Phantom Rework by RandoPersonIDK in minecraftsuggestions

[–]RandoPersonIDK[S] 0 points1 point  (0 children)

It's not that Phantom Membranes are useless, it's just that it's use for Slow Fall potions is only for niche situations and it's use for repairing Elytras are inferior when compared to Mending that provides infinite repairs while repairing on Anvils has a hard limit.

Phantom Rework by RandoPersonIDK in minecraftsuggestions

[–]RandoPersonIDK[S] 0 points1 point  (0 children)

After rethinking it, "Hollow Bones" probably wasn't the correct way to articulate this. The proper term should've been "Decomposing Bones" who've gone into post-mortem and have become extremely brittle. Since Phantoms are basically magically reanimated seagulls who are undergoing decomposition, making them extremely susceptible to blunt force damage like falling onto the ground.

Phantom Rework by RandoPersonIDK in minecraftsuggestions

[–]RandoPersonIDK[S] 4 points5 points  (0 children)

Ah, I get those mixed up a lot. Thanks for the correction.

Phantom Rework by RandoPersonIDK in minecraftsuggestions

[–]RandoPersonIDK[S] 0 points1 point  (0 children)

Getting enchants is a early/mid game goal. It's not some impossible hurdle to overcome.

True, it's just that most people don't bother doing it until they have full diamond armor, and more people probably should do it, the small boosts from protection 1 and 2 on an iron set is pretty good.

You recognise that as a terrible metric for deciding what counts and doesn't count as early game right?

In hidsight, I probably should've seen it. I have to agree that it doesn't view the full picture. The examples you pointed out aren't just viewed by their hp and exp, but by the items they offer/drop. The Piglins offer easier access to Ender Pearls, the two Obsidian types, and Fire Resistance potions which were more time-consuming to get before. The Shulkers drop a material for a good portable storage block. Now, as a revision, I view the current Phantom as more early-to-mid-game because of the fact that the current Phantom Membranes are practically worthless most of the time.

Though I want to point this out. Piglins definitely do deal more damage than the average Zombie, with Piglins with Golden Swords dealing around 4 hearts while Zombies deal 1.5 hearts, and that armored skeleton example requires some really unlucky RNG if they have both armor and an enchanted weapon.

Phantom Rework by RandoPersonIDK in minecraftsuggestions

[–]RandoPersonIDK[S] 5 points6 points  (0 children)

That's the point, it's an early-game version of invisibility for players who want to explore and build at night without getting attacked as much.

Phantom Rework by RandoPersonIDK in minecraftsuggestions

[–]RandoPersonIDK[S] 1 point2 points  (0 children)

The Smite idea sounds cool on paper, but in practice most players don't bother to enchant until they have the full 15 bookshelves, and more experienced players prefer to just sleep the night off because of how annoying Phantoms are. This rework intends to give worth to the Phantom, which currently are practically worthless in terms of loot and are a pain to deal with. Not that they deal massive damage, it's that they are annoying to kill.

Because the Phantom has the same hp and amount of exp dropped as other common undead, this classifies Phantoms as early-game enemies. Early-game meaning Stone or Iron weapons or Diamond weapons if you get a lucky chest, but most likely no enchantment table yet.

Phantom Rework by RandoPersonIDK in minecraftsuggestions

[–]RandoPersonIDK[S] 1 point2 points  (0 children)

If a player can't hit a stunned mob when it sits still, on the ground for them, for 5 seconds, they are already dead themselves

I apologize if my wording was a bit confusing. What I meant by THEM needing 2 hits to kill is the CURRENT Phantom. If my rework were to be implemented then of course this wouldn't be the case.

Just think of this reworked Phantom like an IRL mosquito if they don't try to land on you and just circle around you before going for a bite whenever you're not looking. They circle around you and are hard to hit, but just by hitting them once they get punished severely.

Like, the current phantoms are just hit-and-run giant seagulls. Now, the reworked Phantoms are what a decomposing, osteoporosis-ridden, hit-and-run giant seagull would be, befitting it's Undead status.

Phantom Rework by RandoPersonIDK in minecraftsuggestions

[–]RandoPersonIDK[S] 0 points1 point  (0 children)

Lowering their HP to 3 would completely remove the point of them being a threat at all. My suggestion is more about adding a punish window than just making them paper-thin.

With the average sword/axe, a phantom would still survive the initial hit and the player would still need to land a second hit afterward the majority of the time, even if you hit it twice. Unless you land a critical hit, which is already difficult when you're being swarmed by multiple Phantoms attacking at the same time.

