"It's better to not think of them as Babys and think of them as dwarfs, and it certainly makes sense that not every soldier be of the same size as each other."
This reminds me of the No More Room in Hell controversy with child zombies.
It's better to not think of them as Babys and think of them as dwarfs, and it certainly makes sense that not every soldier be of the same size as each other.
You don't need to be tall to be a good archer, you just need to know how to use a bow and have experience and skill to use it properly.
I think it would be more appropriate to name them Dwarf Skeletons, however this could add an interesting challenge to the game.
Strays can be annoying, but regular Skeletons don't pose much of a threat when you've got enchanted armour, unless you're next to lava, a cliff, void (in case of End, although if one followed you in it would be your own fault) or had been recently poisoned by a Witch.
Instead of nerfing enchanted items to oblivion, effectively making enchantments a pointless feature, it would be better to just add in tougher enemies to fight, 1.17 does this with the addition of the Warden, but we could do with a little more hostile and neutral mobs in Overworld in my opinion.
Bow takes strength to pull and cause severe damage. Using a blade weapon is more appropriate, because of backstabbing and weakspot targeting capacity.
And if we call small skeletons dwarfs, it would not only destroy the equivalency with baby zombies, but also be inconsistent with increased speed and large head proportions. Additionally, it would create confusion and take up a spot that could be taken by fantasy dwarves (who are typically described as slow and sturdy kind), even if they were a special kind of undead found exclusively in some form of underground fortifications or deep caves.
If we want more difficult fighting, maybe we should add more structures instead, or give monsters in deep caves or alternate dimensions more power, for example by making armor and weapons more common there.
Honestly, I wouldn't mind if the dumb traps in desert and jungle temples were replaced by some tough guarding mobs, like shielded skeletons or armored husks.
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Bow takes strength to pull and cause severe damage. Using a blade weapon is more appropriate, because of backstabbing and weakspot targeting capacity.
And if we call small skeletons dwarfs, it would not only destroy the equivalency with baby zombies, but also be inconsistent with increased speed and large head proportions. Additionally, it would create confusion and take up a spot that could be taken by fantasy dwarves (who are typically described as slow and sturdy kind), even if they were a special kind of undead found exclusively in some form of underground fortifications or deep caves.
If we want more difficult fighting, maybe we should add more structures instead, or give monsters in deep caves or alternate dimensions more power, for example by making armor and weapons more common there.
Honestly, I wouldn't mind if the dumb traps in desert and jungle temples were replaced by some tough guarding mobs, like shielded skeletons or armored husks.
Bows can still target weak spots and hit enemies from behind.
I would caution anyone suggesting mobs on the 'main storyline' route of the game become harder though.
Bow takes strength to pull and cause severe damage. Using a blade weapon is more appropriate, because of backstabbing and weakspot targeting capacity.
And if we call small skeletons dwarfs, it would not only destroy the equivalency with baby zombies, but also be inconsistent with increased speed and large head proportions. Additionally, it would create confusion and take up a spot that could be taken by fantasy dwarves (who are typically described as slow and sturdy kind), even if they were a special kind of undead found exclusively in some form of underground fortifications or deep caves. If we want more difficult fighting, maybe we should add more structures instead, or give monsters in deep caves or alternate dimensions more power, for example by making armor and weapons more common there.
Honestly, I wouldn't mind if the dumb traps in desert and jungle temples were replaced by some tough guarding mobs, like shielded skeletons or armored husks.
The Battle Towers mod (often seen in RLCraft) is a good example imo since they look very simplistic.
However i'd go with 1 Spawner each floor instead of 2. Also i would place the chests in the middle of the floors to prevent sneaky uptowering thieves.
Illager outposts have bad loot! I mostly avoid them unless i build a simple raidfarm nearby.
What's the point of having structures like that when you know the loot isn't worth the risk?
Rollback Post to RevisionRollBack
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
Honestly, Baby Skeletons aren't a bad idea. If Mojang released a "More Babys" update or something like that, baby skeletons, baby witches, baby pillagers and vindicators all would fit there pretty well. I definitely support the idea.
