I feel like the illusioners won't be in the trial chambers because there aren't any other illagers in there, so it might not make sense for them to be there
-Create a super cool and unique mob -Don’t actually implement it into vanilla survival -Say you’re still working on it and it’s not done yet after several years Yup, sounds like Mojang.
It would also make the All Advancements speedrun significantly less complicated. To get the advancement "How Did We Get Here?," you need to be affected by, among other things, dolphin's grace (can only be given by dolphins and only lasts a few seconds), levitation (can only be given by shulkers and only lasts a few seconds), and darkness (can only be given by the warden and naturally-generated sculk shriekers, and only lasts a few seconds). Since it is completely impossible to relocate sculk shriekers and still have them summon the warden or give darkness, you have to do this nonsense in the deep dark. Neither dolphins nor shulkers spawn in the deep dark, so you have to transport them. Dolphins are a pain to transport, because they are allergic to both water and air (they drown if underwater too long, they dry out and take damage if out of water for too long). In pre-1.19 versions of the game, darkness did not exist, so you just had to get the shulker to the overworld. If illusioners spawned in raids and gave darkness, you could skip the deep dark and do it that way instead. If they only spawn in woodland mansions, then it might still be worth it if the RNG likes you and puts one reasonably close to spawn. You have to explore all biomes and acquire elytra for two other advancements, so "reasonably close" is still a pretty generous distance. (As if that isn't bad enough, you also have to build both a beacon and a conduit to get their exclusive effects, but you already had to do those things anyway for other advancements.)
tbh, blindess is okay but instead of a 20 seconds blindness, ot should be a 1-2 seconds just to catch it target by surprise, while having a cooldown of 1 minute
I feel like they could have implemented this mob in a much simpler way. Instead of having illusions as they are now, the Illusioner could get a short-range teleport where when he gets hit he spawns in clones which share a simpler version of his AI but can't shoot. They despawn after a few seconds or until the Illusioner spawns in a new batch.
I agree, I think the current behavior kinda defeats its own purpose. When the illusioner creates the illusions, they center around him while he gets an invisibility effect, which is useless because you know the ones you can see aren't the real one, so you'll just aim for the middle. Making him blend in with simpler AI copies of himself would make him work better both mechanically and conceptually.
@@mechacode8527 as somebody that's played modded that's only an issue when there is one illusioner they are confusing as shit when there are more than one
@@kronalord3764I think it should be buffed significantly and make it more of a boss/miniboss to compensate. It’s currently way too weak in its own but incredibly overwhelming when there’s multiple.
Since witches have a witch hut in swamps, why not give the illusioner a wizard tower near ancient cities? Like above an ancient city there's a chance of an illusioner wizard tower.
@madster01 not really, the point of tge warden and ancient city is that you're not supposed to be there, hence the name "deep dark", kinda defeats the purpose.
I play on a minecraft server where illusioners spawn at outposts, and I never thought of using fire to kill them. I was just using their invisibility particles (which was really inefficient). It would be cool to see these guys officially being added to the game
Have we all forgotten Zombie Horses exist? They’re in creative mode, but they don’t naturally spawn. I wish they naturally spawn like skeleton horses. It’d be cool.
I swear whenever i learn about somethings existance it suddenly matters, i learned about regional difficulty from a fun fact a week ago and now i'm learning about regional difficulties effecting illusioners.
