READ BEFORE COMMENTING PLEASE! Clarification for the Grace mod and idea: The Grace mechanic does not /literally/ make you immortal - It just saves you from lethal damage whilst you don't have the effect! Perhaps I should've made that clearer in the video. When you DO have Grace, you are vulnerable to dying again. The point of adding this mechanic is to negate the Dragon's currently existing cheap one-shots it can pull on you, such as the big vertical fling shown in the beginning of the video. Whilst it is true that attacks like that can be countered with Water Buckets and Slow Falling and whatever else, the point of Grace is *not* to invalidate the danger of the fight; If you're not already playing on Hardcore mode, the danger is *already* invalidated by the fact that the only consequence for death in the fight is being sent backwards 20-40 seconds before you resume what you were doing as normal. Grace exists simply to eliminate the dead air you'd otherwise be facing if you were to die anyways. Pacing is important to keep things fun! Ideally, a Grace system wouldn't feel needed if the fight were designed in such a way where taking lethal blows felt totally preventable without playing absurdly defensively. (But I still think it's fairly beneficial to the enjoyment of the fight no matter what.) And hey, it won't save you from the Void either way! @lavendermintyy made the very good suggestion that if a player were to be put into Grace, the Dragon would regenerate some of it's health as punishment for you losing. I think this is a great idea! Maybe I'll update my mod to incorporate it sometime >:] --- Been very much enjoying reading all your comments otherwise! Lots of awesome ideas for new mechanics, reworks, and even rebuttals here! Awesome to see :D Keep things kind, constructive, and cool! Hopefully I'll get to talk with you guys more in the next videos' comments! Thanks for reading and watching!
How would end fights work though? Would you receive grace if players killed you? How would totems work? Would they trigger first? Or would they trigger after?
@@InfernalStudiosMC Doesn't that not solve the problem then? If you're still in the same situation after dying with Grace, it didn't fix the problem at all. It's not changing what happens when you die, it's just making it harder to die.
@@givlupi2686 I came up with Grace because the unpredictability of the Dragon can cause cheap one-shots right now - Grace puts a buffer between those one-shots and going back to the Stronghold. The problem is mainly with the frequency at which you can suffer cheap deaths you didn't deserve, which Grace absolutely helps with I think. If you die in your Grace state, I think at *that* point having to go back to the Stronghold is fair, even if still kind of annoying. It's at least handy for if you want to go home or get more materials or something, which is nice.
Fun fact: the Ender Dragon AI has actually been bugged for years so that it barely dives at the player anymore, (it's MC-197201 on the bug tracker if you're curious) which is why it feels like a lot less of a threat than it should be
Another Fun Fact: Because of this, Java and Bedrock Dragon AI is pretty different Java uses the post 1.14 AI which: • The dragon no longer dives/charges towards you occasionally (a bug btw) • circles the portal when perching while Bedrock uses the pre-1.14 AI which: • Doesn't have that massive Knockback(probably a bug) • Charges/Dives towards you occasionally • She chooses a side and dives towards the portal to perch
The idea of having a mini parkour course made of floating endstone islands leading to the pilars' top is GENIUS. I'd also like that when you lower the dragon's health enough, the main terrain breaks into big broken islands and also spits up more islands so u'll also have to deal with constant elevation. Though the streaks of void would be far too punishing if you fall, so something should be done about that but i dont know what
My issue with the dragon, as of right now, is that she is predictable, and does not feel like a living boss. It's merely a robot following a pattern, and is barely reacting to damage, unlike past Minecraft. Sure, the fight there wasn't as enjoyable, but it had a special feeling that got lost with the 1.9 update. What I would like to see, and this would render the Enderdragon truly special as a boss, is that she react and adapt to the player's style: If they place beds, she will actively avoid those. If the player shoot arrows, she will increase her speed and turns. But to each reaction, there should be other available options to deal damage. Maybe one of them is that she'll have to land down and go melee. Those are examples, and I'm sure there are better ways to fix the Boss. Regarding adding new structure, here is my thinking: The End's key element of being barren and mostly void makes it truly unique, in a world full of blocks and colors. As for the music... I would say that the current one has a real meaning about the fight. I won't go into the philosophy of it, but I think you know what I mean. If a new music were to be added, it would have to fit the original one, and play like, when the dragon is half health? Throwing an idea. The Death suggestion is an issue I have. I don't think making you immortal is a good idea, because then it would mean that the dragon has no chance of winning. Realistically speaking, the player can mostly respawn, so the dragon *can't win*, but... In the heart of the battle, it would be very apparent that it's not a fair fight. Plus, where are the consequences of dying? You have to wait a bit before going back to fight, like when you walk back to your stuff. I think death in minecraft is an issue, but that goes way far and deeper than just in the End. Finally... New animations. I can't believe the Enderdragon has been flapping her wings wince 2011! Make her land, make her use her mouth, claws, walk! Otherwise, she might as well be remodeled into an Amphitere! But yeah this is my opinion of the Enderdragon Fight. :)
This is how I see it, you took exactly what I was thinking lol- In general though I feel like when it "perches" it should go on all fours. The perch itself (the next, whatever you wanna call it) should be larger and more dramatic looking. Yung's Better End Island comes to mind with it and is my go-to when involving the End Fight.
Honestly I'd just make the dragon blastproof instead of avoiding beds, doesn't really make sense that you can slay an otherworldly dragon by just 😴💤💤ing. Oh sure, speedruns will be harder since you can't use beds to kill the dragon, but it will make the fight more engaging and actually be difficult instead of just waiting for the dragon to perch.
@@goldngamer1365guess what? Since Minecraft is a sandbox you don't have to use beds, also most people don't even go to the end if we go by bedrock achievements. And it is because you can't sleep that the beds explode. See ya.
@@havingfunwithelijah214 My issue with this argument, is spesifically is in any game you if there is an overpowered wepon you should never balance it, especcially if it isn't multiplayer, as the player dosen't have to use it. Sometime things need balancing in some way. If I was playing something Like terraria I think if there was a item that can one shot a boss, it should be patched after letting the players have some fun with it, like the exploding bunnies with the Wall of Flesh fight. It was op and should be balanced. The other thing with beds, is they aren't that interesting of a way to even fight the ender dragon, it is not like it requires much setup, and is generally not too difficult to pull off. I could litteraly say in any game, if there are multiple classes or ways to play a game, you should never balance anything with that argument. Just to be clear I like that beds explode in the end, I just find it weird that you kill it with a few beds, it should take beds into account, and if not making it blast resistant which I think is just lazy, and boring, but they should make it actually do something about it, like avoid it, or maybe something else, like slapping the beds out of the way once and a while, or even making beds interact with the portal wierdly so it summons end crystalls, (that I think would still make zero cycls possible). They can do whatever they want to make beds more interesting for the boss, but if they update the dragon, they shouldn't just leave beds the way they are.
I think it should fight like a DRAGON. Three phases. In the first phase, it works like the current fight, with better breath weapons, but not perching. Just flying around and attacking you while you focus on the crystals. Once the crystals are destroyed, it enters phase two, likely the longest phase. It stays perched and immune to projectiles; but here it fully fights you, lashing out with its tail and fangs in AoE attacks, or buffeting you back with its wings before unleashing more flame. Probably around 50 health, but has higher defense than usual, its an epic beatdown slugfest. After damaging it enough, you "break" its defenses. It loses that armor it had in previous phases, but now has 100 health. This is the traditional dragon fight, with it playing evasive but having to perch an rest from the wounds you've inflicted; though when it does perch, it covers the area around the platform in flame that you have to put out first. And, if you die to the dragon, you respawn on the platform. But if it knocks you into the void (or you fall), then you respawn as normal- i imagine it would be frustrating to get stuck in the end if something happens to your gear.
I like your suggestions just not phase two as that sounds way to static like if you want a breathe just hide behind a pillar and she can’t do anything. I think phase two should instead just the dragon being really offensive and aggressive. Landing near you, hovering low to the ground around you and becoming just a hose of fire on your position. Obviously to give you a chance she’ll back off a bit and perch between assaults to give you the option to get some more damage in or quickly heal up again. Then in phase 3 since she’s low and actually at some risk of death she backs off and plays more stand offish still perching and all that. Also because why not give her a super nova attack. For death I think the only good solution is to have a a soft death mechanic for the void where instead of dying it will just do like 3-4 hearts, and spawn you back on the last block you were on or maybe further. While if you die in the void you’ll just respawn outside the end with your stuff, on like half health with some penalty effect like weakness or slowness for 30-60 seconds. For non void related deaths I like the idea of the grace/ recover mode where you survive lethal damage very at low hp and no damage and if you survive you’ll get your items and health back, to like 5-7 hearts but no second wind effect as that’s just absurd. And if you die in this final hit state then same respawn as a void death so you don’t have to lose all your stuff because you can’t beat the dragon yet. Also to prevent cheese unless the dragon is already dead than if you get kicked out of the end is will replenish it and its towers back and clear any structures on or just around the island. So you can’t just run it there repeatedly until it dies and actually have to beat the fight.
Honestly, the meteor shower attack can create a reason to perch. Maybe if it perches, it has a chance to start gathering energy, then it uses it before it flies off
For being the 'final boss' the ender dragon doesn't actually test many of the player's skills. For that reason, I think the dragon shouldn't be able to break blocks at all, as that would open up a lot of potential in how the boss is designed. It would also allow players to build their own arenas when refighting the dragon, or even allow a player to prepare the arena ahead of the fight if they made the dragon only spawn after the player interacts with something. For example, instead of being a solid cylinder of obsidian, each pillar could be it's own challenge testing parkour, PvE, aim, building, even redstone. Also, you could tie the end crystals to the dragon's HP, so instead of them healing her over time they instead will just remove a chunk of HP when destroyed. This allows you to pick and choose what pillars you are most skilled at, and destroying each crystal could also change the dragon's AI to make the order in which you destroy each crystal important. Maybe she lands halfway through the fight, or perches on one of the pillars. I'm also seeing a lot of cool suggestions in the comments, like making the dragon's attack give less knockback but giving her a move that picks up a player, or giving it a buff when using an ominous potion.
Jane is stuck in the old ways, we need a dragon from newer generations to bring the modern minecraft era to the end smh. The future is now old lizard 🔥
7:23 'The End' plays after the dragon dies. During the fight 'Boss' plays instead, its basically a cut down version of 'The End' which is why it isn't in volume alpha, beta, nor final
Tbh I know this sounds controversial but I think the dragon needs to be able to land and fight on the ground, it has always bothered me that it can never land, either that or change the iconic design to make it something more fitting for something that can't land, like what if the ender dragon was giant subnautica alien sea dragon or a giant phantom with a long serpentine body, I think that would be awesome. I think if the enderdragon had multiple short boss battle phases like less than three, this bossfight could really be something.
I completely agree with this and it’s something I also wish she would do, I also wish she would teleport sometimes as well cause well she is an “ender” dragon after all
Imagine the dragon attaching itself to a tower. Then proceed to breath life into the destroyed ender crystal to repair it. It would sacrifice a few health points to do this.
@@prettyradhandle as the dragon just attach itself to the tower do you have the perfect opportunity to just attack the crystal as it spawn. And we all know that destroying the crystal that heals the dragon deals massive damage to the dragon. I dont think it would be that tedious.
I'm a fan of everything except the Grace idea. It kills all the tension. I'd personally go in the exact opposite direction. If you die in the fight, the whole fight should be reset when you come back. I'd also make it so you can keep your stuff if you die in the fight, so you aren't forced to keep coming back.
@@SilliestBilly-ky9hp It all depends on how hard it is to hit the dragon, and how much of the fight is taken up by the crystals. 100 hp is a lot or a little depending on the context.