God, the pain this will incur if baby zombies are anything to go by
My sadistic side loves it but my sensible side says please no
Rollback Post to RevisionRollBack
The world's fate is in our hands, it's our responsibility to ensure that it's going in the right direction. We decide what to do now, and what we do now will affect everyone that comes after us. Our actions ripple through time, will we risk a worse future for everyone through pettiness, selfishness, and foolishness, or will we push for a better society for all? What I ask, do we peril, or do we prevail? Will we build this world from the ashes, will we further send it into ruins, or does fate have other plans for us?
Bows can still target weak spots and hit enemies from behind.
Longbows require constantly-maintained strength to be shot, even more to be held steadily and actually aimed at something. While common among English peasantry conscripted to fight (and forced to train weekly by law), they were military grade weapons - short bows were relatively ineffective and rather reserved for hunting. One may point out that mongols used them from horseback, but they were composite bows that still required a great deal of strength - basically the material made up for shortness in terms of holding the power. Also, they were more expensive than a hacked off piece of wood that English peasants used.
Getting someone stabbed from behind in chaotic melee combat is way more reliable than trying to back-shoot him from behind mid-range (long-range, bows were like artillery or machine guns 100% of the time), when you are vulnerable to melee and need to make a large circle that will be much easier to notice in more orderly ranged firefight.
There is one medieval ranged weapon that required next to no training or skill and was lethal even to elite knights - crossbow. It was so "unbalanced" that the Pope outlawed it for infighting between catholic rulers... Obviously, when the matters went bloody the armies did not respect that ban. They were more expensive, had problematic maintenance, reload, shorter range and greater weight than longbows on the other hand.
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
I disagree. Pillager outposts have a only ranged mobs on mostly open terrain. Some of them even have enchanted crossbows.
You can't hide from them and a shield isn't enough since they have you surrounded in no time.
Also the bad omen effect isn't a reward if you don't want to do a raid. Yes you can work around the effect in some ways but still...
Unless you wan't a raid, why charge into an outpost?
To gather their supplies on top of the tower.
Alternatively to gain some experience and take it out on those crooked-nosed levereters.
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Honestly, Baby Skeletons aren't a bad idea. If Mojang released a "More Babys" update or something like that, baby skeletons, baby witches, baby pillagers and vindicators all would fit there pretty well. I definitely support the idea.
I'm sure if they were released, Mojang would find a way to make them balanced...
Baby evokers, vindicators, pillagers, witches?
In Bedrock edition at least, children do not take part in war and are ignored by illagers.
Even considering that Java edition illagers genocide young and old villagers alike, I don't think they would be anywhere as capable in speedy crossbow priming, mauling with axes or doing complex stuff like alchemy or summoning well. They would more likely just sit back and observe the art of war, at most defending themselves with swords or running away when adults are dead.
And there is another concern, it's rather mentally-cracking situation to fight child soldiers of "sentient" races. Even more to kill them unarmed before they grow up and take arms. (Zombies don't count, they are mindless undead)
Probably the more comfortable situation is going CPS and taking them away with use of rabbit stew after killing their abusive parents who tried to teach them how to raid by bringing them to the raid and perhaps becoming your henchmen or establishing a village on their own, perhaps of more independent type where everyone is armed but no golems are built, with different trades.
I'd rather see imprisoned villager children in woodland mansions that would not grow up until liberated.
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
We're vastly off topic on the pillager note, but in general I still hold that baby mobs, especially ranged ones, would be either overpowered due to speed and size or underpowered if they were nerfed to be child-friendly.
We're vastly off topic on the pillager note, but in general I still hold that baby mobs, especially ranged ones, would be either overpowered due to speed and size or underpowered if they were nerfed to be child-friendly.
everyone has their own views on what is too OP, to me Baby Skeletons wouldn't be OP,
but Pillagers being able to destroy player bases and steal chest items on current game modes except for hardcore, would be.
But you and I both disagree with implementing the second feature in the game I mentioned.
I'd rather mobs be more of a threat to players, instead of being parasites and destroying people's creativity
which they should be allowed to do in survival at least on hard and normal.
No, but there are mobs that can steal items even now, Piglin will pick up gear players dropped, either on purpose or if players died near them.
There should be hard limits on what mobs can do to players, as I said before if there's such a thing as too easy, there's also such a thing called too hard.
