Everyone can agree that squids are currently one of the most boring mobs in the game. They've been in the game for a very long while, so its about time that they receive an upgrade.
First of all, squids would be able to defend themselves in the same way they do in real life, through blinding ink. When a player attacks a squid, it would get "scared" in the same way as an ocelot on land. It would quickly swim away, leaving the player behind it with the Blindness 1 effect for seven seconds. However, if you were wearing a helmet with any level of Aqua Affinity, you would not be affected. Here is a picture:
This being implemented would also mean that acquiring ink sacks would be more challenging, which now have another use: A blindness potion!
The blindness potion is brewed with an ink sack and the mundane potion base, meaning the mundane base is also more useful. Here is a picture:
The default timing for this potion is only 00:30 , but it can be buffed up to 01:30 when brewed together with glowstone, like all other potion. Like most other potions, it can also be combined with redstone to buff it's level up to Blindness 2. Combining it with gunpowder makes it into a splash potion, which greatly reduces it's time to Blindness 1: 00:10 and Blindness 2: 00:50 (The short timing is because PvP would be dead with longer-lasting blindness potions). Again, like all other potions, you can drink milk to cure it's effects.
When hostile mobs are hit with this potion, they go "blind". From the moment of impact, they walk forward indefinitely, but will sometimes zig-zag around. Much like the invisibility potion, they basically can't see you. This Blindness potion would not effect boss mobs like the Wither and Enderdragon in survival, but will in creative.
Question: What use would blindness potions be in single player. While they may have uses in multi-player against other players, there is little use for them in single player. A good add on would be what a blinded mob would act like. Do they not see you? Do they wander around in circles cause they are blind?
Zero support. Blindness just leaves players as sitting ducks for mobs and pvp players, and how on earth do you expect someone to go get milk when they can't see! Totally rubbish idea.
You have a point. I'll drastically lower the time.
Question: What use would blindness potions be in single player. While they may have uses in multi-player against other players, there is little use for them in single player. A good add on would be what a blinded mob would act like. Do they not see you? Do they wander around in circles cause they are blind?
I too suggested squids having the ability to us their ink, however not chance their pacifist behaviour, but I do believe that's okay if you're going to buff the ink sac.
I'll Support the general idea, but not your way, for it's a bit overpowered.
Here is what we could do to make things less overpowered:
-Nerf the original potion effect to see a bit farther (at least 10 blocks in distance) when blinded, for 45 seconds.
-Make it so you can get the original effect (now considered; "blindness II") by upping its potency with Glowstone Dust when brewing. This effect lasts 22.5 seconds.
-Make it so the now nerfed blindness lasts for 2 minutes when upping its duration with Redstone Dust when brewing.
I feel this potion should have effects on mobs. Here is my take on the effects on entities:
For passive mobs that can breed, it makes them walk around like normal, but they bump into objects more often, and when a player holds their breeding item, they wander around a bit trying to find you.
If used on hostiles, they will have trouble seeing you, and as a result will often miss attacking you, and will move as you stated above. Mobs which use projectiles will miss their shots more often, and can hit 1-4 blocks off target. Also, Creepers explode farther away from you in confusion. Endermen teleport into water and lava on accident as well.
Now, let's talk about neutral mobs. When used on neutral mobs, they will make their hostile sounds, and will try searching for their target and move like you stated. When the potion runs out, they will look around, and if they don't see a player, they will become neutral again.
For tamable mobs, it's different. For Ocelots, it will make them blind, and for two seconds will run away, and when you put your fish out, it will bump into objects, and try to get to you, it doesn't care about anything else, it just wants the fish. This in a way could make taking them easier. When Tamed, will still bump into objects, and have trouble getting to you, but the potion wears off immediately after taming it. Again, it also would have trouble getting it's breeding item as stated above. The Wolf, works differently. They work how I stated neutral mobs work above. If tamed, will bump into objects and have trouble getting to you. Also haves trouble getting breeding item. Now, Horses. When untamed, will again bump into things. When you try to tame it, it kicks you off in 1-3 seconds. When it's tamed, again bumps into things and has trouble getting the breeding item like other mobs. When trying to ride it, the Horse will move a bit slower, and will have trouble responding to your commands on where you want it to go.
(Sorry for long post)
Now, let's talk Villagers. Wait, do I even need to add anything? Oh yeah. Villagers won't know what you offer them, so most will have cheaper costs when trading and hit with a potion, but it only works once per potion. They won't bump into objects as often as other mobs.
Now, Golems. Snow Golems miss with their projectiles as I stated above, and bump into things. Iron Golems miss their hits more often and bump into objects as well.
Bosses. The Wither, will miss it's shots from about 3-9 blocks away from you 46% of the time, and will bump into objects when flying, making it easier to kill, but it still can kill you. The Ender Dragon, will often miss you by 2-4 blocks 30% of the time, but still can hit you often, so you aren't invulnerable from it. This essentially makes it slightly more easier to attack them, making the kills easier, but not majorly effective. This I feel should stay in Creative as you stated.