I don't think the dragon has too much health by default. I think the fight is a slog because the dragon basically never threatens you. But chewing through all that HP would be super fun if you had to stay on your toes to do it. I like the idea of the much more aggressive dragon with more varied attacks. And fuck Grace. This is Dark Souls now. 😤
Idea for the dying thing, maybe while in the end fight your spawn is set to the obsidian platform, and you won’t loose all of your stuff, but additionally the health of the dragon would reset, making it an actually challenging fight, while this might not feel like Minecraft anymore, and more like any other rpg, I feel it would be much better than just making the player immortal, which adds no real tension or stakes.
I think another fun idea for an additional dragon attack would be something where it swoops down, grabs a player, and drops them. Maybe this scales with it's HP, where at high health it'll only drop you from full HP to half, but at later it'll drop you from a more deadly height or even into the void. I think the way this would work is that it has a specific sound it makes when it starts this attack so it's possible to dodge. Then, as it grabs you it takes some time flapping it's wings to gain height which gives other players a chance to wail on it a bit. While in this state I think the grabbed player would deal reduced damage (you're being grabbed, it's kinda hard to move), but if you and other players deal enough damage to the Dragon it'll drop the target early, so you can potentially save yourself from as much fall damage. Another could be some kind of Pin attack, where it slams down on a player and pins them to the ground. It could then unleash a breath weapon attack that deals damage over time to that player, and it's only driven away by having enough damage dealt to it. These could even have advanced stuff like certain things that cause the dragon to target specific players. Maybe the most damage dealt or the player who's doing a specific action? This way it feels like the dragon is responding to what the players are doing instead of just doing things at random, and it means it's possible to "distract" the boss. Maybe shooting fireworks at it annoys the dragon so one player can hold it's Aggro while another works on breaking crystals. Increasing possible strategies would make the boss a lot more dynamic and interesting to fight.
Okay this guy, this guy actually understands minecraft. He understands where the problem lies and how to fix it. I salute you infernal man! It’s nice to find a youtuber who doesn’t create fake problems and makes them worse by “fixing” minecraft
@@InfernalStudiosMC I’m just checking your content out and I’m genuinely impressed by like, how much thought goes into all of it. It’s genuine game design principles
I think the dragon fight is fine. The only readon to even do it is because you can get the elytra and shulker boxes so you can start the fun part of the game.
I think a cool thing they could do is that the crystals a little bit more active in the fight. Like they could maybe shoot long range attacks at you or sometimes they "empower" a especial big attack for the dragon you can cancel if you destroy the target crystal in time
only part's I really agree with are the shockwave and having other methods to get up pillars. functionally it would be cool if the dragon possibly has different elemental breaths (dragon's breath, fire and possibly something to do with levitation). I think mechanically the dragon should have more 'resting' positions such as perching itself onto towers without a crystal and rapid firing different projectiles, possibly also having it slam the tower itself using its tail to create a shockwave that travels from that point. possibly on the last bit of health 10%-30% or so it lands on the ground with hurt wings and attacks with bites and stuff.
personally I think that would really make the fight better was if the ender dragon actually felt alive. this could be accomplished in a few ways that doesn't need facial expressions or anything too much out of the dragons character 1)multiple attack abilities like stated in this video would do the trick, but I would add that the jean would appear to use them more strategically. eg flame throwing when a player is building up, raining breath particles when a player is running around a lot, and diving to the ground when a player is camping for too long. 2) make jean appear to be more confident in the beginning of the fight, more playful movements and more flying around, and near the end of the battle she is throwing attacks more regually at the player but with worse aim to indicate stress. 3) flinching with arrows hits or mele hits 4) an improved death sequence that feels more animated than just disintegrating into the air while staying motionless
Some ideas that would improve the fight: 1. Make the dragon land. Like actually land, using its feet instead of just endlessly flying in place. 2. Remove the world center as its perch. The perch I think should just be where the end portal back should be created, while the dragon could land anywhere on the ground, but of course can die in the void, it would be simply teleported back to its spawn location. 3. The End. The end of course needs an update, but so does the center island. The end center should feel like something big and important, especially if it's miles away from the rest of the end. A bit of decoration or ruins would be great to illustrate that the dragon is of great importance. 4. An improved design. I feel like it's time that the ender dragon gets a new look and animations along with it. With potentially new attacks that make the fight better. 5. Add different mechanics. Add stuff like AOEs that can affect the player with a new effect called ender blight that's like poison but also has the chance to tp the player around like chorus fruit. Or melee attacks from the dragon, like a sweeping tail or a gust of wind from it flapping its wings that knocks players away. Something that just makes the fight both difficult, fun, and keeps you on your toes.
Fingers crossed they will do something like this whenever we do get an end update. Maybe while perched and taking too many successive hits it could use its wings to blow everything nearby away (not quite as much as when you are rammed by it, and more horizontally)
feel like the dragon egg shouldn't just appear at the end of the fight. It should be there during the fight, it would explain why the dragon keeps perching there. And the closer you get to the end gate, the closer you get to the egg, the more protective and aggressive the dragon gets towards you. If you're just a few blocks away from her egg, Jean will get right up in your face inbetween the egg and you, clawing and spraying fire until you move far away from the end gate. If you manage to hit the egg and it teleports, then either Jean will see the eggs new spot and continue to protect it, or be unable to find it and go berserk on you. oh yeah and also the dragon can currently only fly. Even when perching it's flying. Give it some more animations.
i like the idea of giving the dragon more attacks, if they were to be implemented id want them to be pseudo phases where attacks are introduced throughout the fight and the dragons behaviour would change depending on her health. a flamethower attack would be awesome maybe a bite or carry and drop idk. true endings dragon is pretty fun to fight
One idea I came up with myself is that the ender dragon would flap its wings and send you flying backwards and you could fall off the map if you aren’t careful, so you’d have to twist and turn to get on the ground and maybe place some water to not die of fall damage
The health ain't the issue, give it more attacks and times when it engages in melee distance. Look at the ice and fire mod for inspiration, also since this is the Ender dragon, let it teleport and give it some drama when its flying in the air, like the night fury from how to train your dragon
Making the Ender Dragon less 'puppety' would be awesome. It doesn't even feel like a proper entity, just a well-designed mass of boredom. If it landed & walked around while staring at the player, it would be a million times cooler Now, if it summoned portals & weaved through them while firing dragon-breath bombs & you had to dismantle the portals by bouncing them back with your weapon before you could attack it again? fuego.
for me this is how id improve the fight: 1st. make it so the dragon's fireballs don't hit the body and fires a bit more ofton. when they hit the ground, they'll destroy a bit of terrain and cause the purple fires. the purple fires are like fire on netherrack. they will last till the player decides to put them out. the fireball will also still have the AOE damage from Particals. 2ed. make it so the obsidian towers are more accessable. i would also make it so those cases of the Crystals at the top have a small health bar and cause a small explosion. the normal end crystal would stay the same but changes when it detects the ender dragon being alive. 3rd. make it so when it perches, it will attempt to look at any near by players and spray a small bit of fire. so that way it's not a cake walk. [FYI id also fix the sound... too loud]. Endermen would be able to hit the enderdragon but deal reduced damage so players don't depend on swarms of Endermen to deal with the Dragon. 4th. id keep that slam attack from the mod you showed off. keeps the player looking at the blocks. 5th. since we have Purple fire, how about a new attack where the Dragon will swoop down and spray fire particals that create purple fire? it would make it so the area would become more dangerous since your fighting the last boss. 6th. this could just be me but i find it weird that everything from the end teleports except for the dragon. maybe the dragon can fake out the player with attacks on harder difficultys with this or do combos with it. 7th. make it so the dragon takes 50% duration time from potions. from where he stand, everything from the end can be effected by potions [well except endermen since they teleport away but Shulkers don't] that can be a good way to speed up the fight. 8th. when the player dies, they enter Fight For Your Life. got it from Borderlands. when a player enters this state, they will be slowed down to a crawl but if they can kill anything they will be revived with 2.5 hearts. the player will also get some immunity frames to prevent instant downs. when downed, a players movement is reduced by 80%. but since dying is a core part of minecraft, i will add this to keep the fight still intense, if you don't kill anything in Fight For Your Life, you will die. but your not invincible. the more times you get Downed, the faster it drains. 9th. last ditch effort. the ender dragon before dying will do a last ditch effort. it will teleport all over the arena doing various attacks everywhere unpredictably and uncoordinated. right as it dies, it looks stright up and shoots fireballs in the sky that fall down. a Meteor Shower. 10th. last but not least, make it so not only do you get an egg when defeating him, you get a pair of Ender Dragon wings. these wings work like the Elytra but they let you teleport infront of yourself while flying. this can make for some interesting gameplay for pvp as a whole. that's about it for my changes that id make. sorry if this was a lot to read but hope you have a good one.
I'd like to modify the "Grace" Idea. I do agree that for some people it seems too OP/gives the dragon a massive disadvantage. Respawning at the obsidian platform if the dragon kills you seems good enough (include the "It's not over yet" message because it goes hard, and even conveys the player is resisting going back to square one) But if you fall into the void/the dragon launches you into the void, you die for good and get sent back into the overworld. Edit: maybe even modify the main end island to have some "potholes" around, straight drops into the void that you could accidentally fall into.
I love the parkour pillars idea, but what I think is that this should be part of a 2-3 phase fight. Maybe make the dragon invulnerable while the crystals are still up, make it so there's less crystals, maybe only 5 instead, however make the parkour harder after you break each crystal, and allow the dragon to launch fire balls and such at you while you're climbing. Phase two could be after all the crystal are broken, and using some of things mentioned in the video to make the dragon more aggressive and interesting to fight.. and not launch you 100 blocks in the air. And maybe, hear me out, a desperation phase? Where it gets immensely harder in the last 10-25% health. I can't believe the best ender dragon overhauls we have are data packs, where are the mods? We NEED this stuff!
I mean, the only thing I could possibly suggest is have the sniffer be able to produce dragon's breath by left clicking on it with a bottle, or maybe having it dig up a flower that it can get dragon's breath from if you bring it from the end fight? I feel like that would retroactively make the sniffer the red dragon in combination with its six limbs nature, which would be pretty funny
I would make a way to force the dragon to perch early. Nobody likes waiting while a boss is invulnerable and you have nothing you can do about it except wait and avoid them. I know speedrunners can manipulate their AI, but I'm talking about some kind of intentional, fun solution, like maybe reflecting its fireballs or something
@@InfernalStudiosMC Maybe another use for dragon breath, If you bottle up 4 and put them into crafting it will make a dragonfire bolt which forces the boss to perch, Possibly even sending out a shockwave attack. Another concept is making the end fountain empower the dragon, When the dragon is empowered it would have a wing slam attack where it would slam its wings on 1 side making a shockwave and a breath attack which would focus 1 player and create a dragonfire aoe around the player that follows them for 5-10s forcing the player to actually move rather than making it a free-damage phase.
Ideas: In the early phases, have the Dragon's flight path circle around the outside of the circle of pillars, launching the occasional fireball and occasionally flying across the center of the arena to lay down a line of fireballs. After the end crystals go down, it could occasionally perch directly onto the center portal frame and deliver a gust of wind to push players back. To reward players for actually getting a hit in on this phase, swords and axes could be given a specific buff against the Ender dragon, doing more damage than their weapons would normally do against other mobs.
I really like the parkour idea. I also think it would be cool if the dragon would perch on both the pillars before unleashing a barrage of attacks, or on the ground to make melee attacks
You know, I think there is this one mod that actually gives the Ender Dragon a completely new move-set that is more akin to what you would expect from a dragon. Instead of always flying, it can sometimes land on the ground and attack you on foot. And it does so through various melee attacks such as powerful bites, clawed swipes, and even a tail whip. It could also summon Endermites while it was grounded to give you more things to deal with.