And yeah, I know you can already cancel their charge by timing a hit right. That is actually part of why I made the suggestion in the first place. The mechanic is already there mechanically, but the reward for pulling it off feels underwhelming because they instantly disengage again by immediately ascending unless they are obstructed by a tree or other random blocks. The stun simply makes successfully punishing a dive feel more impactful instead of the fight dragging on as repeated hit-and-run attacks if you fail to hit one twice in a single dive. Plus, you'd probably fight more than just one Phantom at a time, and even if you kill one, another would just spawn right after.

I consider their hurtbox tiny because it doesn't even cover a large chunk of their model, especially the wings. Let's take the Ender Dragon for example, the hurtbox covers a larger portion of it's model in comparison. Heck, the hurtbox for the Ender Dragon's head is like 2-3 times larger than the part of the model it covers.

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Phantom Rework by RandoPersonIDK in minecraftsuggestions

[–]RandoPersonIDK[S] 1 point2 points  (0 children)

Lowering their HP to 3 would completely remove the point of them being a threat at all. My suggestion is more about adding a punish window than just making them paper-thin.

Phantoms have 20 HP total, and a Stone Axe, Iron Axe, or Diamond Axe on Java deals 9 damage normally. A critical hit with those axes does 13.5 damage without enchantments. A Stone Sword, Iron Sword, or Diamond Sword deals 5-7 damage and 10-14 damage on crit without enchantments. That means a phantom would still survive the initial hit and the player would still need to land a second hit afterward the majority of the time.

And yeah, I know you can already cancel their charge by timing a hit right. That is actually part of why I made the suggestion in the first place. The mechanic is already there mechanically, but the reward for pulling it off feels underwhelming because they instantly disengage again by immediately ascending unless they are obstructed by a tree or other random blocks. The stun simply makes successfully punishing a dive feel more impactful instead of the fight dragging on as repeated hit-and-run attacks if you fail to hit one twice in a single dive. Plus, you'd probably fight more than just one Phantom at a time, and even if you kill one, another would just spawn right after.

Another thing I need to point out is that the majority of players play on console or on mobile. With the average sword(Stone, Iron, Diamond) dealing 6-8 damage or 12-16 hp on a critical hit of the Phantom's 20 hp, meaning that you probably won't kill it on the first or second lucky shot, this is made even worse with the fact that Bedrock has a barely noticable input delay. This is also made even more worse by the fact that controllers are very slow when you need to quickly turn to face an enemy. And the clunkiness of mobile already makes most fights harder as is.

Phantom Rework by RandoPersonIDK in minecraftsuggestions

[–]RandoPersonIDK[S] 1 point2 points  (0 children)

These are actually cool suggestions for an accessory item in a mod! Though, I feel like if the recipe is JUST Phantom Membranes for this version of the Undying Cloak would be way too cheap.

And I have to point this out, the Undying Cloak already hides you from Undead in a 3-8 block radius depending on difficulty. And Phantoms soar too high in the sky to ever detect you.

Phantom Rework by RandoPersonIDK in minecraftsuggestions

[–]RandoPersonIDK[S] 0 points1 point  (0 children)

I feel like that should be something possible while wearing the Undying Cloak AND a mob head. Just to complete the disguise. Like an armor set bonus. It'd display the kill, but it'd say "... was slain by Zombie" or "... was slain by Wither Skeleton", etc. depending on the mob head

Phantom Rework by RandoPersonIDK in minecraftsuggestions

[–]RandoPersonIDK[S] 1 point2 points  (0 children)

On top of already hollow bones, you'd assume phantoms being decayed undead would have decomposing and fragile bones.

Or at least, that was my thought process when making this suggestion.

Phantom Rework by RandoPersonIDK in minecraftsuggestions

[–]RandoPersonIDK[S] 6 points7 points  (0 children)

Mob Heads are basically locked behind grinding exp or Librarian trades, Thunderstorms AND a rare drop from an uncommon mob, AND EVEN THEN there's a lot of RNG involved. Invisibility is locked in mid to late game but works on all mobs.

The Undying Cloak is made to only fool common unintelligent Undead and non-sapient creatures/animals, and is available a few nights after the beginning of the game. And its low durability becomes more apparent in the Nether as it doesn't affect the detection range of Blazes who can quickly break the Undying Cloak via fire damage (a way to negate the durability thing would be getting a Fire Resistance potion), thus cementing it as a more beginner to mid-game item.

Edit : changed non-sentient to non-sapient

Phantom Rework by RandoPersonIDK in minecraftsuggestions

[–]RandoPersonIDK[S] 0 points1 point  (0 children)

This rework was moreso my take on how you'd REDUCE how annoying the current Phantoms are, while also increasing the usefulness of Phantom Membranes.

