Adding "group mechanics" such as when you aggro ONE the rest of the gaggle stare at you until the aggressor is killed would simply be an amazing idea. The group aggro can also cause a chance of the enderman "pointing" at the player if they are not holding a block in their hands. Whispers should be an ambient sound from them, clicking/shrieking should be the aggro sound. BEHAVIORAL wise they are lacking immensely.
Appearance/sound-
Everything about this certain mob should be made to INTIMIDATE the player and make them feel uncomfortable in the environment, the feel of the game when switched off of peaceful mode still feels about the same only with added danger at night or in caves, the day should not be EQUALLY as dangerous but it should still keep players on the edge of their seat, prepared for an encounter with a rabid wolf or a mishap with an enderman, this is the WILDERNESS, not every bit of the world is your home. They are not of the 'minecraft' world therefore their skin should be a deep deep black and their eyes should begin a pale white which would turn red upon aggro. Green and red just feel way too stop-and-go. The gaping maw can come/go or whatever. I don't really note that as much especially if i'm in a panic to kill them. Whispers should be an ambient sound from them, clicking/shrieking should be the aggro sound. BEHAVIORAL wise they are lacking immensely.
Spawn logic-
Adding moon phases would be a great idea to affect their spawn mechanics, making them more common as a full moon comes over the course of a few minecraft weeks. Their current spawn logic makes them extremely common at all times which is a bit disappointing.
Aggressive abilities-
Their attacks are rather easy to predict at times, adding 'holoendermen' to their list of abilities would do well to psyche out defenders. You want a sense of feeling trapped when fighting an enderman, as if you are being overwhelmed.
Everything in OP's post is something I can agree with to an extent.
Also, I don't like the fear effects. It's very limiting to your character, dictating that they have to be scared of the situation. What if they're professionals at hunting down the beasts, know the tricks, are used to the things they do? Then they have to be scared just like any of the little brown-haired smiley goofs running around.
Well maybe the more experience orbs you get from endermen will reduce the fear effects
I agree with all off it! but please keep in note that even though creepers and skeletons are very scary in a dark cave sneaking up to you. they're not very scary when you seem them 40 blocks away. Which is what notch is trying to do here, in other words. a new challenge for him, which he have yet to succeed.
I agree with the sounds, but I think it's going to be updated for 1.9, or i hope they will. because it doesn't make any sense, at all.
two suggestion i have is making them not dye off water, and become aggressive if you're very close, like 10 blocks or something. i was actually pushing an enderman with my ass into an ocean while in f5 mode.... It wasn't very epic and scary.
Adding "group mechanics" such as when you aggro ONE the rest of the gaggle stare at you until the aggressor is killed would simply be an amazing idea. The group aggro can also cause a chance of the enderman "pointing" at the player if they are not holding a block in their hands. Whispers should be an ambient sound from them, clicking/shrieking should be the aggro sound. BEHAVIORAL wise they are lacking immensely.
Appearance/sound-
Everything about this certain mob should be made to INTIMIDATE the player and make them feel uncomfortable in the environment, the feel of the game when switched off of peaceful mode still feels about the same only with added danger at night or in caves, the day should not be EQUALLY as dangerous but it should still keep players on the edge of their seat, prepared for an encounter with a rabid wolf or a mishap with an enderman, this is the WILDERNESS, not every bit of the world is your home. They are not of the 'minecraft' world therefore their skin should be a deep deep black and their eyes should begin a pale white which would turn red upon aggro. Green and red just feel way too stop-and-go. The gaping maw can come/go or whatever. I don't really note that as much especially if i'm in a panic to kill them. Whispers should be an ambient sound from them, clicking/shrieking should be the aggro sound. BEHAVIORAL wise they are lacking immensely.
Spawn logic-
Adding moon phases would be a great idea to affect their spawn mechanics, making them more common as a full moon comes over the course of a few minecraft weeks. Their current spawn logic makes them extremely common at all times which is a bit disappointing.
Aggressive abilities-
Their attacks are rather easy to predict at times, adding 'holoendermen' to their list of abilities would do well to psyche out defenders. You want a sense of feeling trapped when fighting an enderman, as if you are being overwhelmed.
Everything in OP's post is something I can agree with to an extent.
Well maybe the more experience orbs you get from endermen will reduce the fear effects
I agree with the sounds, but I think it's going to be updated for 1.9, or i hope they will. because it doesn't make any sense, at all.
two suggestion i have is making them not dye off water, and become aggressive if you're very close, like 10 blocks or something. i was actually pushing an enderman with my ass into an ocean while in f5 mode.... It wasn't very epic and scary.