In my current world, I have the Custom NPCs mod installed. I made some followers and brought them into the dragon fight. They didn't help as much as I expected, but they _did_ go apeshit on the endermen. While the dragon was flying around shooting the occasional fireball, I was running around collecting the enderpearls that my followers were leaving all over the arena. So here's my pitch: make it so players have to collect items scattered around the arena during the fight. Maybe once they have all the items it forces the deagon to land? Maybe each item collected gives some kind of power up, like letting you deal more damage? Maybe collecting the items is how you get an extra life so the Grace system isn't just completely safe deaths the entire fight? The idea of having to watch out for attacks while also having to collect items around the arena adds another level of decision making to the fight, and increasing the player's decisions per second is the best way to increase the intensity and fun-ness of a game. That's why Doom Eternal rules.
The two things I'd want changed first with her would A) give the dragon high blast damage reduction. Maybe like 80%, so to make the bed cheese method unfeasable. A boss fight, in a dimension named 'THE END' shouldn't be allowed to be cheesed. B) Add something that would incentivise the player to kill the dragon as fast as possible, for example during the perch It could start to regenerate health slowly, so if you were to leave her alone during this time, you'd suffer the consequence of your progress being undone.
Like the ideas, in video and in comments. Have my own ideas but they spec more into, the theming, you could say: - The End's void could embrace a more, etherial, sort of atmosphere, eminating a sort of blurred hue of blacks and violets, white specs and splotches intertwined, reminiscent of the very island you spawned in. - The area you spawn in can look more, hand made. The obsidian platform shaped, chiseled, and cracked to resemble that of a shrine/ritual centerpiece. - The End itself could lean into the lifelessness the dimension envokes. Have the obsidian pillers be more jagged, deformed. The very endstone around the pillars, cracked, sapped, drained. The crystals drawing power from the land in order to fuel the dragon's. - Have the endermen's hostility be more pronounced/justified towards their winged oppresser, them yelling at a distance, out of harms way. The dragon herself could react to the enderman, her roars sending the groups of triggered ones into a frenzy, and having them scatter. They no longer shake in anger, but in fear, closing their eyes to not dare look upon their tormentor. - A favorite idea of mine, have the dragon's breath, give life, life that hurts. The breath when in contact with the end stone, brings about fauna and plantlife that slowly emerges from it. The dragon has made this island her greenhouse, at the expense of all other life in it's way. The plants are alive, but horrifically toxic, spores spewing out deadly dragon's breath when left unkept. This leaves only you to cut them down, and the enderman to eat the bulbs and stalks for nourishment, and for the land's survival. Stuff like that. Give the dimension some touch ups, and lean into the emptyiness/hopelessness I feel it's trying to convey through what little it has now. Would like to preserve the hollowness, not through it's archaic design, rather the atmosphere and theming. Anyway yeah solid ideas from everyone all around. Anything would be better than nothing at this point :/
The Dragon do Not need less health ! Comparing to other mob like the Warden or the wither he is already weak, this is suppose to be the final boss, isntead maybe a second phase or something...but what is necessary is a better fight
I think having something akin to the ice and fire mod where the dragon flies around, but can also land and attack the player on the ground with a breath weapon or melee attacks could prove interesting, especially if you're trying to get some distance and the dragon decides to just land and rush towards you like some apex predator finally attacking its target.
The idea of many platforms to climb on the island is really cool! The only drawback I see is that you won't be to see much if there are too many of those. I really hope somebody will try making this as an attempt!
When you mentioned how the part of the fight where you just spam on the perched dragon feels mindless, my mind immediately went to Monster Hunter. Where you also get moments where you get to spam attacks on the monster for a while, but in Monster Hunter you have to actually earn that moment by doing enough damage on the monster first. So I think if the dragon staying on the ground was caused by player it would make that moment more satisfying. Like maybe while the dragon is in the air it can be super aggressive, but destroying a crystal stuns it and sends it falling to the ground.
"True Ending" mod for me is a well made Drgaon improvement, and a Fun Fact Dragon in Bedrock and Java are different, Java's Dragon uses the post 1.14 AI, where she no longer dives and perch by circling above the portal. Where as the Bedrock Dragon uses the pre 1.14, where she can occasionally dive and charge towards you, she picks a side and charge towards the portal to perch and no powerful knockback
I disagree with removing the possibility of death when fighting the dragon. It completely removes any kind of tension from the encounter and makes it just a tedious task to complete without any stakes. Also it makes no sense for the in the rules of minecraft why the player is suddenly immune to death. At no other point in the game you experience this kind of phenomena so it would just feal anticlimactic if a player whent in fully prepared just to have a external new game mechanic hand hold you.
@@InfernalStudiosMCit shouldn’t be less tedious and it isn’t arbitrary. Dying is what happens when you fail to slay the dragon which is what makes it a challenge, without a risk when it comes to failure it would just feel long and meaningless. It works in Undertale because that game is story driven, Minecraft isn’t and the Dragon is easy enough already. Great video otherwise tho
I feel like some sort of reality warping mechanic would be cool where it or its shockwave colliding with thing scrambles blocks slightly rearranging their position and teleporting entities, as I feel like it would include the teleportation theme in the end and would add to the dynamic changing of the terrain you talked about.
I brought a friend to their first ender dragon fight ...and the disappointment in their voice "that was anticlimactic" Granted ...they kept dying, and I did a lot of the killing. I tried to back off and let them get the kill but they kept getting murdered (in nearly full netherite no less)
I feel like Draconic Evolution does the Chaos Guardian fight very fun and challenging, and feels epic as well (although very cracked up obviously), if the dragon fight would take ideas from that but way tubed down for vanilla standards I would absolutely love that
May be a strange idea, but as a Metroid fan, I always envisioned the dragon fight like this since the dragon always reminded me of Ridley: Phase1: normal dragon fight, but with the addition of the dragon being able to walk around the arena in two states, a walking state and a crawling state. In both states the dragon can breathe purple fire but in her standing state can also swipe her hands at the player. Phase2: Dragon’s wings appear slightly torn and damaged, The dragon now flies around more but with a new attack, that being it can spike its tail downwards and also spit out purple balls that turn into Endermites and phantoms. Summoned phantoms however are weaker than overworld ones, and can only spawn individually or as a duo to not make the fight too chaotic Phase3: The dragon is more damaged than ever and now has a final new attack, that being it can fire purple fire in a row and can fire charged balls that explode like ghast fire balls after the first three shots are fired rapidly (they can be launched back). The dragon lunges around more and tries to trample the player but is also quick to get into a flying motion. At 0 hp though, the dragon has one last trick up her sleeve, before it dies, it will take 10 swoops around the arena to pick you up with its feet and fly 30 blocks in the air and then die. This can be dodged but if the dragon is able to pick you up before it dies, using ender pearls or water would be ideal to get out its grasp. If it fails to catch on the 10th swoop, it dies in the air like normal.
The Ender Dragon is the final boss of one of the most creative games of all time. I think it should be a fight that isn’t intuitive to beat, but can be beaten with just about anything if you’re resourceful enough. For example, spyglasses could stun the dragon if you zoom in on her head/eyes, perhaps she’s immune to explosion damage but gets stunned by explosions, perhaps you can grab onto the dragon with a fishing rod, and maybe even the top part of the dragon’s body could be walkable, although she may try to knock you off. Also, she shouldn’t perch, instead constantly firing dragon’s breath when near. When far away, she could shoot patterns of magic charges (perhaps 6 at a time around the halfway point of her health). Additionally, a dive bomb attack, instakill purple lightning patterns (telegraphed), an obsidian version of the iceologer’s attack, more constant charge attacks, an attack with the wings to try and push the player, and the ability to spawn a vex like creature, maybe an ender phantom, could all be callbacks to other mobs and attacks from the game. Idk, more attacks, less stillness, more creativity in beating the dragon, etc.
What if endstone had a unique mechanic where when it's blown up, its drop chance is replaced with a chance to turn into a falling block entity that gets launched by the blast, unaffected by gravity but gradually slowing down until it stops midair and turns back into a block?
Fantastic video! I'm a huge fan of the visual of floating chunks of end rock floating around the island, super cool looking and mechanically interesting! The fire breath and meteor attacks are also really fun additions, and dragon.ogg (from what little I could hear of it) sounds really nice! I'm definitely gonna check this mod out once I get back into survival mode proper :D
During the video I thought of reversing the entire direction of end travel. Starting on the outskirts, with the dragon occasionally flying by, never quite interested in the player unless hit, but always too fast to catch. Using end crystals set in designated areas to bait the beast into the center arena, where it uses their energy to gain its newer attacks, the center perch becomes where the crystal's energy gathers after being destroyed allowing the dragon to still heal.
By using Ominous Bottles! By using these, we can make a harder version of the fight OPTİONAL, so players who are either speedrunning, or are new to the end dimension and etc. are not given a P-2 level difficulty MOUNTAİN in an instant before they even dig or bridge to the surface of the main island. Now that we have this, what could the ender dragon do in this Ominous Event? Well... -Charge more at the player -Dragon Fireballs now follow the player, and shot quickly by 3, one by one. -There could be a Ominous Fireball that when hitting the ground, will make a lingering potion cloud, when contacted, might give the player “Manipulation” effect which makes enderman hostile towards the bearer of the effect, making their job harder. -End Crystals become Ominous Crystals, which are harder to destroy, heal more than end crystal, and have a more blast power. -Ender Dragon has 10 armor points. -Ominous Portals can be shot by Ominous Crystals during the fight. When it touches to the ground, it will spawn multiple hostile mobs from different dimension. -And finally, once you defeat this stronger version of Jean, you can get an Ominous Dragon Egg, which like its og counterpart, does nothing but being a trophy, along with atleast 25,000 exp from first try, whereas in later trys, its 10,000 exp. Thoughts anyone?
It'd be cool if the Ender part of the name was given more meaning. As the dragon flys it can open portals to fly through making it harder to predict It could also fire a secondary type of projectile at a faster rate then its primary that moves slower but tracks the player before detonating after it has either hit a block or enough time has passed, similar to how shulker bullets work but it can move more freely like curving to chase its targets Next it could teleport mobs from throughout the whole game to the fight so you have to fight them too. This makes attacking the dragon no longer as straight forward as standing still underneath it Finally a new effect could be added straight from dungeons to the dragons breath attacks; voided. Voided is a stacking effect that increases the damage you take from all other sources and it can stack up to max of lvl ten and lowers levels gradually as long as you avoid getting hit by the effect. There are also different kinds of blocks in the outer islands that also apply the voided effect which includes a new liquid that is like reverse water, endermen can be in it but normal mobs and players can't
I don't like making the player immortal during the final fight cause to me that just means there's no consequence for losing. You don't have to put your all into the fight cause you effectively won the moment you entered into the dimension. One thing I might suggest instead: If you lose, the game gets harder in general. Creeper explosions get a bit bigger, Ghast fireballs break blocks, zombies are faster, etc. Everytime you die to the Ender Dragon, the game reminds you of your failures more and more. This would work even on Hardcore (Which starts you at spawn once again, implying that this isn't the first time you've fought the dragon)
3:47 I think the dragon’s health is fine, and if you have any good enchantments like power 5 or sharpness 5, the fight is over wayy too fast. I think keeping the health the same but giving more opportunities to attack the dragon should balance the fight out a bit more.
I feel like a new attack and combo if it decided to start fighting on it's feet would be claw, tail whip, tail slam, and wing defense. For wing defense it would keep the ender dragon defended by negating 75% of damage dealt to it. At the end of the move, it will continue to attack as usual and the player can strike again. An animation of the ender dragon performing this move would be it would shield it's face with its wings as it approaches the player to continue attacking this would last about 7 seconds. Another solution to make the ender dragon harder if it were to have a 2nd phase, would be to gain instant built in dragon armor like how the wither gains wither armor in the second phase. But also a blast protection defense 45% blast damage negated and in the second phase 85% blast damage negated. This would make the ender dragon finally a worthy challenge instead of just an obstacle. However these are just my ideas. Overall great vid!
