You can skip the longer explanations by ignoring underscored text. It is worth knowing though.
Hi.
I want to point your faces today at one gamemode that hasn't got a change for years now. Has anyone ever realized that 3 Tower Defense mobs mentioned in the title are practically useless for all that time? And the reason for that is simple - there are way more efficient alternatives:
#1 Creepers can get easily replaced by Skeletons level 4-5, because not only HP is similar, they are immune to inferno potions, which makes them easily the best option for a more advanced attack, and regeneration can be easily made up with a help of 3 witches on each wave;
#2 Pigmen, just like creepers, give no extra benefit compared to skeletons lv 4-5. The major differences are, pigmen are slightly faster and more fragile than skeletons. But it doesn't make a difference due to how similar costs of pigmen and skeletons are. It's always better to send skeletons lv 4 over pigmen. The most big brain play you can make with pigman is rush very early for a likely castle damage, but even that strategy can be nullified if everyone decides to use swords or poison level 4 path 1 on them.
#3 Endermites - Seemingly discount Blazes, except no. What makes Endermites equivalent to garbage is, they can get burned by mage towers even faster than silverfish. How, you may ask? First let me explain how mage towers work. mage towers have 2 processes of a single attack: Ignition and Afterburn. Afterburn is quite obvious, it simply does 5 fire damage every second to every mob in range. Endermites aren't affected by afterburn. HOWEVER, they are effected by Ignitions which deal 5 damage every 3 seconds on mage level 1. 10 damage on mage 2 and 15 damage on level 3. Doesn't sound bad, but keep in mind it affects all Endermites in range. Not only that, Mages level 4 are the true reason Endermites are trash. Because they Ignite every SECOND and deal 20 damage to all Endermites. This happens because Endermites are immune to afterburn so Mage sees that as an unignited mob, so keeps igniting and damaging it until it dies. This process results in a 600 HP endermite to die in 30 seconds, or faster if more mages lv 4 are next to each other.
These were the issues, and here is how to make each mob more viable:
#1 Creeper's primary concept is abnormal regeneration and sustainability, at least that's been stated in the tutorials. It's a great idea, but poorly executed. The reason for that is because sure, they have big HP (around 1800+ at max level) and they regenerate, but the regeneration is pitifully slow, also creepers aren't fire proof so all it takes to stop 12 charged creepers is 2-3 inferno potions. This is my idea on making creepers better - make their regeneration stronger the more they level up (10 HP/second on level 1 and 10 extra HP/s every level, ending at final creeper with 1,8K health and 50HP/second regen). Yes, this is a huge number, but there are 2 things to keep in mind - #1 Creepers are more expensive to send than Wither skeletons, #2 A single Inferno potion does 100 damage/second, that also which is twice as fast as suggested creeper's regeneration. It simply means that cleaning up a single wave of creepers will take more inferno potions.
#2 Pigmen are actually pretty easy to fix, at least I think there's an easy fix, which is reducing their cost in terms of XP and coins, but additionally decrease their overall HP too. This way they will be a handy way of sending a quick assault against enemy team that is both easy to get and easy to kill if you play your cards right.
#3 Endermites... simply make them 100% immune to mage towers, causing them to become some sort of discount Blazes. If that doesn't sound good, then dismiss an idea of Endermites and just make lv 4 and 5 beefier silverfish, because honestly silverfish can get way further than endermites and even invisible (level 4-5) spiders due to larger health pool.
Hi.
I want to point your faces today at one gamemode that hasn't got a change for years now. Has anyone ever realized that 3 Tower Defense mobs mentioned in the title are practically useless for all that time? And the reason for that is simple - there are way more efficient alternatives:
#1 Creepers can get easily replaced by Skeletons level 4-5, because not only HP is similar, they are immune to inferno potions, which makes them easily the best option for a more advanced attack, and regeneration can be easily made up with a help of 3 witches on each wave;
#2 Pigmen, just like creepers, give no extra benefit compared to skeletons lv 4-5. The major differences are, pigmen are slightly faster and more fragile than skeletons. But it doesn't make a difference due to how similar costs of pigmen and skeletons are. It's always better to send skeletons lv 4 over pigmen. The most big brain play you can make with pigman is rush very early for a likely castle damage, but even that strategy can be nullified if everyone decides to use swords or poison level 4 path 1 on them.
#3 Endermites - Seemingly discount Blazes, except no. What makes Endermites equivalent to garbage is, they can get burned by mage towers even faster than silverfish. How, you may ask? First let me explain how mage towers work. mage towers have 2 processes of a single attack: Ignition and Afterburn. Afterburn is quite obvious, it simply does 5 fire damage every second to every mob in range. Endermites aren't affected by afterburn. HOWEVER, they are effected by Ignitions which deal 5 damage every 3 seconds on mage level 1. 10 damage on mage 2 and 15 damage on level 3. Doesn't sound bad, but keep in mind it affects all Endermites in range. Not only that, Mages level 4 are the true reason Endermites are trash. Because they Ignite every SECOND and deal 20 damage to all Endermites. This happens because Endermites are immune to afterburn so Mage sees that as an unignited mob, so keeps igniting and damaging it until it dies. This process results in a 600 HP endermite to die in 30 seconds, or faster if more mages lv 4 are next to each other.
These were the issues, and here is how to make each mob more viable:
#1 Creeper's primary concept is abnormal regeneration and sustainability, at least that's been stated in the tutorials. It's a great idea, but poorly executed. The reason for that is because sure, they have big HP (around 1800+ at max level) and they regenerate, but the regeneration is pitifully slow, also creepers aren't fire proof so all it takes to stop 12 charged creepers is 2-3 inferno potions. This is my idea on making creepers better - make their regeneration stronger the more they level up (10 HP/second on level 1 and 10 extra HP/s every level, ending at final creeper with 1,8K health and 50HP/second regen). Yes, this is a huge number, but there are 2 things to keep in mind - #1 Creepers are more expensive to send than Wither skeletons, #2 A single Inferno potion does 100 damage/second, that also which is twice as fast as suggested creeper's regeneration. It simply means that cleaning up a single wave of creepers will take more inferno potions.
#2 Pigmen are actually pretty easy to fix, at least I think there's an easy fix, which is reducing their cost in terms of XP and coins, but additionally decrease their overall HP too. This way they will be a handy way of sending a quick assault against enemy team that is both easy to get and easy to kill if you play your cards right.
#3 Endermites... simply make them 100% immune to mage towers, causing them to become some sort of discount Blazes. If that doesn't sound good, then dismiss an idea of Endermites and just make lv 4 and 5 beefier silverfish, because honestly silverfish can get way further than endermites and even invisible (level 4-5) spiders due to larger health pool.