You should make the cave dweller have a chance to target hostile mobs too, so that it can be even more terrifying. Imagine running into a cave dweller absolutely wrecking house on some zombies, as they are running as best as zombies can, and the moment you see it, it disappears -
I consider both mobs to represent 2 completely different design philosophies. - The Cave Dweller was designed to infuse caves with a constant feeling of dreadfulness and anxiety. It capitalizes on randomness, its surprise factor, and (as said by its designer) the unintentional uncanniness of Minecraft caves. Even chases are made with that in mind since these are prolonged and difficult, but at the same time totally "survivable". The Cave Dwellers award players by just changing the boring nature of caves with dynamic suspense and fear (as we would expect from a cave), as well as awarding survivors by being aware and reacting accordingly. - The Warden was designed as an optional, yet extremely tanky mod that is supposed to be avoided at ANY COST. Its stats and behavior, as well as the very layout of the dark cities, were made with the purpose of maximizing stealthiness and disincoraging confrontation. Players are awarded highly valuable loot for avoiding it successfully, and the most veteran players gained a worthy opponent to fight. That way, they are balanced and more excitement to caves
I kinda like the dynamics of using the cave dweller mod with the fear of the warden. The player delving into the caves is always going to be terrorized by the threat of the cave dweller. But the Warden is an even older creature living in the depths that doesn't tolerate the cave dweller or the player. Is anyone getting Mines of Moria vibes from this? I hope that dynamic is kept within the cave dweller mod. Be a shame for both to ignore the other like they don't exist.
The warden is more balanced since i don’t want to fight a tank randomly when im exploring caves, he was suposed to be this way but they thankfully changed it
Great video. Was surprised how less health cave dweller had from the warden. Really hope they give it the ability to climb. Then that'd be terrifying lol
It's actually not optifine, but the shader's entity shadows. Either disable entity shadows in the shader options if available, or find a different shader and it'll work. Maybe you have to disable optifine entity shadows in the video settings but I don't think you need to
Fun fact: in the official minecraft yt, they have a music about the warden but in the end of the music, we see the warden COMING TROUGH A WALL OF BLOCKS which looks like the cave dweller coming trough a 1 hole block, but why they didn't add this feature to the game but on the music video, it would made the warden more terrifying and harder to escape.
A lot of people say the Cave Dweller should get climbing so you can't just avoid it by towering up. Sure, it does need it, but I feel that the Warden does a greater job in scaring a ton of people through sound effects, most especially because of the Warden just sniffing and focusing on looking for you even without eyes, and that you can also hear such loud heart beats even from a decent distance.
@@jksimmons1560it does that but randomly if u look at it. It has three modes chase,stare and run away and all of them are randomized when you look at the cave dweller
The warden DEFINITLEY got some good scares out of me, I think its abilities are much cooler than the cave dweller in my oppinion. It sort of blinds you and makes everything around you darker (+1 scariness) and its attacks are pretty lethal (+1 emotional damage). Over all nice breakdown of the two! I just wish that the list at the end could have been shown for a little longer
I will say it’s pretty emotionally scarring to be running from the cave dweller and think you’re safe, but then you realize you forgot a single block gap and it crawls through
imo the cave dweller is more scarier for me the only thing that the warden do that scares is how I can get 1 shot by its attacks and the scares the warden gives is more of a "DONT DO THIS' kind of vibe while the cave dweller has this "BEWARE IM EVERYWHERE" vibe now imagine if the cave dweller spawn in the deep dark and a warden spawn your gonna get blinded warden attacks thru walls and cave dweller fits in 1 block that'd a fun run
warden is like, stay away danger. like when you see a large bull in the distance while the cave dweller is like a big spider on the loose and you just lost sight of it
Exactly. The spider is more panic-inducing(unless you actually like spiders) but still very killable and the bull isn't as panic-inducing but definitely more of a threat than the spider and also less killable.
Warden takes the cake in my opinion. Mostly due to the extremely unique design. Throughout Minecraft you run around and if you have a problem it’s nothing you can’t just run away from or just brute force your way through. The warden though, no. You are forced to be quiet and take things carefully, if you don’t, you are met with the most punishing mob in the game’s history. The cave dweller is great for jump scares but really doesn’t have that looming, threatening presence the warden does.