Baby Skeletons wouldn't steal items though, so I don't know why some people in this thread are so worried about them being put into the game in accordance to the OP's suggestion. Yes they would be harder if they were faster because they'd be harder to hit, but they would be manageable, and they're not terribly buffed to the point where they would ruin survival gameplay.
For a few reasons:
They would still burn in daylight
They wouldn't have the ability to pick up dropped items
They don't have powers that can circumvent armour defence like poison or wither (unless Wither Skeletons also had a Baby variant)
They'd still be vulnerable to Smite enchantment
You can still kill them with the same weapons they're using against you, bows
Your bow is often more powerful than anything a Skeleton would have equipped
I'd argue to not introduce these, is only fueling people's desire to make Minecraft survival mode more challenging.
I do think mobs that are a direct threat to players, rather than builds or even their gear, is a better solution,
not giving Pillagers some insane buff that enables them to grief player bases, like what was suggested on reddit a long time ago.
"It's better to not think of them as Babys and think of them as dwarfs, and it certainly makes sense that not every soldier be of the same size as each other."
This reminds me of the No More Room in Hell controversy with child zombies.
They call them baby zombies, so they are.
Bow takes strength to pull and cause severe damage. Using a blade weapon is more appropriate, because of backstabbing and weakspot targeting capacity.
And if we call small skeletons dwarfs, it would not only destroy the equivalency with baby zombies, but also be inconsistent with increased speed and large head proportions. Additionally, it would create confusion and take up a spot that could be taken by fantasy dwarves (who are typically described as slow and sturdy kind), even if they were a special kind of undead found exclusively in some form of underground fortifications or deep caves.
If we want more difficult fighting, maybe we should add more structures instead, or give monsters in deep caves or alternate dimensions more power, for example by making armor and weapons more common there.
Honestly, I wouldn't mind if the dumb traps in desert and jungle temples were replaced by some tough guarding mobs, like shielded skeletons or armored husks.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Bows can still target weak spots and hit enemies from behind.
I would caution anyone suggesting mobs on the 'main storyline' route of the game become harder though.
The Battle Towers mod (often seen in RLCraft) is a good example imo since they look very simplistic.
However i'd go with 1 Spawner each floor instead of 2. Also i would place the chests in the middle of the floors to prevent sneaky uptowering thieves.
Illager outposts have bad loot! I mostly avoid them unless i build a simple raidfarm nearby.
What's the point of having structures like that when you know the loot isn't worth the risk?
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
Honestly, Baby Skeletons aren't a bad idea. If Mojang released a "More Babys" update or something like that, baby skeletons, baby witches, baby pillagers and vindicators all would fit there pretty well. I definitely support the idea.
I'm sure if they were released, Mojang would find a way to make them balanced...
God, the pain this will incur if baby zombies are anything to go by
My sadistic side loves it but my sensible side says please no
The world's fate is in our hands, it's our responsibility to ensure that it's going in the right direction. We decide what to do now, and what we do now will affect everyone that comes after us. Our actions ripple through time, will we risk a worse future for everyone through pettiness, selfishness, and foolishness, or will we push for a better society for all? What I ask, do we peril, or do we prevail? Will we build this world from the ashes, will we further send it into ruins, or does fate have other plans for us?
Go try out my server, Andromedacraft!
They're easy to raid, cmon
Nether fortresses are much harder, by comparison
doubt.jpg
truth
I disagree. Pillager outposts have a only ranged mobs on mostly open terrain. Some of them even have enchanted crossbows.
You can't hide from them and a shield isn't enough since they have you surrounded in no time.
Also the bad omen effect isn't a reward if you don't want to do a raid. Yes you can work around the effect in some ways but still...
Unless you wan't a raid, why charge into an outpost?
Wither Skeletons are dangerous, yes, but you can buff up against blazes using firepot.
Plus a fortress is a good location for fighting mobs. It's easy to block them off and recover or retread.
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
Longbows require constantly-maintained strength to be shot, even more to be held steadily and actually aimed at something. While common among English peasantry conscripted to fight (and forced to train weekly by law), they were military grade weapons - short bows were relatively ineffective and rather reserved for hunting. One may point out that mongols used them from horseback, but they were composite bows that still required a great deal of strength - basically the material made up for shortness in terms of holding the power. Also, they were more expensive than a hacked off piece of wood that English peasants used.
