine and they get in the way. This is super frustrating!! Right clicking on them should make them follow you, along with a message in the chat that would say "This Villager will now follow you to the surface!". Right clicking him again would make him stop following you, and the message "This Villager will stop following you now." would pop up.
  36.  
  37.  
  38. Travelling Merchants are a good idea, but they are too common as it is. The spawn rates need to, at the very least, be cut in half. I know I can adjust this by myself in the config, but it should be less by default.
  39.  
  40.  
  41. Blazing Juggernauts are really well done. I actually get a wave of paranoia whenever I spot one in the nether. One thing that I find odd is that, unlike regular blazes, these guys aren't on fire or glowing. They don't even have any fire related attacks, which is odd, considering they are the cousins to FIRE elementals. They could potentially set players that they hit on fire. Maybe you could fix this? I don't know.
  42.  
  43.  
  44. Festive creepers, at the moment, are not survival friendly at all. They are mostly just something you enable spawning to for a hardcore challenge or something like that. For normal survival, calmly smelting glass for your lookout tower, and then having your entire town blown to bits and set ablaze because of an unlucky encounter, Festive creepers aren't that great. I suggest that there should be an option, similar to Trollagers, to have them only spawn very deep underground (about Y = 15, and keep them rare), which would make deep caving a bit more intense if you come across one of these guys. Another option would be to have them spawn (again, rarely!) in the nether as like the spirits of creepers. It would make sense, they blend right in, they are evil enough to fit with the other nether mobs, it would make the nether +999 times scarier, and they leave a trail of fire behind them. It would be perfect!
  45.  
  46.  
  47. Rocket creepers have a similar problem to Festive Creepers. As it is right now, they are basically blue, tougher versions of normal creepers. Lets run with that idea, that they should be slightly tougher than normal creepers in every way. They are rarer than normal creepers due to them being harder? Ok. You gave them extra health? Thats fine. You made them instantly charge up and explode? That's really not fair and not fun to deal with. They should have a slightly faster sizzling rate than normal creepers, but instant? No. To compromise, they should do the same explosion damage as a charged creeper. (But still leave the same sized crater as a normal creeper.) Also, please consider giving them a blue firework blast for explosion particals. That would be perfect.
  48.  
  49.  
  50. Camouflage armor is literally just leather armor that can change color. Its nice for people that like to collect every set of armor, because now there is one more type to get, and it gives leather armor a use, but I honestly cant see myself making this in survival mode other than just for fun. If it had a practical use, like being able to reduce how far away monsters detect you, and that ability stacked with mob heads, so that a player with chameleon armor and a mob head would be invisible to the mob whose head he is wearing, that would make it at least much more fun and encourage players to use it.
  51.  
  52.  
  53. Just my suggestions, thank you for making this brilliant mod. I hope you have a fantastic day.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement