hm
- bayesfactor
- JIRAUSER522238
- Europe/Stockholm
- Yes
- No
If timed right, the ender dragon can be killed before destroying the end crystals by placing and exploding beds under the dragon's head. For example, https://www.youtube.com/watch?v=Bf1qdEN32DI, and a more detailed description of how to reproduce this is available
[here|https://www.youtube.com/watch?v=7eBIFNIlJqU]
Given that doing so with explosions has been extremely [difficult|
https://www.youtube.com/watch?v=jQ9TUoZNzGw]in the past, I presume that this is unintended behavior (albeit with minimal impact outside of speedrunning).If timed right, the ender dragon can be killed before destroying the end crystals by placing and exploding beds under the dragon's head. For example, https://www.youtube.com/watch?v=Bf1qdEN32DI, and a more detailed description of how to reproduce this is available here.
Given that doing so with explosions has been extremely difficult in the past, I presume that this is unintended behavior (albeit with minimal impact outside of speedrunning).
There's a significant jump between "beds are supposed to kill the player" and "the boss of the game can be killed in a few seconds". The dragon's regen implies that the crystals should be destroyed first, yet this bypasses that mechanic entirely. This is made further compounded by the fact that, when perched, the dragon ordinarily is made to leave to regen if you hit 1/3 of its health. However, as this is done while perching instead of after, this limit is bypassed.
If timed right, the ender dragon can be killed before destroying the end crystals by placing and exploding beds under the dragon's head. For example, https://www.youtube.com/watch?v=Bf1qdEN32DI, and a more detailed description of how to reproduce this is available here.
Given that doing so with explosions has been extremely difficult in the past, I presume that this is unintended behavior (albeit with minimal impact outside of speedrunning).
[IMO: Personally, I think this should be kept in singleplayer, but is worth reporting as unintended nonetheless.]
@robbage
I'm not really sure how to answer that question. As in, other than "it gets fixed", what makes one say that we have to obtain items instead of duping them, or anything similar? The answer seems to be that duplication seems unnatural / violates the standard progression, and it is particularly hard to do in that obscure methods are required to do it. The same would apply here.