I also agree. If I would like to spend a stupid amount of time smacking mobs at an xp farm, let me. I'll spend hours for a single upgrade to a single enchantment, let me waste my time, lol.
The too expensive tag really shouldn’t exist. Even if it costs a lot of levels to add more enchantments it would be worth it since we would have something to work towards.
Exactly I don’t understand why a game would be against its player base grinding more. End game players already have near infinite xp anyway with the enderman farms
“Something to Work towards” You semi AFK at a wall of endermen for like 30 minutes, and believe it was hard work. They should add some item that lets you add more enchantments. Maybe revamp enchanting altogether.
@@sergeantswiss2401 The hard work is spending 35 hours building the farm and making it look beautiful as well as functional. If I have to spend 400 levels on something I'm going to make a stupidly efficient XP farm and build it in a way that makes it look good. It gives you something to work for.
The worst part about how the enchanting cost increases is that it forces you to hoard all your enchantments and apply them all at once instead of progressively upgrading your gear as you get more books
i came back to minecraft recently and forgot how anvil works so i was just adding enchantments to my tools without a thought. it was cool seeing my armor getting stronger with each enchantment book but then i got hit with '' too expensive''... literally who thought designing it that way was good. it single handly ruined expirience for me and my sense of progression cause i couldnt max out my armor and all my grind was kinda pointless, CAUSE YES - IF I PUT SO MUCH GRIND TO HAVE BEST TOOLS IN THE GAME, LET ME HAVE THOSE... DONT LEFT ME HANGING WITH '' TOO EXPENSIVE'' U MONSTERS
@@sheenie8897 I just switch to creative mode when that happens to me 👍 but if you play on a server or something it sucks If it didn't increase the cost that way, not only is more intuitive but those level 1 books you find on chests are more valuable
this feels like one of the more severe symptoms of the core issue that since like 1.13 mojang has had complete tunnel vision about adding new things and not updating old ones unless it's to add some loot to chests
They've changed some old features to be better, like double-sided signs, cactus being used to breed camels, cauldrons being able to have lava and snow in them, so on so forth, they don't tunnel vision things.
@@PhonyLyzardFletching table, they explicitly said it will have a purpose like several years ago. It is still useless if i weren't for the Villager proffesion.
Supposedly the team thought half slabs were a mistake to add to the game, so I have no faith in the opinion of the people making the game anymore. They fundamentally misunderstand their own product
@@SeanLaMontagne Supposedly, I have no confirmation this is real so I'll base my opinion of all of the 600 employees at Mojang based on this unconfirmed statement.
Mojang needs to remove "Too expensive" and the use penalty for repairs at the very least. Because of the awful system we currently have, Mending is no longer a rare treasure. It's a NECESSITY This is exactly why nobody ever repairs Elytra with Phantom Membrane, because eventually, it'll become unrepairable. You can't even put Mending on it to save it at this point. It's literally a useless piece of junk at this point... EDIT: I was not expecting this comment to blow up as significantly as it did, what dafuq lol
@@Bioniclema90 Wait, you aren't able to do that? I've been playing since 1.5.2 and this is news to me. I can't believe this is only a feature in modded Minecraft.
My biggest gripe is how the repairCost counter completely invalidates merging enchanted books as a way to get max enchants. I used to use enchanting tables a lot on a server a few years ago, and I would use enchanted books to cycle through junk enchants and combine the ones that were worth it. I learned the hard way that using those merged books made my tools basically unworkable. IMO, merging same-enchant books and actual repairing shouldn't penalize the player at all.
If you're adding the merged books one at a time to your gear, then it's going to drive up the Anvil Uses super quickly. You need to combine the merged books with each other so you get multiple enchants on the same book. It doesn't even matter too much what order you do it in, just try to keep Anvil Uses consistent across your items. And that includes the gear, so sometimes it's best to slap a single enchant on said gear to keep its Use Count in line with the other books.
@@jayd5694 I'm legitimately shocked I hadn't even considered that until now, but it would make so much sense! Though I guess it would make the redstone capability a bit harder to do. There's probably a way to keep both!
this is bedrock for me but renaming my pick said 27 levels, i said "hell no", and a bit later i renamed my silk pick, and was like "oh my fortune was a lot, but i just built this super op xp farm, ill rename it" 4 levels NOTHING WAS DIFFERENT WHAT
Hey people want Minecraft more grindy. So for them it’s even better if they remove the anvil and bring back the old enchanting system that takes all your levels and also remove Mending from the game.