Personally take all that you said but keep the Hp at 200 cause yes. Along with this give it a half health bar second phase like the wither. At full health it acts mostly the same, with some of the improved attacks and new attacks, but in the second phase it starts dishing out the larger attacks that are more aggressive and harder hitting. This would give the boss fight a three stage vibe. The first phase being the crystals, second phase fight the dragon, third phase dragon electric boogaloo.
Some great ideas here! I agree that the battle is more tedious than difficult and I particularly like your suggestion of floating parkour blocks around the pillars. My main issue with the end is how hard/obtuse it is to get there; there isn't really any way a player could figure out how to get there on their own.
To make the dragon purching more interesting it can be changed in a way that makes the dragon get pulled sieh pulled down and it tries to escape. I think that would be an interesting concept. If you want to generalise on that concept, you could make it be only vulnerable when it’s down.
Make it immune to explosion damage. Now people can’t use beds to cheese the fight. Now it’s fun again. Then probably add more health and if you die it regains all the end Crystals again. And probably add some phase where it walks on all fours and uses melee attacks and tail spins.
I think a big thing the dragon needs is to teleport, since it’s an ENDER dragon. Even cooler, give it a teleport charge, where it flies up, angles down, then teleports forward to being near the ground and slam into it, causing an explosion and leaving dragons breath everywhere.
Grace might be a bad idea. I do like giving the dragon more attacks though anything related to breath doesn’t make sense since it already has a breath attack. It could possibly use a redesign in some massive end update and have an on the ground section of its fight where it chases the player on the floor of the island and attacks by biting, tail whips or lunging. Or instead of the ridiculous knockback it could pick you up and drop you where in both instances you’d get a chance to use your other weapons against it. And it should still retreat when its health is low if end crystals are still around, and if that makes things longer maybe just have it fire at the player from a distance while it’s healing.
The dragon should be able to land on the ground and the pillars at times. One for horizontally resting on the ground/top of pillar, and one for resting on the side of a pillar. Then it can fire flames at you. Or Bite into you if you are nearby
I think the Dragon needs a phase two… and it just starts with it divining straight into the ground, and breaking the living END outta the platform the players are standing on. The player will get launched and land on some debris of the original platform, which are now all separated from one another. The dragon, however, has been weakened, and therefore moves from debris to debris instead of flying around all the time.
I think the parkour is a great idea, maybe giving the player some kind of jump boost to make it a little more interesting, also the grace is a cool concept, but maybe you could make that whenever it is triggered, the dragon gains health back, just to give the player a reason to not die, and instead make him totally immortal during the fight, to yk... keep the phace of the fight
The floating end chunks around the pillars fits the End too cuz its already a thing with the Arena floating in space. It gaining an explosive fireball attack would be neat, but instead of destroying blocks during the boss fight it instead displaces blocks so it'll still be disruptive. The immortality thing is a bit weird, but maybe that's best to tie in for multi-player where so long as one player is alive the others can still come back but if all gets wiped out the boss recovers and the players has to do it all again so basically like Terraria's boss fight. Also it having 200 health should be fine, they can just make it like so she has 3 phases Phase 1 she's more or less invulnerable to damage cuz of the healing crystals (I like one of the other comments saying that there should be some that acts like sentries that attacks players and enderman for the funni scare. They can also be placed half-way from the towers so while they'll be easier to hit, there isn't just one to deal with) Jean can also spam more of her disruptive fireballs and flamethrower. Phase 2 she goes all aggressive with the regular fireball spam, as well as occasionally body slamming, flamethrower is rarely used cuz of how much she spams regualr fireballs. Lastly Phase 3 is when she'll be able to use her Meteor Fall which she does twice, once as she perches and another once she leaves. She stops with the fireball and flamethrower and goes ham with the body slams though she should occasionally just land on the ground as if she's a bit tired giving more chances to swipe her melee range.
End Stone has a blast resistance value of 9, which makes it immune to all existing explosives in the game, including the Wither. In order to allow for terrain deformation you'd need to add a layer of blocks above the end stone, maybe called abyssal sands or something? I'd definitely like for the dragon to fly closer to the player more often, strafing them with a cone of fire. It would be more difficult to dodge than the fireballs and also more engaging. It would also make trying to climb the towers a bit more dangerous. Have it buzz the ground at the player as often as it possibly can, weave in and out of the pillars to make it try to avoid arrows. Additionally, having the dragon perch on other surfaces, like on top of the towers or on their sides would also help with variety, especially if you couple it with an animation/model overhaul. This way you don't just run to the center of the arena all the time. It would also be a good idea to have the dragon doing something while they're perched. You could have it roar to summon some kind of minion mob, summon meteors, or something similar. You could have it breathing fire, which will still reach the ground, just slower, becoming harder to dodge the closer you get. You could also have the roar rebuild the crystal on that tower, or, if the crystal is already intact, cause rapid healing. Launch attacks should launch you further horizontally and less vertically, and be tied to the tail rather than an AOE around the dragon, as if it struck you with its tail and sent you flying away, while reducing the lethality it causes from fall damage. Not too much though. Maybe a third to half the height it launches you currently. It will also make water clutching from it more challenging because of momentum.
Adding more ender islands in the arena for “phases” would be cool, like having the dragon run off once you get its health down. Getting picked up with its claws and blinded for a second would be cool too, especially if Minecraft added a quickly drunken slow falling potion (or what I’ve been wanting forever : a breath of the wild style hang glider) to maneuver to the taller pillars on your descent Maybe instead of the dragon coming to land you could shoot down piles of trapped sandy end stone to force it to the ground in a more interactive way to bring him down
I’m gonna completely disagree with you about #1 the fact that the arena is barren is what makes the end unique, it gives the end a sense of loneliness.
I feel like the dragon needs four things: 1. It needs to be bigger and to have a more complex model with better animations, both in-fight animations and death animations with the opening of the portal etcetera. 2. It needs to have more and better attacks, but not like magical attacks but more natural dragon-like attacks. Things like grabbing the player with its hands or mouth and throwing them, spinning and diving toward the player to knock them back, breathing fire, and maybe something else like hitting you with its tail or Lazer eyes or something. 3: The Arena doesn't need to be more complex, it just needs to feel bigger, and the crystals need to feel harder to take out, maybe having like an energy shield around them or something. The obsidian towers need to feel like tall towers with large platforms on the top, and the arena in the center needs to feel vast and open. Also, when the dragon dies, the arena needs to feel like it changes vastly, like it is collapsing or something. 4: It needs to do something content-wise, something that will cause the player to risk themselves in the battle to obtain something they need. Maybe one attack might change the End stone slowly into an ore that can be mined. Changing the sounds and death mechanic would ruin the fight. Maybe if the death was sort of cinematic, giving it some length, and the spawning was also cinematic, the fight would feel more immersive. Also, players should be prohibited from spawning in the stronghold or near it. When the fight is over, it needs to feel like it really is over, that the player lost everything and must build up again even stronger and come back to fight the dragon once more.
Hear me out: At any point in the fight, the dragon can scoop you up, soar into the air, and drop you from several blocks up. Alternatively, you should also be able to jump on the dragon’s back (albeit it will wiggle you away after some time)
One idea I really like is instead of the dragon purging and just floating above the nest I would like for the dragon to instead land on the ground with her 4 feet and attack you like that attacks include: Regular hit: pretty much just the dragon swinging her front legs at you like a cat Dragon’s breath: breathes dragon breath at you Tail swipe: Huge Knockback
maybe instead of immortality, a way of respawning IN the end whist also keeping all your items. similar to a respawn anchor. limited uses (probably about 2-4) but still really good.
I really like this! I've had the idea of parkour pillars myself, but your idea of floating end stone platforms is a lot more elegant than mine, which was to have an inexplicable parkour course inside each pillar. Maybe there could be jump-boosting blocks or something in the parkour to make it more interesting. Purple fire is also a no-brainer (I suggest it should be called Final Fire, since it's the "End" and that sounds cool). I think it would also be good to make the player build to avoid some attacks, since building is the core mechanic of the game. Like if the dragon covered a huge part of the floor in fire so you had to build over it, or made it (slowly) rain from above you so you have to build a ceiling to block it. The dragon would also have to stay on the ground more to make reaching it worthwhile, so it would also need a grounded moveset (claw slashing, tail swipes, flapping wings to blow you back)
Yesss, Jump Boost blocks are something I absolutely wish I'd considered myself! Also really enjoy the idea that the Meteor Shower could incentivise making cover! Really sick ideas here :D
those ideas are verry amazing and good but there is one attack that i would add, and that is that the ender dragon would dive in a direct line towards the player and spew fire like in fantasy movies and tv shows.
READ BEFORE COMMENTING PLEASE!
Clarification for the Grace mod and idea: The Grace mechanic does not /literally/ make you immortal - It just saves you from lethal damage whilst you don't have the effect! Perhaps I should've made that clearer in the video. When you DO have Grace, you are vulnerable to dying again. The point of adding this mechanic is to negate the Dragon's currently existing cheap one-shots it can pull on you, such as the big vertical fling shown in the beginning of the video.
Whilst it is true that attacks like that can be countered with Water Buckets and Slow Falling and whatever else, the point of Grace is *not* to invalidate the danger of the fight; If you're not already playing on Hardcore mode, the danger is *already* invalidated by the fact that the only consequence for death in the fight is being sent backwards 20-40 seconds before you resume what you were doing as normal. Grace exists simply to eliminate the dead air you'd otherwise be facing if you were to die anyways. Pacing is important to keep things fun!
Ideally, a Grace system wouldn't feel needed if the fight were designed in such a way where taking lethal blows felt totally preventable without playing absurdly defensively. (But I still think it's fairly beneficial to the enjoyment of the fight no matter what.) And hey, it won't save you from the Void either way!
@lavendermintyy made the very good suggestion that if a player were to be put into Grace, the Dragon would regenerate some of it's health as punishment for you losing. I think this is a great idea! Maybe I'll update my mod to incorporate it sometime >:]
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Been very much enjoying reading all your comments otherwise! Lots of awesome ideas for new mechanics, reworks, and even rebuttals here! Awesome to see :D
Keep things kind, constructive, and cool! Hopefully I'll get to talk with you guys more in the next videos' comments! Thanks for reading and watching!
@@InfernalStudiosMC counter argument:
minecraft smps
How would end fights work though? Would you receive grace if players killed you? How would totems work? Would they trigger first? Or would they trigger after?
@@dcincco Presumably this would be limited to while the dragon is alive
@@InfernalStudiosMC Doesn't that not solve the problem then? If you're still in the same situation after dying with Grace, it didn't fix the problem at all. It's not changing what happens when you die, it's just making it harder to die.
@@givlupi2686 I came up with Grace because the unpredictability of the Dragon can cause cheap one-shots right now - Grace puts a buffer between those one-shots and going back to the Stronghold. The problem is mainly with the frequency at which you can suffer cheap deaths you didn't deserve, which Grace absolutely helps with I think. If you die in your Grace state, I think at *that* point having to go back to the Stronghold is fair, even if still kind of annoying. It's at least handy for if you want to go home or get more materials or something, which is nice.
Fun fact: the Ender Dragon AI has actually been bugged for years so that it barely dives at the player anymore, (it's MC-197201 on the bug tracker if you're curious) which is why it feels like a lot less of a threat than it should be
Woah, interesting! Good to know it's not supposed to be as awful as it is entirely HAHA
I completely forgot it's supposed to charge at you lmao :3
fun fact: this is i think fixed in the modernfix mod (or maybe it was a diffrent ender dragon issue dik im too lazy to check lol)
@@lotiythingy6977 You know it's sad when a modder puts more initiative into fixing Minecraft's "big boss" than Minecraft's own developers!