The numbers for the potion times are much better now. I would also like to point out that I'm pretty sure there is meant to be a pattern for the potion durations (I can't exactly remember it though).
First of all, squids would be able to defend themselves in the same way they do in real life, through blinding ink. When a player attacks a squid, it would get "scared" in the same way as an ocelot on land. It would quickly swim away, leaving the player behind it with the Blindness 1 effect for seven seconds. However, if you were wearing a helmet with any level of Aqua Affinity, you would not be affected. Here is a picture:
This being implemented would also mean that acquiring ink sacks would be more challenging, which now have another use: A blindness potion!
The blindness potion is brewed with an ink sack and the mundane potion base, meaning the mundane base is also more useful. Here is a picture:
The default timing for this potion is only 00:30 , but it can be buffed up to 01:30 when brewed together with glowstone, like all other potion. Like most other potions, it can also be combined with redstone to buff it's level up to Blindness 2. Combining it with gunpowder makes it into a splash potion, which greatly reduces it's time to Blindness 1: 00:10 and Blindness 2: 00:50 (The short timing is because PvP would be dead with longer-lasting blindness potions). Again, like all other potions, you can drink milk to cure it's effects.
When hostile mobs are hit with this potion, they go "blind". From the moment of impact, they walk forward indefinitely, but will sometimes zig-zag around. Much like the invisibility potion, they basically can't see you. This Blindness potion would not effect boss mobs like the Wither and Enderdragon in survival, but will in creative.
Any constructive criticism is appreciated.
Picture credits: Me
gg dice
1. That's sort of the point.
2. You should already have it. It's pretty stupid to NOW get milk when people have potions in a PvP match.
Ok, that could work.
gg dice
Mostly Support.
gg dice
No Support.
PROUD USER OF THE STEVE SKIN
I'll Support the general idea, but not your way, for it's a bit overpowered.
Here is what we could do to make things less overpowered:
-Nerf the original potion effect to see a bit farther (at least 10 blocks in distance) when blinded, for 45 seconds.
-Make it so you can get the original effect (now considered; "blindness II") by upping its potency with Glowstone Dust when brewing. This effect lasts 22.5 seconds.
-Make it so the now nerfed blindness lasts for 2 minutes when upping its duration with Redstone Dust when brewing.
BA
For passive mobs that can breed, it makes them walk around like normal, but they bump into objects more often, and when a player holds their breeding item, they wander around a bit trying to find you.
If used on hostiles, they will have trouble seeing you, and as a result will often miss attacking you, and will move as you stated above. Mobs which use projectiles will miss their shots more often, and can hit 1-4 blocks off target. Also, Creepers explode farther away from you in confusion. Endermen teleport into water and lava on accident as well.
Now, let's talk about neutral mobs. When used on neutral mobs, they will make their hostile sounds, and will try searching for their target and move like you stated. When the potion runs out, they will look around, and if they don't see a player, they will become neutral again.
For tamable mobs, it's different. For Ocelots, it will make them blind, and for two seconds will run away, and when you put your fish out, it will bump into objects, and try to get to you, it doesn't care about anything else, it just wants the fish. This in a way could make taking them easier. When Tamed, will still bump into objects, and have trouble getting to you, but the potion wears off immediately after taming it. Again, it also would have trouble getting it's breeding item as stated above. The Wolf, works differently. They work how I stated neutral mobs work above. If tamed, will bump into objects and have trouble getting to you. Also haves trouble getting breeding item. Now, Horses. When untamed, will again bump into things. When you try to tame it, it kicks you off in 1-3 seconds. When it's tamed, again bumps into things and has trouble getting the breeding item like other mobs. When trying to ride it, the Horse will move a bit slower, and will have trouble responding to your commands on where you want it to go.
(Sorry for long post)
Now, let's talk Villagers. Wait, do I even need to add anything? Oh yeah. Villagers won't know what you offer them, so most will have cheaper costs when trading and hit with a potion, but it only works once per potion. They won't bump into objects as often as other mobs.
Now, Golems. Snow Golems miss with their projectiles as I stated above, and bump into things. Iron Golems miss their hits more often and bump into objects as well.
Bosses. The Wither, will miss it's shots from about 3-9 blocks away from you 46% of the time, and will bump into objects when flying, making it easier to kill, but it still can kill you. The Ender Dragon, will often miss you by 2-4 blocks 30% of the time, but still can hit you often, so you aren't invulnerable from it. This essentially makes it slightly more easier to attack them, making the kills easier, but not majorly effective. This I feel should stay in Creative as you stated.
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? I don't think you can do that
That gives you Invisibility potion, but I guess Blindness would make more sense as the reverted form.
support.
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