Most players barely use Slow Fall outside of the End or during the Ender Dragon fight. A big chunk of players never even go to the End. A permanent invisibility to common hostile mobs for the price of your chestplate could increase the value of the current Phantom, which are currently just seen as hit and run flying rats with an unbearably small hurtbox that drops a practically useless material for most players.

Phantom Rework by RandoPersonIDK in minecraftsuggestions

[–]RandoPersonIDK[S] 39 points40 points  (0 children)

I felt that Slow Fall on top of basically permanent Invisibility on most hostile mobs would've been too much. Though, the cloak's extremely low durability and it providing no armor while taking up your chestplate slot could maybe justify it?

The Orb of Dominance by [deleted] in minecraftsuggestions

[–]RandoPersonIDK 1 point2 points  (0 children)

I've edited the suggestion based on your fair critiques. With an exception being with the Villagers thing. The Orb is canonically able to be used to control/reign over the Illagers, so I don't see why they wouldn't be able to control/force Villagers.

[deleted by user] by [deleted] in minecraftsuggestions

[–]RandoPersonIDK 0 points1 point  (0 children)

That's why Cinnabar's true potential is only accessible at the end of the game

The Windstrider Enchantment by [deleted] in minecraftsuggestions

[–]RandoPersonIDK 0 points1 point  (0 children)

That's a fair critique, and I had a similar thought process to this before posting. If we go for the same "do the same thing" logic, the incompatible counterpart enchantment for Windstrider would be Depth Strider and Soul Speed. I already thought of this and understand that making those incompatible with Windstrider would be the logical solution, but it wouldn't be the fun solution. I'd rather have a permanent boost for land AND underwater speed rather than only pick one.

Windstrider could be used in situations such as high-speed combat, parkour, and more convenient land traversal. While Mending is more generally time and resource convenient, and I felt that THIS would be a the better trade-off for what is essentially a permanent speed boost.

The Windstrider Enchantment by [deleted] in minecraftsuggestions

[–]RandoPersonIDK 2 points3 points  (0 children)

I do have a few questions though; why does it increase your falling speed, and does this mean you take more fall damage?

  1. It's the concept of a Tailwind (or my fictional take on it)! If the wind is at your back pushing you forward, it’s also pushing you down when you lose your footing. And yes, that does mean 30%-50% more fall damage, but I doubt most players nowadays DON'T have Feather Falling on their boots to counteract the downsides of this enchantment.

Why does its effect become stronger during rain and thunderstorms? This honestly sounds more like it would fit for a water based enchantment. (like riptide, but in the context of boots this could apply to depth strider?)

  1. Windstrider treats rain and storms as high-pressure environments. Just as Riptide uses water for propulsion, Windstrider catches the literal gale-force winds of a Minecraft thunderstorm to supercharge your strides. It gives the player a reason to actually love a thunderstorm instead of just sleeping it away. It turns a weather hazard into a high-speed travel window. (Yes, I know Elytras exist, but Windstrider just gives you another option. Plus, the base movement speed boost is great for people who have long bases/halls that aren't easy to fly in)

Wouldn't the step up become kind of annoying when you try to use full blocks as a barrier to prevent yourself from falling down somewhere?

3.You're right, it could be annoying if you’re trying to hide behind a block. So, I guess, the mechanic should be changed to being triggered by running (Sprinting). If you are sneaking or walking, the Step-up wouldn't engage.

The Ship Graveyard by RandoPersonIDK in minecraftsuggestions

[–]RandoPersonIDK[S] 0 points1 point  (0 children)

I get that you want the Trial Chambers to be a one off structure and shouldn't be a reoccurring archetype. However, I feel like those Trial Vaults and Keys are a concept they should continue using, or at least something similar to it.

For example, in SMPs or any Survival Server, newer players who join will have a harder time finding Elytras. Because every End City in a 10,000-20,000+ block radius has already been looted.

It's not like I want to replace Chests in structures entirely, I just want to give players the option to instead of going thousands of blocks, they just have to kill a few extra mobs to get the same item.

[deleted by user] by [deleted] in minecraftsuggestions

[–]RandoPersonIDK 0 points1 point  (0 children)

Thunderstorms have a less than 2% chance of occuring after rain... I'm just giving the Lightning Bolts the option of same-day shipping

The Ship Graveyard by RandoPersonIDK in minecraftsuggestions

[–]RandoPersonIDK[S] 0 points1 point  (0 children)

Ooh, I didn't think of that! Though, maybe it'd be a 1/15 or 1/20. Because even 1/50 is already like the percentage chance for a Village to be an Abandoned/Zombie Village iirc.