Because it's so fleshed out and almost completely in the game. It's like you can feel this mob cracking at the surface, waiting to be completely implemented..soon enough
They put it in Minecraft Dungeons with an entirely new design. So, it is not entirely forgotten. Just stuck in Development Hell with fellow forgotten mobs like Giants, Zombie Horses, Killer Bunnies, Ostriches, Termites, Meerkats, and Vultures.@@tacocattacocat7382
I feel like if the Illusioner is added, it should probably have either more useful drops for the health or more preferrable a lower health more consistent with the other illagers. An example is a mod called Friends and Foes which adds several mobs from previous mob votes (up to the 2022 Mob Vote), the mod not only retextures the Illusioner to the MC Dungeons texture, but gives it a structure called the Illusioner's shack to spawn at, the structure having its own loot and a villager locked behind iron bars in the basement of a shack. The unique drop the Illusioner gives you in Friends & Foes is a new totem called the "Totem of Illusion" which functions similar to a totem of undying but instead places clones to distract hostile mobs and blinds any enemies nearby (there's a 3rd totem for the Iceolloger which is also added by the mod but that's a different mob).Juxtapose that with an unenchanted bow, something that you already have, and later on already have enchanted, it feels useless, giving everything a drop does not mean all drops are useful. That's also without mentioning the illusion effect, which I feel is interesting, but I think something more like having a Illusioner illusion clones be entities that look slightly different than the original would be more effective, I could be wrong considering these are words not lines of code and I don't imagine programming it would be an easy task.
I love that mod! I also believe that version of the Illusionist spawns rarely in cold biomes. I once fought one in a Taiga, but I think it despawned once I shot it with a Crayfish gun. Since I saw no totem, EXP, and I did not see it added to my kill counts in the statistics menu.
I think this falls in the same line as giants are in. If you didnt know in a 1.14 snapshot giants where asded to be parts of raids and had actual working ai and would attack villages etc when in one but theu were removed in a later snapshots from them
Illusioner should be added with iceoligers for a magic update maybe the wind one as well as they can all make a item with the drops for a magical weapon
To be fair, the illusioner is a pretty tricky mob that (in its current implementation) doesn't really fit with any of the biomes or mechanics. It's supposed to be an illager, but it stands out like a sore thumb in comparison. The Mansion doesn't create enough open space and raids have the issue of fucky terrain around villages. Jungle and desert temples have all the above problems. And while their aesthetic fits well with the deep dark and ancient cities, those biomes are supposed to be free of all mobs except for the warden and bats. Honestly, the only way to properly implement them is to create a new structure centered around illagers or create a new category of hostile humanoid mobs. I imagine that they'd be implemented in a structure of sorts that spawns in biomes that are mostly flat, like the plains. Maybe some sort of castle like structure. Or they could make some sort of clouds biome and give the illusioner the ability to levitate or walk on air. The problem is plain and simple: the illusioner doesn't really fit the vanilla Minecraft experience. It feels like it's part of some wizard mod. That's why they haven't been able to implement it.
the official minecraft short could be a little easter egg, hinting their addition to the new 1.21 update, this could be a great mob to go along with the breeze in the chambers 🤠😷😷😷😷🤠🤠🤠
bro it'd be crazy if buffed the illusioner and made it a boss for the trial chambers. Just image finishing all the spawners and suddenly everything goes black, and the darkness started blinking to slowly reveal the illusioner in front of you, this would also give a new purpose to the darkness effect given by the Warden!
I think that the illusioner being in the trial chambers is a great idea, but I could only see the Devs adding it as a Mini boss, which does kinda make sense. Having it spawn from a spawner would be cool, but if it did they would need to make an illager themed spawner room too. Also if they are still doing that lore stuff they were doing in the trails and tails update it wouldn’t fit very well if illagers were spawned by spawners
@@lightninng0 like how you had to specify java, but yea, maybe like some arrows can shoot negative effects, or it can spawn illusions of other pillagers
Didn't we all learn about mobs the hard way? I don't see why it would be counter intuitive to add. We all were poisoned by cave spiders, blown up by creepers when we started years ago. And if you encounter it the first time you can either learn the hard way or read 2 minutes in the wiki. 20 second blindness could be reduced to 10 or 5 to make it less annoying.
I played a modpack that had the illusioner as a mob that could randomly spawn like the pillagers, and it was the single most annoying mob to deal with, I don't know if they buffed him or he is just really broken, I think the illusioner is a similar case to the phantom that is a cool idea that is just really annoying in practice, if Mojang will add him he needs to be really uncommon or fix him because it's just not a fun enemy to fight
people say they want to fight it but no one realize that he would scale ridiculously bad on servers, imagine people dying to skeleton horses and skeletons, well that is worst.