@@georgeshaw4017not everyone wants that, dont forget little kids and casuals play this game and they dont want to spend countless hours to get a good pickaxe
I've recently got back into Minecraft after almost a 7 year break... We need a huge spring cleaning update asap, there's a lot of things that either don't make sense or don't work properly
I remember back when I was younger,I’d just throw every enchantment on everything when I was playing creative but now the game limits enchantments to certain items and they can’t conflict with certain other enchantments. I get it but it is kinda sad
@@cameronwilsey9334 Fr tho. They talk about integration and synchronizing uses for new updates, but so much of these updates just feel like their own unique world, and not a part of MC as a whole
I play with a modpack and I wasn't sure why repairing my low level enchanted armor (like unbreaking 1 and thats all) was getting so expensive and I just assumed it was a mod or something. This video taught me that Mojang just punishes you for repairing anything.
Isnt that makes sense tho? You cant repair something over and over. Each repair will require extra care considering the previous repairs. And i think mojang adding "mending" to the game was more than what you need. You cant enchant a single sword to its godly state so you can peasy the game and get bored. The mobs arent balanced for this. Considering your weapon's state and limitation of choice while enchanting is part of the game and your decision style. Limitations what makes the each gameplay different.
@@sayochikun3288 makes sense? this is minecraft, it doesn't need to make sense, in fact, many things don't make sense anyways. Why keep a feature that makes the game worse?
@@sayochikun3288 To repair a sword you just need materials, and it wouldn't cost more each time. It makes zero sense. There should be a set price based on how good a tool is.
@@Tasorius you cant re-repair something with exact same effort and materials. each repair is a wound on the thing that will never act as if it was not damaged. logically, it totally makes sense to require more materials and experience to fix a car that has been damaged and somewhat fixed before.
I've played a modpack where one of the mods - I don't even know which one - deletes the prior use penalty from the game outright. And oh my god, the enchanting mechanic has never been so cool and relaxing ever before that. It also came with a bunch of enchantments, and now the difficulty of this system was procuring the enchantments rather than maintaining the tool/weapon... which is how the whole system should've been in the first place at vanilla level.
Mending, I just mass produce fortune three efficiency five pickaxes With mending that way, I can keep using them.Till they're broken, then take him to the trading hall to get them fixed
Another thing worth mentioning is the way xp itself works. Both the anvil and the enchantment table use xp levels instead of xp points, which would be fine if there was a linear relationship between the two. However, as we all know, that is not the case : the amount of xp points needed for each next level grows exponentially. This means that 60 levels of xp isn't just twice as much xp points than 30 levels, it's actually 6.2 times more. However, for the anvil and the enchanting table, 60 levels IS just 2x more xp than 30 levels. Being above level 30 is thus a waste of xp. This could easily be fixed, by simply subtracting the xp points equivalent to the level shown, instead of subtracting the levels. I do however understand why Mojang doesn't do this, as this would probably confuse a lot of players.
>This could easily be fixed It's not broken, it's actually a good design. It incentivizes you to USE your xp levels earlier than later, instead of stockpiling them like a bank account.
@@w.o.jackson8432 which is annoying. I don't want to feel pressured into enchanting. It feels like I'm being punished for playing the game. I feel bad when I kill the ender dragon, or I'm doing something and I get to 30 levels without being close to the enchanting table.
@@rewe3536 You don't have to enchant, you can still stack levels and this does have a benefit. Honestly the difference in xp cost between doing 3 enchants at level 30 and doing 3 enchants at level 36 (for example) is pretty minor. Killing the ender dragon still gives you a ton of levels anyway, it was designed with the xp leveling system in mind.
@@rewe3536this game is already too easy, you can build enderman xp farm and get all maxed set in like an hour or two, why would they make it even easier?
The thing if you want to put all enchants possible for your gear, you have to put them in a very specific order or else that happens. You can go your way around it.
@@Sephlock You dont really need a specific order, just make sure you combine the books with each other first and to combine high cost with low cost enchantements, else the final combination can be too pricey.
Honestly i just use the enchant table for the base enchants like Efficiency, Unbreaking, Protection etc. because they don’t increase the cost to enchant them in an anvil. Then I add the more specific enchants like Fortune or Fire aspect.
@@Sephlock there's an order yes, but not a SPECIFIC order if that makes sense 😅. Pretty much you want to combine the books together in PAIRS in a pyramid like scheme, leaving at least one book at the end so that it has zero anvil uses. This makes it the cheapest way to enchant your items safely. For example, if you have an item that needs 5 separate enchantments for it to have all enchantments, you would combine one pair together, another DIFFERENT pair together, combine those two pairs together (which gives a book with 4 enchantments) leaving one book with zero anvil uses and finally combining the last two books, putting the book with ONE enchantment in the last slot of the anvil.
It's worse than that actually. If you have a sharpness 5 book obtained via trading, it will let you add more enchants after than a sharpness 5 obtained by combining 2 sharpness 4 books. This applies to all enchanted books and it means perfect enchants can only be obtained via trading because combining books isn't good enough.
Removing the level increase from anvil repairs would do several healthy things to the game. It would make anvils used more often, it would increase the value of the materials needed, and it would reduce how incredibly mandatory Mending is.