Another Fun Fact: Because of this, Java and Bedrock Dragon AI is pretty different
Java uses the post 1.14 AI which:
• The dragon no longer dives/charges towards you occasionally (a bug btw)
• circles the portal when perching
while Bedrock uses the pre-1.14 AI which:
• Doesn't have that massive Knockback(probably a bug)
• Charges/Dives towards you occasionally
• She chooses a side and dives towards the portal to perch
The idea of having a mini parkour course made of floating endstone islands leading to the pilars' top is GENIUS. I'd also like that when you lower the dragon's health enough, the main terrain breaks into big broken islands and also spits up more islands so u'll also have to deal with constant elevation. Though the streaks of void would be far too punishing if you fall, so something should be done about that but i dont know what
Possibly making you loop back to the top giving you the ability to clutch and negate the fall damage
@@lukelikessharks and disable grace when you loop until like 3 seconds after you hit the ground
My issue with the dragon, as of right now, is that she is predictable, and does not feel like a living boss.
It's merely a robot following a pattern, and is barely reacting to damage, unlike past Minecraft. Sure, the fight there wasn't as enjoyable, but it had a special feeling that got lost with the 1.9 update.
What I would like to see, and this would render the Enderdragon truly special as a boss, is that she react and adapt to the player's style: If they place beds, she will actively avoid those. If the player shoot arrows, she will increase her speed and turns. But to each reaction, there should be other available options to deal damage. Maybe one of them is that she'll have to land down and go melee. Those are examples, and I'm sure there are better ways to fix the Boss.
Regarding adding new structure, here is my thinking: The End's key element of being barren and mostly void makes it truly unique, in a world full of blocks and colors.
As for the music... I would say that the current one has a real meaning about the fight. I won't go into the philosophy of it, but I think you know what I mean. If a new music were to be added, it would have to fit the original one, and play like, when the dragon is half health? Throwing an idea.
The Death suggestion is an issue I have. I don't think making you immortal is a good idea, because then it would mean that the dragon has no chance of winning. Realistically speaking, the player can mostly respawn, so the dragon *can't win*, but... In the heart of the battle, it would be very apparent that it's not a fair fight. Plus, where are the consequences of dying? You have to wait a bit before going back to fight, like when you walk back to your stuff.
I think death in minecraft is an issue, but that goes way far and deeper than just in the End.
Finally... New animations. I can't believe the Enderdragon has been flapping her wings wince 2011! Make her land, make her use her mouth, claws, walk! Otherwise, she might as well be remodeled into an Amphitere!
But yeah this is my opinion of the Enderdragon Fight. :)
This is how I see it, you took exactly what I was thinking lol-
In general though I feel like when it "perches" it should go on all fours. The perch itself (the next, whatever you wanna call it) should be larger and more dramatic looking.
Yung's Better End Island comes to mind with it and is my go-to when involving the End Fight.
Idk Minecraft dungeons did it well with adding things to the end while keeping the same feel
Honestly I'd just make the dragon blastproof instead of avoiding beds, doesn't really make sense that you can slay an otherworldly dragon by just 😴💤💤ing. Oh sure, speedruns will be harder since you can't use beds to kill the dragon, but it will make the fight more engaging and actually be difficult instead of just waiting for the dragon to perch.
@@goldngamer1365guess what?
Since Minecraft is a sandbox you don't have to use beds, also most people don't even go to the end if we go by bedrock achievements.
And it is because you can't sleep that the beds explode.
See ya.
@@havingfunwithelijah214 My issue with this argument, is spesifically is in any game you if there is an overpowered wepon you should never balance it, especcially if it isn't multiplayer, as the player dosen't have to use it. Sometime things need balancing in some way. If I was playing something Like terraria I think if there was a item that can one shot a boss, it should be patched after letting the players have some fun with it, like the exploding bunnies with the Wall of Flesh fight. It was op and should be balanced. The other thing with beds, is they aren't that interesting of a way to even fight the ender dragon, it is not like it requires much setup, and is generally not too difficult to pull off. I could litteraly say in any game, if there are multiple classes or ways to play a game, you should never balance anything with that argument. Just to be clear I like that beds explode in the end, I just find it weird that you kill it with a few beds, it should take beds into account, and if not making it blast resistant which I think is just lazy, and boring, but they should make it actually do something about it, like avoid it, or maybe something else, like slapping the beds out of the way once and a while, or even making beds interact with the portal wierdly so it summons end crystalls, (that I think would still make zero cycls possible). They can do whatever they want to make beds more interesting for the boss, but if they update the dragon, they shouldn't just leave beds the way they are.
I think it should fight like a DRAGON. Three phases.
In the first phase, it works like the current fight, with better breath weapons, but not perching. Just flying around and attacking you while you focus on the crystals.
Once the crystals are destroyed, it enters phase two, likely the longest phase. It stays perched and immune to projectiles; but here it fully fights you, lashing out with its tail and fangs in AoE attacks, or buffeting you back with its wings before unleashing more flame. Probably around 50 health, but has higher defense than usual, its an epic beatdown slugfest.
After damaging it enough, you "break" its defenses. It loses that armor it had in previous phases, but now has 100 health. This is the traditional dragon fight, with it playing evasive but having to perch an rest from the wounds you've inflicted; though when it does perch, it covers the area around the platform in flame that you have to put out first.
And, if you die to the dragon, you respawn on the platform. But if it knocks you into the void (or you fall), then you respawn as normal- i imagine it would be frustrating to get stuck in the end if something happens to your gear.
Everything sounds great except for the last part about the respawning, I imagine it would be quite strange and also very buggy
I like your suggestions just not phase two as that sounds way to static like if you want a breathe just hide behind a pillar and she can’t do anything.
I think phase two should instead just the dragon being really offensive and aggressive. Landing near you, hovering low to the ground around you and becoming just a hose of fire on your position. Obviously to give you a chance she’ll back off a bit and perch between assaults to give you the option to get some more damage in or quickly heal up again.
Then in phase 3 since she’s low and actually at some risk of death she backs off and plays more stand offish still perching and all that.
Also because why not give her a super nova attack.
For death I think the only good solution is to have a a soft death mechanic for the void where instead of dying it will just do like 3-4 hearts, and spawn you back on the last block you were on or maybe further. While if you die in the void you’ll just respawn outside the end with your stuff, on like half health with some penalty effect like weakness or slowness for 30-60 seconds.
For non void related deaths I like the idea of the grace/ recover mode where you survive lethal damage very at low hp and no damage and if you survive you’ll get your items and health back, to like 5-7 hearts but no second wind effect as that’s just absurd. And if you die in this final hit state then same respawn as a void death so you don’t have to lose all your stuff because you can’t beat the dragon yet.
Also to prevent cheese unless the dragon is already dead than if you get kicked out of the end is will replenish it and its towers back and clear any structures on or just around the island. So you can’t just run it there repeatedly until it dies and actually have to beat the fight.
Terraria ahh boss description. I love it!
The end in 2011: Boring
The end in 2024: Still boring
The end in 2001: A second dragon has hit the north towe-
🤫
NOOOO AHAHAHA
LUX NOO-
THEY HJT THE FUCKING ENDTAGON
I cant believe the End Towers were taken out by the Dragons...
Honestly, the meteor shower attack can create a reason to perch. Maybe if it perches, it has a chance to start gathering energy, then it uses it before it flies off
For being the 'final boss' the ender dragon doesn't actually test many of the player's skills. For that reason, I think the dragon shouldn't be able to break blocks at all, as that would open up a lot of potential in how the boss is designed. It would also allow players to build their own arenas when refighting the dragon, or even allow a player to prepare the arena ahead of the fight if they made the dragon only spawn after the player interacts with something.
For example, instead of being a solid cylinder of obsidian, each pillar could be it's own challenge testing parkour, PvE, aim, building, even redstone. Also, you could tie the end crystals to the dragon's HP, so instead of them healing her over time they instead will just remove a chunk of HP when destroyed. This allows you to pick and choose what pillars you are most skilled at, and destroying each crystal could also change the dragon's AI to make the order in which you destroy each crystal important. Maybe she lands halfway through the fight, or perches on one of the pillars. I'm also seeing a lot of cool suggestions in the comments, like making the dragon's attack give less knockback but giving her a move that picks up a player, or giving it a buff when using an ominous potion.
thats such an awesome idea
@@notlaw910the enderdragon isnt a final boss. it's a stepping stone.
Jane is stuck in the old ways, we need a dragon from newer generations to bring the modern minecraft era to the end smh. The future is now old lizard 🔥
Jane, of course, is Jean's replacement after you blow her up the first time HEHE
@infernalstudiosMC I GOT HER NAME WRONG I CANT BELIEVE THIS 😭
We love jane 🎉@@redpandaman6826
what is the modern minecraft era?
I'm out of the loop is jane/jean the fan-names of the ender dragon?
7:23 'The End' plays after the dragon dies. During the fight 'Boss' plays instead, its basically a cut down version of 'The End' which is why it isn't in volume alpha, beta, nor final
Yeah my bad, noted in the subtitles!
Tbh I know this sounds controversial but I think the dragon needs to be able to land and fight on the ground, it has always bothered me that it can never land, either that or change the iconic design to make it something more fitting for something that can't land, like what if the ender dragon was giant subnautica alien sea dragon or a giant phantom with a long serpentine body, I think that would be awesome.
I think if the enderdragon had multiple short boss battle phases like less than three, this bossfight could really be something.
I completely agree with this and it’s something I also wish she would do, I also wish she would teleport sometimes as well cause well she is an “ender” dragon after all
Imagine the dragon attaching itself to a tower. Then proceed to breath life into the destroyed ender crystal to repair it. It would sacrifice a few health points to do this.
reading this made me think of how you'd fight the dragons in skyrim
@@helmenhjelmen1955 sounds a bit tedious
@@prettyradhandle as the dragon just attach itself to the tower do you have the perfect opportunity to just attack the crystal as it spawn. And we all know that destroying the crystal that heals the dragon deals massive damage to the dragon. I dont think it would be that tedious.
I'm a fan of everything except the Grace idea. It kills all the tension. I'd personally go in the exact opposite direction. If you die in the fight, the whole fight should be reset when you come back. I'd also make it so you can keep your stuff if you die in the fight, so you aren't forced to keep coming back.
Same and I also think 100 health is too little
@@SilliestBilly-ky9hp It all depends on how hard it is to hit the dragon, and how much of the fight is taken up by the crystals. 100 hp is a lot or a little depending on the context.
I don't think the dragon has too much health by default. I think the fight is a slog because the dragon basically never threatens you. But chewing through all that HP would be super fun if you had to stay on your toes to do it. I like the idea of the much more aggressive dragon with more varied attacks. And fuck Grace. This is Dark Souls now. 😤
Idea for the dying thing, maybe while in the end fight your spawn is set to the obsidian platform, and you won’t loose all of your stuff, but additionally the health of the dragon would reset, making it an actually challenging fight, while this might not feel like Minecraft anymore, and more like any other rpg, I feel it would be much better than just making the player immortal, which adds no real tension or stakes.
I think another fun idea for an additional dragon attack would be something where it swoops down, grabs a player, and drops them. Maybe this scales with it's HP, where at high health it'll only drop you from full HP to half, but at later it'll drop you from a more deadly height or even into the void. I think the way this would work is that it has a specific sound it makes when it starts this attack so it's possible to dodge. Then, as it grabs you it takes some time flapping it's wings to gain height which gives other players a chance to wail on it a bit. While in this state I think the grabbed player would deal reduced damage (you're being grabbed, it's kinda hard to move), but if you and other players deal enough damage to the Dragon it'll drop the target early, so you can potentially save yourself from as much fall damage.
Another could be some kind of Pin attack, where it slams down on a player and pins them to the ground. It could then unleash a breath weapon attack that deals damage over time to that player, and it's only driven away by having enough damage dealt to it.