I think the raid boss needs the illusioner, it'll make that more interesting. If Mojang wanted to make the mob more friendly to non-experienced players, I had a couple ideas to fix it. The first would be to make the illusions transparent, both to explain the phasing and to reduce confusion. The second is to give the real illusioner extra, more visible particles that help the player figure out where it is.
The illusioner also reminds me of other unimplemented mobs like the zombie giant and the zombie horse and makes me wonder what Mojang originally had planned for them.
I've always hated the illusioner and heavily discourage any use of it in custom maps (even though mapmakers still will because its a cool mechanic and they're too lazy to make their own) New players are oftentimes incredibly confused, rightly believing that one of the illusions is the real one. In reality, none of them are real and its literally just an invisibility potion - an incredibly dumb mechanic as the entire point of "illusions" become pointless as you just ignore them and swing randomly for the invisible mob
Imagine these things in the end though. Have a trail spawner that spawns one at a time and you have the perfect combination. The end is flatter which will make the glitches not matter, the only thing you'll have to worry about accidentally hitting are the endermen, and fighting them could be used to unlock an Elytra. Would be an amazing miniboss to the End.
I was 9 when the illusioners were first added to the game.. im now 16. I remember wishing these were added to the actual base game (as at the time I played on xbox 360 not java) and im shocked that it still hasnt happened.
I've fought this thing in a few maps and yeah in its current state is just isnt fun to fight and more of an annoyance. It just needs to be reworks to actually be fun.
One interesting thing about the illusioners that wasn't mentioned in the video is that Illusioners are in Minecraft Dungeons as a fully fledged miniboss with a completely different design. That's probably the biggest sign that Mojang hasn't fully forgotten about this mob.
One of the changes that could be made to the illusioner could be making the illusion copies their own entities that disappear when hit, if all of them are hit the illusioner reappears.
its a very cool mob for map makers to play with, a lot of ctm maps use illusioners as a rarer mob or part of mob (spawners that spawn mobs riding each other are pretty common) in more difficult areas. A map I'm playing right now has custom evokers that ride illusioners as a rare spawner type, they are really interesting to fight since the illusioner protects the evoker well when theres a bunch of mob spam around you. The mob is useless in normal gameplay but it is still used in map making very succesfully
Am I the one who don't really likes the suggestion to include Illusioners in the Trial Chambers? Like, this dungeon doesn't look like something Illager-themed at all. And Illagers were never mobs that spawned from spawners, like some people like to suggest.
I remember playing in one mod build where this illusionaire could spawn in one of the structures. I had iron and leather armor, but it wasn't too hard to kill him
I do think the blindness mechanic is something that'd need to be changed because right now, it's something you can't really counter unless you take milk, distance yourself from the illusioner until the effect is over, or just rush in and hope you find the real one. Either make it an attack that can be avoided (like some magic blast or blindness arrow) or just replace it with something else.
I wonder if the original vision for it was for one of the illusions to have hitboxs and the ability to wack down the clones to find the ‘real’ one. That could explain the technical limitations mentioned. something to do with having the hitbox move while keeping the ai relative to its original position, or splitting one entity into 4 entities that can then re merge into one entity dynamically
How I would implement it is make it so that instead of going invisible, it stays visible and summons 3 clones. The actual illusioner will look different from the clones, thus making it a “spot the difference” based enemy.
Maybe you could make the other illusions have a Hitbox, so that he just clones weaker versions of him so that they don’t glitch through the block but they just don’t have that good attacks so it’s just like a boss that spawns mini versions
A few months ago there was an Xisuma, Cubfan, and other hermits stream with gnembon (developer) testing out trial chambers. They did put an illusioner into the spawner at one point, and briefly discussed it. From what gnembon said, we can infer that internally illusioner is considered too unintuitive and hard. Tbh I agree with that, a player not involved in the community wouldn't know about the invisibility and would just die not understanding what they're doing wrong. Also 20s blindness is insane, 2-3 should be enough.