@noox13 yeah I have no idea why all the animations that the mod maker made don't work for a lot of people in videos and end up being the idle animation
@@one_TheReal Idk, very sad honestly. All I'd want is the animations to work. Add slow climbing to be terrifying, and add some kind of animation when it vanishes. Like if it spits out a cloud of gas to last a few seconds like ninja smoke bombs.
@@noox13I think the way it just dissappears makes it scarier. As he showed in the video, he sees the Cave Dweller, turns around, and when he looks back it’s gone
They both do different things tbh. The cave dweller is a fast, always stalking demon, while the warden is a slow nigh-indestructible behemoth. Cave dweller is scarier but warden is more of a threat
Imagined if the Warden and Cave Dweller Has a Mutual Connection whenever you try to Navigate in Cave or Dark the Cave Dweller stalks you and screeches to Call in the Warden making life difficult for you in the Cave.
What breaks the Warden spookiness and immersion for me is the fluidity of its movements. The emergence animation is so cool, but the warden and even the camel, the newest mobs, move too smoothly for the minecraft ive been playing since alpha
Ability to climb for Cave Dweller might make it too OP so I suggest limiting it to only be able to climb upto 5 blocks. Or even better make it random. So Cave dweller can climb anywhere from 3 to 10 blocks.
@@jksimmons1560 Ooooohhhh yesssss. That'd be terrifying!!! Imagine it goes and dissapears in the darkness and you feel safe, so you get out of your hiding place thinking that thing left, but then It appears back from the darkness and gets you. AWESOME.
imagine an alternate version of the cave dweller called the Deep Dark dweller, its eye emmisives are blue its body is also a dark blue mixed with black, it would also be faster smarter more agressive, the rest would be the same
The warden might not be able to jumpscare you or crawl through 1 block gaps but if he locks on to you and you don't have an elytra and fireworks you are pretty much dead
If you know what areas are free of shriekers you can also enderpearl around Potions can also help if you know where to run - either if you splash yourself with Speed II or if you splash the Warden with Slowness IV
I think the cave dweller wins because the escapability of the warden is easy, just crouch and use snowballs or other throwable items to distract him, that aside, absolutely amazing video, I hope you become famous!
warden: has intense build up until arrival, can kill you even if you're at a place it can't reach with a melee attack, or directly and fully boxed in, due to it being able to shoot through blocks. does 45-ish damage on normal, and has 500 HP. Cave dweller: can randomly spawn, it only has a melee attack, and it can crawl, but fully boxing yourself in will save you. has 90 HP.
Honestly, the biggest issue of the cave dweller has to be the audio, and the fact that you can kill it it just ruins things when you realize you can just block up and start swording or axing it to death
Warden barely wins for me because hearing a skulk sensor go off gives a spike of anxiety and makes you listen for a sensor. When youre in its territory you play different, more methodical in movement, even being denied access to certain places due to skulk placement. Cave dweller can spawn in any cave so similar to expecting the warden on 3rd shriek i expect cave dweller in any cave. Plus the wardens distrubed moaning noises freak me out
Very controversial comprassion. Both are aimed at a different aspects. CD is aimed to mainly spook the target with unpredictable spawning and atmosphere and also put some pressure at the beginning (since his stats are relatively low and can be taken down quite easily) while Warden is just huge chunk of stats and very predictable at appearing, especially for veterans.
cave dweller for me the fact that he cann spawn in the moment you hear a ambient sound and just stand there and watch you and disapear without you even knowing that he is there
Cave Dweller and the Warden are two extremes of a threat Against Dweller, it is the infantry and you are the tank - it has an edge in situational awareness and agility, and tends to ambush when you don't expect it, usually with advantage of first strike, but can be rather reliably killed head on if you are practiced in holding the line with the shield and iron armour, and trade each claw swipe for a critical axe chop. Against Warden, you are the infantry and it is the tank - you know you can't fight it and must not be detected, but because it lacks agility, all-terrain movement and most importantly always gets spotted first, it's easy to evade and deceive with projectiles. And who is the King of the Darkness? Steve McDwarf of course! The diggiest, craftiest and most importantly smartest wazzock around who knows how to pick his fights and with time can twist both of the above around his finger with enchanted diamond equipment and clever redstone engineering respectively.