These could even have advanced stuff like certain things that cause the dragon to target specific players. Maybe the most damage dealt or the player who's doing a specific action? This way it feels like the dragon is responding to what the players are doing instead of just doing things at random, and it means it's possible to "distract" the boss. Maybe shooting fireworks at it annoys the dragon so one player can hold it's Aggro while another works on breaking crystals. Increasing possible strategies would make the boss a lot more dynamic and interesting to fight.
The ender dragon needs to give that same terrifying feeling the warden gives when it chases you.
nah it should be a souls like boss fight that makes u *rage*
*Proof of a Hero starts playing*
Okay this guy, this guy actually understands minecraft. He understands where the problem lies and how to fix it. I salute you infernal man! It’s nice to find a youtuber who doesn’t create fake problems and makes them worse by “fixing” minecraft
Thank you so much, Mr Personn!! Greatly appreciate this comment HEHE
@@InfernalStudiosMC I’m just checking your content out and I’m genuinely impressed by like, how much thought goes into all of it. It’s genuine game design principles
I think the dragon fight is fine. The only readon to even do it is because you can get the elytra and shulker boxes so you can start the fun part of the game.
@@Kwirfs so you’re saying the dragon fight is grinding so you can maybe have fun if you manage to find elytras?
I think a cool thing they could do is that the crystals a little bit more active in the fight. Like they could maybe shoot long range attacks at you or sometimes they "empower" a especial big attack for the dragon you can cancel if you destroy the target crystal in time
I know this is a weird comparison but mabye somthing like the sightless judge from doom eternal
only part's I really agree with are the shockwave and having other methods to get up pillars.
functionally it would be cool if the dragon possibly has different elemental breaths (dragon's breath, fire and possibly something to do with levitation).
I think mechanically the dragon should have more 'resting' positions such as perching itself onto towers without a crystal and rapid firing different projectiles, possibly also having it slam the tower itself using its tail to create a shockwave that travels from that point.
possibly on the last bit of health 10%-30% or so it lands on the ground with hurt wings and attacks with bites and stuff.
personally I think that would really make the fight better was if the ender dragon actually felt alive. this could be accomplished in a few ways that doesn't need facial expressions or anything too much out of the dragons character
1)multiple attack abilities like stated in this video would do the trick, but I would add that the jean would appear to use them more strategically. eg flame throwing when a player is building up, raining breath particles when a player is running around a lot, and diving to the ground when a player is camping for too long.
2) make jean appear to be more confident in the beginning of the fight, more playful movements and more flying around, and near the end of the battle she is throwing attacks more regually at the player but with worse aim to indicate stress.
3) flinching with arrows hits or mele hits
4) an improved death sequence that feels more animated than just disintegrating into the air while staying motionless
4:55 The dragon already does a flamethrower attack when perching, but it just looks like it’s barfing and it only affects the area in front of it
Infernal Studios out here answering burning questions as hot as dragon’s breath!
we're destroying speedruns with this one
Keep the 200 of health, but add a second phase when it reaches half health.
I always thought it would be cool if the dragon could shoot a purple beacon beam out of its mouth
corrupted beacon from minecraft dungeons!!!
@@Error-yk8cf Yeahhhhhh
She just turns into Darkeater Midir from Ds3
@Keaton42 while flying or doing the perch? also banger idea
Some ideas that would improve the fight:
1. Make the dragon land.
Like actually land, using its feet instead of just endlessly flying in place.
2. Remove the world center as its perch.
The perch I think should just be where the end portal back should be created, while the dragon could land anywhere on the ground, but of course can die in the void, it would be simply teleported back to its spawn location.
3. The End.
The end of course needs an update, but so does the center island. The end center should feel like something big and important, especially if it's miles away from the rest of the end. A bit of decoration or ruins would be great to illustrate that the dragon is of great importance.
4. An improved design.
I feel like it's time that the ender dragon gets a new look and animations along with it. With potentially new attacks that make the fight better.
5. Add different mechanics.
Add stuff like AOEs that can affect the player with a new effect called ender blight that's like poison but also has the chance to tp the player around like chorus fruit.
Or melee attacks from the dragon, like a sweeping tail or a gust of wind from it flapping its wings that knocks players away. Something that just makes the fight both difficult, fun, and keeps you on your toes.
Epic fight does that iirc
Fingers crossed they will do something like this whenever we do get an end update. Maybe while perched and taking too many successive hits it could use its wings to blow everything nearby away (not quite as much as when you are rammed by it, and more horizontally)
The suggested attacks really remind me of the Garmoth World Boss from the game Black Desert
feel like the dragon egg shouldn't just appear at the end of the fight. It should be there during the fight, it would explain why the dragon keeps perching there. And the closer you get to the end gate, the closer you get to the egg, the more protective and aggressive the dragon gets towards you. If you're just a few blocks away from her egg, Jean will get right up in your face inbetween the egg and you, clawing and spraying fire until you move far away from the end gate. If you manage to hit the egg and it teleports, then either Jean will see the eggs new spot and continue to protect it, or be unable to find it and go berserk on you.
oh yeah and also the dragon can currently only fly. Even when perching it's flying. Give it some more animations.
Ooh, I love this idea actually!
i like the idea of giving the dragon more attacks, if they were to be implemented id want them to be pseudo phases where attacks are introduced throughout the fight and the dragons behaviour would change depending on her health. a flamethower attack would be awesome maybe a bite or carry and drop idk. true endings dragon is pretty fun to fight
I like that a lot yeah!
I gotta say I’m not feeling grace, it takes away the hype moments of hitting a water bucket clutch after you’ve been sent flying
I get that, but you'll still be brought down to 1 heart with Grace *and* slowed too :o Clutching isn't entirely useless, still!
One idea I came up with myself is that the ender dragon would flap its wings and send you flying backwards and you could fall off the map if you aren’t careful, so you’d have to twist and turn to get on the ground and maybe place some water to not die of fall damage
The health ain't the issue, give it more attacks and times when it engages in melee distance. Look at the ice and fire mod for inspiration, also since this is the Ender dragon, let it teleport and give it some drama when its flying in the air, like the night fury from how to train your dragon
Making the Ender Dragon less 'puppety' would be awesome. It doesn't even feel like a proper entity, just a well-designed mass of boredom. If it landed & walked around while staring at the player, it would be a million times cooler
Now, if it summoned portals & weaved through them while firing dragon-breath bombs & you had to dismantle the portals by bouncing them back with your weapon before you could attack it again? fuego.
I completely agree! It should feel way more alive than it currently does.
Woah, portal summons :D Love that!
for me this is how id improve the fight:
1st. make it so the dragon's fireballs don't hit the body and fires a bit more ofton. when they hit the ground, they'll destroy a bit of terrain and cause the purple fires. the purple fires are like fire on netherrack. they will last till the player decides to put them out. the fireball will also still have the AOE damage from Particals.
2ed. make it so the obsidian towers are more accessable. i would also make it so those cases of the Crystals at the top have a small health bar and cause a small explosion. the normal end crystal would stay the same but changes when it detects the ender dragon being alive.
3rd. make it so when it perches, it will attempt to look at any near by players and spray a small bit of fire. so that way it's not a cake walk. [FYI id also fix the sound... too loud]. Endermen would be able to hit the enderdragon but deal reduced damage so players don't depend on swarms of Endermen to deal with the Dragon.
4th. id keep that slam attack from the mod you showed off. keeps the player looking at the blocks.
5th. since we have Purple fire, how about a new attack where the Dragon will swoop down and spray fire particals that create purple fire? it would make it so the area would become more dangerous since your fighting the last boss.
6th. this could just be me but i find it weird that everything from the end teleports except for the dragon. maybe the dragon can fake out the player with attacks on harder difficultys with this or do combos with it.
7th. make it so the dragon takes 50% duration time from potions. from where he stand, everything from the end can be effected by potions [well except endermen since they teleport away but Shulkers don't] that can be a good way to speed up the fight.
8th. when the player dies, they enter Fight For Your Life. got it from Borderlands. when a player enters this state, they will be slowed down to a crawl but if they can kill anything they will be revived with 2.5 hearts. the player will also get some immunity frames to prevent instant downs. when downed, a players movement is reduced by 80%. but since dying is a core part of minecraft, i will add this to keep the fight still intense, if you don't kill anything in Fight For Your Life, you will die. but your not invincible. the more times you get Downed, the faster it drains.
9th. last ditch effort. the ender dragon before dying will do a last ditch effort. it will teleport all over the arena doing various attacks everywhere unpredictably and uncoordinated. right as it dies, it looks stright up and shoots fireballs in the sky that fall down. a Meteor Shower.
10th. last but not least, make it so not only do you get an egg when defeating him, you get a pair of Ender Dragon wings. these wings work like the Elytra but they let you teleport infront of yourself while flying. this can make for some interesting gameplay for pvp as a whole.
that's about it for my changes that id make. sorry if this was a lot to read but hope you have a good one.
I'd like to modify the "Grace" Idea. I do agree that for some people it seems too OP/gives the dragon a massive disadvantage.
Respawning at the obsidian platform if the dragon kills you seems good enough (include the "It's not over yet" message because it goes hard, and even conveys the player is resisting going back to square one)
But if you fall into the void/the dragon launches you into the void, you die for good and get sent back into the overworld.
Edit: maybe even modify the main end island to have some "potholes" around, straight drops into the void that you could accidentally fall into.
6:37 L u x i n t r u s
I love the parkour pillars idea, but what I think is that this should be part of a 2-3 phase fight. Maybe make the dragon invulnerable while the crystals are still up, make it so there's less crystals, maybe only 5 instead, however make the parkour harder after you break each crystal, and allow the dragon to launch fire balls and such at you while you're climbing. Phase two could be after all the crystal are broken, and using some of things mentioned in the video to make the dragon more aggressive and interesting to fight.. and not launch you 100 blocks in the air. And maybe, hear me out, a desperation phase? Where it gets immensely harder in the last 10-25% health. I can't believe the best ender dragon overhauls we have are data packs, where are the mods? We NEED this stuff!
6:45 this completely breaks minecraft's gameplay, but maybe this could be balanced by making the dragon heal each time someone gets grace
Ooooh I *like* that!!
I mean, the only thing I could possibly suggest is have the sniffer be able to produce dragon's breath by left clicking on it with a bottle, or maybe having it dig up a flower that it can get dragon's breath from if you bring it from the end fight? I feel like that would retroactively make the sniffer the red dragon in combination with its six limbs nature, which would be pretty funny
This is a really cute idea HEHE
You CLEARLY don’t own a air fryer
😏
I would make a way to force the dragon to perch early.
Nobody likes waiting while a boss is invulnerable and you have nothing you can do about it except wait and avoid them.
I know speedrunners can manipulate their AI, but I'm talking about some kind of intentional, fun solution, like maybe reflecting its fireballs or something
Yesss I completely agree!
Maybe if you shoot it with an arrow it falls to the ground and temporally faints, allowing the player to get a few shots in
@@chedder_chandlure4363 Perhaps a new rare kind of arrow that puts your bow on a cooldown if you use it?
@@InfernalStudiosMC Maybe another use for dragon breath, If you bottle up 4 and put them into crafting it will make a dragonfire bolt which forces the boss to perch, Possibly even sending out a shockwave attack. Another concept is making the end fountain empower the dragon, When the dragon is empowered it would have a wing slam attack where it would slam its wings on 1 side making a shockwave and a breath attack which would focus 1 player and create a dragonfire aoe around the player that follows them for 5-10s forcing the player to actually move rather than making it a free-damage phase.
Very awesome video, I really like your character’s art style and the way you presented everything! 😄
Thank you so much!!