@@smeggiamagarwineI'll still leave a serious answer lol Convenient ≠ Easy Anvil isn't hard to use, it's just stupid and doesn't make sense. As simple as that
The video beginning with a player in a mob farm grinding XP by left clicking on defenseless mobs over and over, going to enchant their sword and losing all the hours of work because they clicked wrong, is more than enough to explain how broken the current enchanting system is. That beggining was perfection.
There should just be no incremental cost for usage period. If you want to repair the same pickaxe a thousand times you should be able to with no repercussions. Adding books should just cost the equivalent of their level with no increase. Adding a sharp V book to a sword that already has fire 2, knockback 2, etc etc that has also been repaired should just cost 5, because thats the level of the book, simple as. The tryhards circumvent the system anyway so this only punishes casual players that aren't invested into the best way to add enchantments
this video is amazing, especially for your first video, however I will say that mending in my opinion doesn't even function as a perfect anvil replacement. Even if doing stuff with villagers is easy when you know how to do it, being essentially forced to use mending on a long term world forces EVERY world to have someone HAVE to make a villager breeder, which a lot of people don't want to have to do repeatedly. While if anvils were more balanced for repairing in comparison to mending, this would promote mining and exploration instead, which does feel a lot more in line with minecraft's whole design philosophy than a villager breeder, and either way having TWO potential options instead of just ONE would not hurt at all. also, in my opinion, my main fix would be: change the anvil level cap to 50 just because it feels nicer than 39 which feels mostly random. when you reach the cap, it shouldn't become "too expensive", and will instead always cap off at 50. maybe they could adjust this cap to be higher, and either way I'd say repairing the tool should be capped at 25 levels at most.
@@Savariable I'd rather have an in-game repair system that works like the mod silent gear or the mod tinker's construct. And have max enchantment caps unlocked but require crazy amounts of exp to increase above their current max level cap.
I mean the same could be said that everyone HAS to mine for diamonds in a new world, or they HAVE to fight withers. Anyways, villagers are required for max enchantments, for the effort you put into making a breeder the reward is crazy powerful. It's annoying, sure, but it's just part of the process. If you want to spend 5 hours hunting for books to max a shovel, then yeah anvils shouldn't have a cap. But you can spend 3 hours and just max a clean item with a few books from villagers
Adding mending as a bandaid fix for the issues with repairing instead of just fixing the anvil system is a lot like trying to fix poverty by just printing more money.
Debasing currency has never been about alleviating poverty. It’s a tax on the poor to benefit those in power. The currency poor people hold is now worth less and suddenly the people closest to the money printer have more. Even during c19 when nearly half of all dollars in history were printed and trillions in stimulus was handed out to the working class, much more money went to corporations
@@pumkin610 I think having to use Netherite would be fair, but I also think that repairing something would use 1 of the material and repair it 100% and also not count towards anvil usage.
Someone else in the comments suggested reworking mending so that all tools with mending work like the elytra were it doesn’t break it just becomes unusable and you then have to use an anvil to exchange your XP for fixing your tools
the repair system is still in the game for the early game. Late game you have mending on everything the repair system is to encourage you to repair your early game stuff when your at that stage or if you have a piece of armour thats decrotive and don't want to enchant it
Also, why do Anvils break?! No other Table Block in Minecraft Breaks! The Enchantment Table doesn’t explode if you over magic it. The Brewing Stand doesn’t meltdown if you use too much Blaze Powder. Why? Why does it break? It’s such an expensive block, needing 31 Iron Ingots just to make one! That eats into iron supply so badly! And it doesn’t even act to balance anything, it’s just a terrible inconvenience. Stupid inconveniences. :/
it should be experience points from levels too, instead imagine killing the ender dragon and getting like 50 levels and you use 5 of them to apply like sharpness on your sword or whatever you're left with 45 levels but each level costs exponentially more experience, so if you had just 5 levels you would've used less experience this is implemented with tax free levels mod, also for the enchantment table
I enjoy mods like "Tax Free Levels" for this exact reason, as otherwise you're punished for not running to the nearest anvil / enchanting table the moment you have accrued enough experience.
It's the exact reason when I play modded I rush the first available xp storage system and abuse the living hell out of it. You can get SO much more done if you dump all your experience into the tank and then pull what amount you need to make an enchantment possible. Also doubles as a way to save exp because I do not agree with having only 4 levels left after dying one time
Something everyone misses with the 50 level enchantment system, different enchantments have different probabilities of showing up at different levels, I remember featherfalling was much more likely at level 32 and I think infinity was more common at level 30.