when you think about it the cave dwellers escape is kinda just gone if your in the deep dark either you build or you run to escape the cave dweller so the warden will spawn
1. You can build with wool 2. If you either keep the sculk warning level at 1 at most or you are practiced enough to kill the dweller below 10 seconds and keep it at warning level 2 you should be able to slash the dweller to death without having the Warden emerge (Warning level 0 - no shriekers triggered Warning level 1 - after "Warden Approaches" Warning level 2 - after "Warden Advances" Warning level 3 - after "Warden Draws Close" Warning level 4 - the Warden actually emerges)
You should give him the ability to disable your sheld longer by hiting it and not be knocked back by hitting it. I think this would give you more reason to run away rather then fight it.
Well, it'd mostly make it a death sentence in early iron and diamond equipment which already needs a shield to back it up in a fight; the biggest asset later on is high level protection and high saturation food that help against about anything aside from Warden. I'd be better if there were more dwellers in a scale; the weaker ones should spawn in any caves and attack people who have less than 2-3 pieces of diamond/netherite armour but flee from those who are well armoured, while stronger ones could stick it to the deepslate layer and be either neutral to the player or move and attack relatively slowly in normal conditions (making it easy to escape) but immediately go berserk that'd boost its speed and attack rate if you either fight back or carry armour that is enchanted or made out of precious diamonds
Since this is the outdated Cave dweller, I should mention that 'idk someguy' made an Evolved version of the cave dweller, where even HE was terrified of what he made. Because of the new Cave dweller, I really hope you do a rematch of the Cave dweller and the Warden
Bro if the cave dweller give you the same effect as the warden and the only thing you see in the dark is his eyes and mouth, it'd be so facking terrify
Alright thanks for the content. Time for other horror mods The blocky shape of cave dweller makes it less horrifying than a creeper making a sound from behind
I have and idea. Cave dweller variants. Like have one for dark oak woods it would have a skin texture like dark oak to blend in with the trees during night and day, while having buffs to speed during night. One that specifically spawns in strongholds, this one could be more frail than the others do to lack of sustenance, and is more of a stalker then the others. Or Maybe one that spawns in an abandoned village, this one could be bigger because it just rampaged a village. A lava cloaked one that spawns in the darkness of the nether forests. These are just my ideas.
I hope in the future there can be a rework to the warden. Its bloody terrifying right now, but with a few changes it can be made into a nightmare. I feel like there should be a warden patrolling the city at all times. Or atleast one should appear once a player enters the city. The city itself should have an AI, whos job is to give the Warden AI hints to the players whereabouts. With a invisible bar that slowly fills when the player makes noise. As the bar fills, the city AIs hints would become increasingly more specific. With the darkness effect appearing if the bar is around half way filled. That or if the Warden AI starts to get its guesses right and gets close to finding the player. This should make the warden much more natural and unpredictable. As you dont know where it is. Or if it knows youre there. You would constantly have to look over your shoulder. Redirecting it with throwables would become much more useful.
U should make an hpdate to make the dweller climb and also fix the animations cuz even though i havent played the mod (would if i could) i see a lot of yt videos where he just doesnt animate
We should play this sometime, I've been wanting to make content for awhile now on my other channel, I made my own Horror Mod Pack a few years ago and since then I've been collecting all the scary mods
Idk why but why does the cave dweller not walk correctly? I saw the video of the mod developer and there the arms and legs did move when it moved But here he's just stiff as a statue gliding towards you
I don't think the cave dweller needs more health tbh because he literally spawns inside of caves and you should be able to fight back unlike the warden who is optional and finally killing him would feel great i'm sure. Just give him the ability to climb and he will be perfect
If the player isn't well practiced with the shield the dweller can seriously maim even in unenchanted diamond armour; with good shieldwork iron armour works well enough but just barely. If anything it should be made better in chasing the player through even most difficult terrains so that one either has to keep on running and running or actually can get the problem solved with rather difficult act of combining combat skills and courage to fight back