Does anyone remember Giants, Zombie Horses, and Killer Bunnies? The Illusionist was in Minecraft Dungeons with an entirely new design. So, they are not completely against the idea of using it. However, Giants. Zombie Horses and Killer Bunnies remain stuck as a command or creative mode exclusive for far longer than the Illusionist.
I think the deal with the illusioner is that it's been hold back for the main minecraft game. Not so much to do buggy behavior, but it dose not fit with any of the current update themes. True they could have added it in village and pillage update. However I think maybe it is also a placeholder for something else?
I'd really like it that the illusioner spawns in woodland mansions and just like the guardians are "bosses", i'd also like that it takes around 16 hits with a diamond sword to make it harder
What if we change is to, instead of partaking in raids. Illusioners will stand guard around the village. Preventing villagers and players from escaping. They're not meant to be killed, and will flee of you sucsessfully beat the raid. New players will see a few invulnerable enemies surounding them around the village. While experienced players will know the Illusioner will not enter the village and will not be a problem, and their loot is poor. So in both cases, you'll end up either having to decide to stay within the village and fend of the raid, or make a break for it past the illusioner who casts blindness on you if you try to escape, so you won't know if Vindicatos are chasing you down.
The mods that add these into the games mostly just add their ability to spawn and do not modify their attach behavior, abilities, etc. Fighting them is quite difficult, not because of uniqueness, but because of the way their abilities work. I'd love for them to be added, but they currently are quite broken (especially in their duplication ability). The main mob turns invisible, while they spawn a set of duplicated... This makes them hard to actually hit. A simple fix would be to have one of the illusions be the actual mob.
I always forget this kinda thing isn’t in vanilla! I play with a mod pack that includes these guys but with all the buggy bits ironed out. They look like the Minecraft dungeon version (purple hood) and they’re great to fight! The darkness effect combined with being surrounded by the shadow clones is always tense. I hope Mojang brings them to a vanilla audience 🤞
The problem in my opinion is instead of you need to aim at some particle cloud, it would be correct if one of the images was the real one like any other game does with that type of mechanic (I already played a bunch of modpacks that adds him and is kinda annoying some times even more the blinding move)
A rebalance change would be: 1. Instead spawning invulnerable illusions, it now spawns "Real Illusions" that can be killed by 1 hit. The Illusioner would spawn 4-5 illusions that can attack but deals 1 damage(half a heart) in all difficulties while the Illusioner is also visible and attacks normally and resets it illusions when they take great damage or all illusions are gone. 2. When spawning illusions, the Illusioner will reposition itself or teleport while spawning illusions to confuse players. 3. The blindness attack is now change, instead of 20 sec, it's now a 2 second blindness and it has a cooldown of 1 minute and cast time of 2 seconds.
a way to fix the illusioner would be kinda like how pom pom works in mario 3D world. creates copies and then mixes itself in as the real one with some sort of indicator.
i played modded Minecraft a while ago, some mod i added implemented the Illusioner mob and i actually enjoyed it, can't remember it being buggy though.
I think there might be a slight chance mojang might have an update on the illagers and they might ad illusiner. And yesterday I was looking at the video with all the Minecraft mobs and in the comments there is sooo much things about the illusioner
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They have billions and they can't do what a player who creates mods alone with a 2015 PC does, I refuse to believe that they don't have the technical capabilities to make a mob with 2 skills
I think the real illusioner should still be visible when he spawns the clones. That way you can still manage to hit the real one while still havin that unique ability
The illusion could be fixed if the illusions are actually mobs The mob summons these illusions with low health, you have to hit the real one for the illusions to disappear This idea is inspired from a modded illager mob called magispeller
btw they aren't really forgotten, cuz think about the moobloom and.... uhhh.... was it the meercat in that mob vote? People have made mods that are perfect in vanilla Minecraft. (i know i know it was for the thumbnail)