@@InfernalStudiosMC Honestly, thank you for making this vid. I ain’t no critic, but what I typed is all true. 👍
The airblast thing is awesome. Whenever the dragon dives into you, you just dodge by using an airblast
Ideas:
In the early phases, have the Dragon's flight path circle around the outside of the circle of pillars, launching the occasional fireball and occasionally flying across the center of the arena to lay down a line of fireballs. After the end crystals go down, it could occasionally perch directly onto the center portal frame and deliver a gust of wind to push players back. To reward players for actually getting a hit in on this phase, swords and axes could be given a specific buff against the Ender dragon, doing more damage than their weapons would normally do against other mobs.
I really like the parkour idea. I also think it would be cool if the dragon would perch on both the pillars before unleashing a barrage of attacks, or on the ground to make melee attacks
You know, I think there is this one mod that actually gives the Ender Dragon a completely new move-set that is more akin to what you would expect from a dragon. Instead of always flying, it can sometimes land on the ground and attack you on foot. And it does so through various melee attacks such as powerful bites, clawed swipes, and even a tail whip. It could also summon Endermites while it was grounded to give you more things to deal with.
What mod is it?
Sadly, I do not remember it's name. But I do know that it does improve the combat system of both the player and other mobs as well.
In my current world, I have the Custom NPCs mod installed. I made some followers and brought them into the dragon fight.
They didn't help as much as I expected, but they _did_ go apeshit on the endermen. While the dragon was flying around shooting the occasional fireball, I was running around collecting the enderpearls that my followers were leaving all over the arena.
So here's my pitch: make it so players have to collect items scattered around the arena during the fight.
Maybe once they have all the items it forces the deagon to land?
Maybe each item collected gives some kind of power up, like letting you deal more damage?
Maybe collecting the items is how you get an extra life so the Grace system isn't just completely safe deaths the entire fight?
The idea of having to watch out for attacks while also having to collect items around the arena adds another level of decision making to the fight, and increasing the player's decisions per second is the best way to increase the intensity and fun-ness of a game. That's why Doom Eternal rules.
The two things I'd want changed first with her would A) give the dragon high blast damage reduction. Maybe like 80%, so to make the bed cheese method unfeasable. A boss fight, in a dimension named 'THE END' shouldn't be allowed to be cheesed. B) Add something that would incentivise the player to kill the dragon as fast as possible, for example during the perch It could start to regenerate health slowly, so if you were to leave her alone during this time, you'd suffer the consequence of your progress being undone.
why is the bed "cheese" bad?
Like the ideas, in video and in comments.
Have my own ideas but they spec more into, the theming, you could say:
- The End's void could embrace a more, etherial, sort of atmosphere, eminating a sort of blurred hue of blacks and violets, white specs and splotches intertwined, reminiscent of the very island you spawned in.
- The area you spawn in can look more, hand made. The obsidian platform shaped, chiseled, and cracked to resemble that of a shrine/ritual centerpiece.
- The End itself could lean into the lifelessness the dimension envokes. Have the obsidian pillers be more jagged, deformed. The very endstone around the pillars, cracked, sapped, drained. The crystals drawing power from the land in order to fuel the dragon's.
- Have the endermen's hostility be more pronounced/justified towards their winged oppresser, them yelling at a distance, out of harms way. The dragon herself could react to the enderman, her roars sending the groups of triggered ones into a frenzy, and having them scatter. They no longer shake in anger, but in fear, closing their eyes to not dare look upon their tormentor.
- A favorite idea of mine, have the dragon's breath, give life, life that hurts. The breath when in contact with the end stone, brings about fauna and plantlife that slowly emerges from it. The dragon has made this island her greenhouse, at the expense of all other life in it's way. The plants are alive, but horrifically toxic, spores spewing out deadly dragon's breath when left unkept. This leaves only you to cut them down, and the enderman to eat the bulbs and stalks for nourishment, and for the land's survival.
Stuff like that. Give the dimension some touch ups, and lean into the emptyiness/hopelessness I feel it's trying to convey through what little it has now. Would like to preserve the hollowness, not through it's archaic design, rather the atmosphere and theming. Anyway yeah solid ideas from everyone all around. Anything would be better than nothing at this point :/
The Dragon do Not need less health ! Comparing to other mob like the Warden or the wither he is already weak, this is suppose to be the final boss, isntead maybe a second phase or something...but what is necessary is a better fight
Toro’s True Ender Dragon is the fire>>
I think having something akin to the ice and fire mod where the dragon flies around, but can also land and attack the player on the ground with a breath weapon or melee attacks could prove interesting, especially if you're trying to get some distance and the dragon decides to just land and rush towards you like some apex predator finally attacking its target.
The idea of many platforms to climb on the island is really cool!
The only drawback I see is that you won't be to see much if there are too many of those.
I really hope somebody will try making this as an attempt!
Thank you!!
When you mentioned how the part of the fight where you just spam on the perched dragon feels mindless, my mind immediately went to Monster Hunter.
Where you also get moments where you get to spam attacks on the monster for a while, but in Monster Hunter you have to actually earn that moment by doing enough damage on the monster first.
So I think if the dragon staying on the ground was caused by player it would make that moment more satisfying.
Like maybe while the dragon is in the air it can be super aggressive, but destroying a crystal stuns it and sends it falling to the ground.
Woooah, I love that idea!!
"True Ending" mod for me is a well made Drgaon improvement, and a Fun Fact
Dragon in Bedrock and Java are different,
Java's Dragon uses the post 1.14 AI, where she no longer dives and perch by circling above the portal. Where as the Bedrock Dragon uses the pre 1.14, where she can occasionally dive and charge towards you, she picks a side and charge towards the portal to perch and no powerful knockback
It should play the “calm 4” music when you’re fighting it
I disagree with removing the possibility of death when fighting the dragon. It completely removes any kind of tension from the encounter and makes it just a tedious task to complete without any stakes.
Also it makes no sense for the in the rules of minecraft why the player is suddenly immune to death. At no other point in the game you experience this kind of phenomena so it would just feal anticlimactic if a player whent in fully prepared just to have a external new game mechanic hand hold you.
grace mechanic aint it imo
How would you make dying less tedious and arbitrary?
@@NathanEaton-Benterudwoah, what's with the subtle aggression
@@InfernalStudiosMCit shouldn’t be less tedious and it isn’t arbitrary. Dying is what happens when you fail to slay the dragon which is what makes it a challenge, without a risk when it comes to failure it would just feel long and meaningless. It works in Undertale because that game is story driven, Minecraft isn’t and the Dragon is easy enough already. Great video otherwise tho
@@InfernalStudiosMC Nothing, if u die u die that's how it's Minecraft
@@InfernalStudiosMC I wouldn't, remember smp end fights, they wouldn't make sense if grace was added.
I feel like some sort of reality warping mechanic would be cool where it or its shockwave colliding with thing scrambles blocks slightly rearranging their position and teleporting entities, as I feel like it would include the teleportation theme in the end and would add to the dynamic changing of the terrain you talked about.
I brought a friend to their first ender dragon fight ...and the disappointment in their voice "that was anticlimactic"
Granted ...they kept dying, and I did a lot of the killing. I tried to back off and let them get the kill but they kept getting murdered (in nearly full netherite no less)
It’s about time we make the Ender Dragon exciting to fight
5:18 Fatalis Jumpscare
I feel like Draconic Evolution does the Chaos Guardian fight very fun and challenging, and feels epic as well (although very cracked up obviously), if the dragon fight would take ideas from that but way tubed down for vanilla standards I would absolutely love that
May be a strange idea, but as a Metroid fan, I always envisioned the dragon fight like this since the dragon always reminded me of Ridley:
Phase1: normal dragon fight, but with the addition of the dragon being able to walk around the arena in two states, a walking state and a crawling state. In both states the dragon can breathe purple fire but in her standing state can also swipe her hands at the player.
Phase2: Dragon’s wings appear slightly torn and damaged, The dragon now flies around more but with a new attack, that being it can spike its tail downwards and also spit out purple balls that turn into Endermites and phantoms. Summoned phantoms however are weaker than overworld ones, and can only spawn individually or as a duo to not make the fight too chaotic
Phase3: The dragon is more damaged than ever and now has a final new attack, that being it can fire purple fire in a row and can fire charged balls that explode like ghast fire balls after the first three shots are fired rapidly (they can be launched back). The dragon lunges around more and tries to trample the player but is also quick to get into a flying motion. At 0 hp though, the dragon has one last trick up her sleeve, before it dies, it will take 10 swoops around the arena to pick you up with its feet and fly 30 blocks in the air and then die. This can be dodged but if the dragon is able to pick you up before it dies, using ender pearls or water would be ideal to get out its grasp. If it fails to catch on the 10th swoop, it dies in the air like normal.
The Ender Dragon is the final boss of one of the most creative games of all time. I think it should be a fight that isn’t intuitive to beat, but can be beaten with just about anything if you’re resourceful enough. For example, spyglasses could stun the dragon if you zoom in on her head/eyes, perhaps she’s immune to explosion damage but gets stunned by explosions, perhaps you can grab onto the dragon with a fishing rod, and maybe even the top part of the dragon’s body could be walkable, although she may try to knock you off. Also, she shouldn’t perch, instead constantly firing dragon’s breath when near. When far away, she could shoot patterns of magic charges (perhaps 6 at a time around the halfway point of her health). Additionally, a dive bomb attack, instakill purple lightning patterns (telegraphed), an obsidian version of the iceologer’s attack, more constant charge attacks, an attack with the wings to try and push the player, and the ability to spawn a vex like creature, maybe an ender phantom, could all be callbacks to other mobs and attacks from the game. Idk, more attacks, less stillness, more creativity in beating the dragon, etc.
This is really good, The Dragon we all love finally got some love and care, Maybe a Wither or Warden Rework maybe?🤔 into really dangerous bosses too.
What if endstone had a unique mechanic where when it's blown up, its drop chance is replaced with a chance to turn into a falling block entity that gets launched by the blast, unaffected by gravity but gradually slowing down until it stops midair and turns back into a block?
That's such a cool idea :O
Fantastic video! I'm a huge fan of the visual of floating chunks of end rock floating around the island, super cool looking and mechanically interesting! The fire breath and meteor attacks are also really fun additions, and dragon.ogg (from what little I could hear of it) sounds really nice!
I'm definitely gonna check this mod out once I get back into survival mode proper :D
Thanks dude!! :D Let me know when you do, would love to play it again with ya!
@@InfernalStudiosMC Sure thing!
During the video I thought of reversing the entire direction of end travel. Starting on the outskirts, with the dragon occasionally flying by, never quite interested in the player unless hit, but always too fast to catch. Using end crystals set in designated areas to bait the beast into the center arena, where it uses their energy to gain its newer attacks, the center perch becomes where the crystal's energy gathers after being destroyed allowing the dragon to still heal.
first impressions of this channel: lux making 911 jokes about dragons in ghe comments.
conclusion: based and subscribed
By using Ominous Bottles!
By using these, we can make a harder version of the fight OPTİONAL, so players who are either speedrunning, or are new to the end dimension and etc. are not given a P-2 level difficulty MOUNTAİN in an instant before they even dig or bridge to the surface of the main island.
Now that we have this, what could the ender dragon do in this Ominous Event?
Well...
-Charge more at the player
-Dragon Fireballs now follow the player, and shot quickly by 3, one by one.
-There could be a Ominous Fireball that when hitting the ground, will make a lingering potion cloud, when contacted, might give the player “Manipulation” effect which makes enderman hostile towards the bearer of the effect, making their job harder.
-End Crystals become Ominous Crystals, which are harder to destroy, heal more than end crystal, and have a more blast power.
-Ender Dragon has 10 armor points.
-Ominous Portals can be shot by Ominous Crystals during the fight. When it touches to the ground, it will spawn multiple hostile mobs from different dimension.
-And finally, once you defeat this stronger version of Jean, you can get an Ominous Dragon Egg, which like its og counterpart, does nothing but being a trophy, along with atleast 25,000 exp from first try, whereas in later trys, its 10,000 exp.
Thoughts anyone?