Getting someone stabbed from behind in chaotic melee combat is way more reliable than trying to back-shoot him from behind mid-range (long-range, bows were like artillery or machine guns 100% of the time), when you are vulnerable to melee and need to make a large circle that will be much easier to notice in more orderly ranged firefight.
There is one medieval ranged weapon that required next to no training or skill and was lethal even to elite knights - crossbow. It was so "unbalanced" that the Pope outlawed it for infighting between catholic rulers... Obviously, when the matters went bloody the armies did not respect that ban. They were more expensive, had problematic maintenance, reload, shorter range and greater weight than longbows on the other hand.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
To gather their supplies on top of the tower.
Alternatively to gain some experience and take it out on those crooked-nosed levereters.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Baby evokers, vindicators, pillagers, witches?
In Bedrock edition at least, children do not take part in war and are ignored by illagers.
Even considering that Java edition illagers genocide young and old villagers alike, I don't think they would be anywhere as capable in speedy crossbow priming, mauling with axes or doing complex stuff like alchemy or summoning well. They would more likely just sit back and observe the art of war, at most defending themselves with swords or running away when adults are dead.
And there is another concern, it's rather mentally-cracking situation to fight child soldiers of "sentient" races. Even more to kill them unarmed before they grow up and take arms. (Zombies don't count, they are mindless undead)
Probably the more comfortable situation is going CPS and taking them away with use of rabbit stew after killing their abusive parents who tried to teach them how to raid by bringing them to the raid and perhaps becoming your henchmen or establishing a village on their own, perhaps of more independent type where everyone is armed but no golems are built, with different trades.
I'd rather see imprisoned villager children in woodland mansions that would not grow up until liberated.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Except near blaze spawners, it is harder to deal with Ghasts, Blazes and Wither skeletons at the same time.
I wouldn't say Nether fortresses are easy, without armour you'd struggle to stay alive in them,
but they certainly provide more cover than many other areas of the Nether.
We're vastly off topic on the pillager note, but in general I still hold that baby mobs, especially ranged ones, would be either overpowered due to speed and size or underpowered if they were nerfed to be child-friendly.
everyone has their own views on what is too OP, to me Baby Skeletons wouldn't be OP,
but Pillagers being able to destroy player bases and steal chest items on current game modes except for hardcore, would be.
But you and I both disagree with implementing the second feature in the game I mentioned.
I'd rather mobs be more of a threat to players, instead of being parasites and destroying people's creativity
which they should be allowed to do in survival at least on hard and normal.
Where was the theft idea even brought up?..
No, but there are mobs that can steal items even now, Piglin will pick up gear players dropped, either on purpose or if players died near them.
There should be hard limits on what mobs can do to players, as I said before if there's such a thing as too easy, there's also such a thing called too hard.
Baby Skeletons wouldn't steal items though, so I don't know why some people in this thread are so worried about them being put into the game in accordance to the OP's suggestion. Yes they would be harder if they were faster because they'd be harder to hit, but they would be manageable, and they're not terribly buffed to the point where they would ruin survival gameplay.
For a few reasons:
They would still burn in daylight
They wouldn't have the ability to pick up dropped items
They don't have powers that can circumvent armour defence like poison or wither (unless Wither Skeletons also had a Baby variant)
They'd still be vulnerable to Smite enchantment
You can still kill them with the same weapons they're using against you, bows
Your bow is often more powerful than anything a Skeleton would have equipped
I'd argue to not introduce these, is only fueling people's desire to make Minecraft survival mode more challenging.
I do think mobs that are a direct threat to players, rather than builds or even their gear, is a better solution,
not giving Pillagers some insane buff that enables them to grief player bases, like what was suggested on reddit a long time ago.
OOoh baby ravager's a great idea!
You say that now...
I think that's taking it a bit far. lol
Baby Ravagers would suck tbh, especially if they had the same amount of health as regular ones, did the same amount of damage,
but moved faster.
Maybe they're aiming more for the baby hoglin approach...