Wow, this is a really good idea. I like the usage of ominous bottles
Wait this idea rules :O
@@InfernalStudiosMC yay, yipee.
P-2?
YOU CAN'T ESCAPE!
I don't think this is a good idea- then most players should get to experience the more fun version and not the sitting around and waiting version
It'd be cool if the Ender part of the name was given more meaning. As the dragon flys it can open portals to fly through making it harder to predict
It could also fire a secondary type of projectile at a faster rate then its primary that moves slower but tracks the player before detonating after it has either hit a block or enough time has passed, similar to how shulker bullets work but it can move more freely like curving to chase its targets
Next it could teleport mobs from throughout the whole game to the fight so you have to fight them too. This makes attacking the dragon no longer as straight forward as standing still underneath it
Finally a new effect could be added straight from dungeons to the dragons breath attacks; voided. Voided is a stacking effect that increases the damage you take from all other sources and it can stack up to max of lvl ten and lowers levels gradually as long as you avoid getting hit by the effect.
There are also different kinds of blocks in the outer islands that also apply the voided effect which includes a new liquid that is like reverse water, endermen can be in it but normal mobs and players can't
It should be fun to fight the ender dragon I hope they buff it and make the ender dragon new skills
I don't like making the player immortal during the final fight cause to me that just means there's no consequence for losing. You don't have to put your all into the fight cause you effectively won the moment you entered into the dimension.
One thing I might suggest instead: If you lose, the game gets harder in general. Creeper explosions get a bit bigger, Ghast fireballs break blocks, zombies are faster, etc. Everytime you die to the Ender Dragon, the game reminds you of your failures more and more. This would work even on Hardcore (Which starts you at spawn once again, implying that this isn't the first time you've fought the dragon)
This is interesting but insanely punishing...
6:48 "this is not the end" ✍🔥🔥
3:47 I think the dragon’s health is fine, and if you have any good enchantments like power 5 or sharpness 5, the fight is over wayy too fast. I think keeping the health the same but giving more opportunities to attack the dragon should balance the fight out a bit more.
I feel like a new attack and combo if it decided to start fighting on it's feet would be claw, tail whip, tail slam, and wing defense.
For wing defense it would keep the ender dragon defended by negating 75% of damage dealt to it. At the end of the move, it will continue to attack as usual and the player can strike again. An animation of the ender dragon performing this move would be it would shield it's face with its wings as it approaches the player to continue attacking this would last about 7 seconds.
Another solution to make the ender dragon harder if it were to have a 2nd phase, would be to gain instant built in dragon armor like how the wither gains wither armor in the second phase. But also a blast protection defense
45% blast damage negated and in the second phase 85% blast damage negated. This would make the ender dragon finally a worthy challenge instead of just an obstacle. However these are just my ideas. Overall great vid!
Personally take all that you said but keep the Hp at 200 cause yes.
Along with this give it a half health bar second phase like the wither. At full health it acts mostly the same, with some of the improved attacks and new attacks, but in the second phase it starts dishing out the larger attacks that are more aggressive and harder hitting.
This would give the boss fight a three stage vibe. The first phase being the crystals, second phase fight the dragon, third phase dragon electric boogaloo.
Some great ideas here! I agree that the battle is more tedious than difficult and I particularly like your suggestion of floating parkour blocks around the pillars.
My main issue with the end is how hard/obtuse it is to get there; there isn't really any way a player could figure out how to get there on their own.
Completely agree! I'm sure eventually I will make a video on precisely this problem >:]
To make the dragon purching more interesting it can be changed in a way that makes the dragon get pulled sieh pulled down and it tries to escape. I think that would be an interesting concept. If you want to generalise on that concept, you could make it be only vulnerable when it’s down.
Make it immune to explosion damage. Now people can’t use beds to cheese the fight. Now it’s fun again. Then probably add more health and if you die it regains all the end Crystals again. And probably add some phase where it walks on all fours and uses melee attacks and tail spins.
I think a big thing the dragon needs is to teleport, since it’s an ENDER dragon. Even cooler, give it a teleport charge, where it flies up, angles down, then teleports forward to being near the ground and slam into it, causing an explosion and leaving dragons breath everywhere.
Grace might be a bad idea. I do like giving the dragon more attacks though anything related to breath doesn’t make sense since it already has a breath attack. It could possibly use a redesign in some massive end update and have an on the ground section of its fight where it chases the player on the floor of the island and attacks by biting, tail whips or lunging. Or instead of the ridiculous knockback it could pick you up and drop you where in both instances you’d get a chance to use your other weapons against it. And it should still retreat when its health is low if end crystals are still around, and if that makes things longer maybe just have it fire at the player from a distance while it’s healing.
The dragon should be able to land on the ground and the pillars at times. One for horizontally resting on the ground/top of pillar, and one for resting on the side of a pillar. Then it can fire flames at you. Or Bite into you if you are nearby
I think the Dragon needs a phase two… and it just starts with it divining straight into the ground, and breaking the living END outta the platform the players are standing on. The player will get launched and land on some debris of the original platform, which are now all separated from one another. The dragon, however, has been weakened, and therefore moves from debris to debris instead of flying around all the time.
I think the parkour is a great idea, maybe giving the player some kind of jump boost to make it a little more interesting, also the grace is a cool concept, but maybe you could make that whenever it is triggered, the dragon gains health back, just to give the player a reason to not die, and instead make him totally immortal during the fight, to yk... keep the phace of the fight
Big agree on these!
I think you have got a lot of good ideas here, but halving the dragons health is not one of them.
The floating end chunks around the pillars fits the End too cuz its already a thing with the Arena floating in space. It gaining an explosive fireball attack would be neat, but instead of destroying blocks during the boss fight it instead displaces blocks so it'll still be disruptive.
The immortality thing is a bit weird, but maybe that's best to tie in for multi-player where so long as one player is alive the others can still come back but if all gets wiped out the boss recovers and the players has to do it all again so basically like Terraria's boss fight.
Also it having 200 health should be fine, they can just make it like so she has 3 phases
Phase 1 she's more or less invulnerable to damage cuz of the healing crystals (I like one of the other comments saying that there should be some that acts like sentries that attacks players and enderman for the funni scare. They can also be placed half-way from the towers so while they'll be easier to hit, there isn't just one to deal with) Jean can also spam more of her disruptive fireballs and flamethrower.
Phase 2 she goes all aggressive with the regular fireball spam, as well as occasionally body slamming, flamethrower is rarely used cuz of how much she spams regualr fireballs.
Lastly Phase 3 is when she'll be able to use her Meteor Fall which she does twice, once as she perches and another once she leaves. She stops with the fireball and flamethrower and goes ham with the body slams though she should occasionally just land on the ground as if she's a bit tired giving more chances to swipe her melee range.
End Stone has a blast resistance value of 9, which makes it immune to all existing explosives in the game, including the Wither. In order to allow for terrain deformation you'd need to add a layer of blocks above the end stone, maybe called abyssal sands or something?
I'd definitely like for the dragon to fly closer to the player more often, strafing them with a cone of fire. It would be more difficult to dodge than the fireballs and also more engaging. It would also make trying to climb the towers a bit more dangerous. Have it buzz the ground at the player as often as it possibly can, weave in and out of the pillars to make it try to avoid arrows.
Additionally, having the dragon perch on other surfaces, like on top of the towers or on their sides would also help with variety, especially if you couple it with an animation/model overhaul. This way you don't just run to the center of the arena all the time. It would also be a good idea to have the dragon doing something while they're perched. You could have it roar to summon some kind of minion mob, summon meteors, or something similar. You could have it breathing fire, which will still reach the ground, just slower, becoming harder to dodge the closer you get. You could also have the roar rebuild the crystal on that tower, or, if the crystal is already intact, cause rapid healing.
Launch attacks should launch you further horizontally and less vertically, and be tied to the tail rather than an AOE around the dragon, as if it struck you with its tail and sent you flying away, while reducing the lethality it causes from fall damage. Not too much though. Maybe a third to half the height it launches you currently. It will also make water clutching from it more challenging because of momentum.
Adding more ender islands in the arena for “phases” would be cool, like having the dragon run off once you get its health down.
Getting picked up with its claws and blinded for a second would be cool too, especially if Minecraft added a quickly drunken slow falling potion (or what I’ve been wanting forever : a breath of the wild style hang glider) to maneuver to the taller pillars on your descent
Maybe instead of the dragon coming to land you could shoot down piles of trapped sandy end stone to force it to the ground in a more interactive way to bring him down
I’m gonna completely disagree with you about #1 the fact that the arena is barren is what makes the end unique, it gives the end a sense of loneliness.
it's also just not interesting though
I feel like the dragon needs four things:
1. It needs to be bigger and to have a more complex model with better animations, both in-fight animations and death animations with the opening of the portal etcetera.
2. It needs to have more and better attacks, but not like magical attacks but more natural dragon-like attacks. Things like grabbing the player with its hands or mouth and throwing them, spinning and diving toward the player to knock them back, breathing fire, and maybe something else like hitting you with its tail or Lazer eyes or something.
3: The Arena doesn't need to be more complex, it just needs to feel bigger, and the crystals need to feel harder to take out, maybe having like an energy shield around them or something. The obsidian towers need to feel like tall towers with large platforms on the top, and the arena in the center needs to feel vast and open. Also, when the dragon dies, the arena needs to feel like it changes vastly, like it is collapsing or something.
4: It needs to do something content-wise, something that will cause the player to risk themselves in the battle to obtain something they need. Maybe one attack might change the End stone slowly into an ore that can be mined.
Changing the sounds and death mechanic would ruin the fight. Maybe if the death was sort of cinematic, giving it some length, and the spawning was also cinematic, the fight would feel more immersive. Also, players should be prohibited from spawning in the stronghold or near it. When the fight is over, it needs to feel like it really is over, that the player lost everything and must build up again even stronger and come back to fight the dragon once more.
We should be able to hit the dragon's fireballs back at it to deal extra damage, would be fun and rewarding and tie back to ghasts
Hear me out:
At any point in the fight, the dragon can scoop you up, soar into the air, and drop you from several blocks up.
Alternatively, you should also be able to jump on the dragon’s back (albeit it will wiggle you away after some time)
One idea I really like is instead of the dragon purging and just floating above the nest I would like for the dragon to instead land on the ground with her 4 feet and attack you like that attacks include:
Regular hit: pretty much just the dragon swinging her front legs at you like a cat
Dragon’s breath: breathes dragon breath at you
Tail swipe: Huge Knockback
Fighting the Enderdragon while "Broken heart of Ender" from MC Dungeons End DLC would be EPIC
maybe instead of immortality, a way of respawning IN the end whist also keeping all your items. similar to a respawn anchor. limited uses (probably about 2-4) but still really good.
I really like this! I've had the idea of parkour pillars myself, but your idea of floating end stone platforms is a lot more elegant than mine, which was to have an inexplicable parkour course inside each pillar. Maybe there could be jump-boosting blocks or something in the parkour to make it more interesting. Purple fire is also a no-brainer (I suggest it should be called Final Fire, since it's the "End" and that sounds cool).
I think it would also be good to make the player build to avoid some attacks, since building is the core mechanic of the game. Like if the dragon covered a huge part of the floor in fire so you had to build over it, or made it (slowly) rain from above you so you have to build a ceiling to block it. The dragon would also have to stay on the ground more to make reaching it worthwhile, so it would also need a grounded moveset (claw slashing, tail swipes, flapping wings to blow you back)
Yesss, Jump Boost blocks are something I absolutely wish I'd considered myself! Also really enjoy the idea that the Meteor Shower could incentivise making cover! Really sick ideas here :D
6:43 My brother in Christ completely forgot about the totem of immortality 💀🙏
those ideas are verry amazing and good but there is one attack that i would add, and that is that the ender dragon would dive in a direct line towards the player and spew fire like in fantasy movies and tv shows.