I remember when Infinity was compatible with Mending, so you could have a bow that never uses standard arrows and was repairable without the anvil-repairing system. Then Infinity and Mending were made mutually exclusive. To me, Infinity was valuable because of Mending. Without Mending, Infinity is a rather useless enchantment. I'd rather stock up on arrows via mob grinders and have a bow that is repairable from said mob grinders than have a bow that will eventually rack up too much PUP to be repairable.
@@Gravity_cat bruh it takes 2 minutes to make a fully enchanted bow and they last for literal days of gameplay, I can’t even remember the last time I broke a bow before losing it some other way.
The same system but basically better already exists since you now have one guaranteed enchantment you will always get. So instead of constantly rerolling enchants to get a slightly better chance of getting a specific enchant you can constanty reroll for a guaranteed chance of getting that enchant
@@dylanb2990 Does it now? I think that might be hyperbole considering how random enchantments are. I get your point, but I still like to *keep* my equipment without fear of it ever becoming unusable through means out of my control, that is being irreperable because of a level cap. Also, I just really liked having an Infinity-Mending bow.
great video! dropping the base from 2 to 1.9 would make a massive difference on its own, along with removing that annoying too expensive thing. However I think that once you're in the late game, your tool should be your tool, and you should be allowed to keep it and improve it for as long as you have it. temporary tools feels like more of an early game thing. the cost of getting another tool quickly stops being a problem and becomes a chore, because it's so easy to get the resources needed to replace it. it makes sense that the next evolution is a long-term enchanted tool that requires a lot more effort to build on and maintain
Also you have to put your enchantments in a very specific order or the “Too Expensive” thing happens. What I do is I first put it in the enchantment table, get the best possible enchantment out of it and then use the books.
THANK YOU!!!! This video said exactly what issues ive had with minecraft for years now. I always hated the exponential repair cost and Mending always felt like a bandage solution at best. I just want to get a set of enchanted gear personalized how I like it and not worry about it ticking away to the inevitable too expensive wall. with the things like armor trimmings being added I wish things like repairing were just flat rates so I can keep the same armor how I like it forever.
I still remember the first time I enchanted something after having taken a break for a while, having it only take away 3 levels, and thinking it had to have been a glitch and was so stoked.
I think it feels so wrong to have an anvil go from new to completely breaking, when all you used it for in the entire span of its existence is renaming things. I get repairs and enchanted books aging it, but not renaming your tools for them to have personalized titles
A high production quality on a new channel is always a nice surprise. Also, agree with the video 100%. The system is horrible and needs a change badly. Subbed!
Spot on. Unfortunately, the community is a bit... I once suggested a fix to the anvils--specifically the repair rate of materials (although I do recall throwing in some other things). The universal 25% is silly and useless for most things, because it costs less to craft a new one to combine on the anvil. My thought was simply to put in a different formula which took into account the cost of crafting the item. I think it was 3/(2+crafting cost) per material. Shovels are repaired at 100% for an ingot/diamond, Swords/Hoes get 75%., Axes/Pickaxes get 60%, etc. Of course, the numbers could easily be tweaked to balance repair rates, such as 2/(1+cc) meaning swords get a 66% instead of 75% while shovels retain the 100% rate. It's effective, and consistent. People shot it down where I suggested it, saying "but that makes combining items on an anvil to repair them pointless." The anvil is something I think of as having been deeply flawed from the beginning, but it'll probably never change, because mojang has lost their touch, and most of the community probably shouldn't be listened to. I mean... I heard people actually thought the game would receive submarines if they voted for the glow squid.
Wh-what? Who fucking cares if one method would use different amounts of materials than the other method? Combining tools probably _should_ be inefficient, compared to making a spot repair on your tool. This is a ridiculous complaint.
Mojang hasn’t lost their touch, they’ve consistently been pumping out quality content and 1.19 and 1.20 are looking promising. Seriously, everyone just started complaining when they revealed more about their development process because apparently no-one knows how game dev works. The caves and cliffs updates were the best thing that happened to the game in recent years. What we’re facing now is a buildup of individual mechanics that are unbalanced when combined, and Mojang isn’t quick to make sweeping changes of old mechanics without a complete rework. That said, an enchantment system overhaul is definitely needed at this point
You haven't mentioned it, but the addition of the grindstone even adds to the issue of the anvil being totally useless. Aside from the first one or two times you use an item in an anvil, instead of grinding books with it, you can simply enchant a tool and if you don't like what it gives you, use the grindstone and enchant it again. It comes out waaaaaaaay cheaper on average* when it comes to experience doing it this way than it does combining a bunch of books and then finally enchanting the item with a book through the anvil. Get the tool enchanted the way you want this way, then just add mending afterwards as your first anvil use. *luck varies, so it wont always be cheaper. Sometimes you get super unlucky and don't get the enchantments you want for a while, but flip side is that sometimes you're really lucky and get what you want right away.
@@TheDormantP TL;DR It's more XP efficient to just enchant the tool over and over again using an Enchanting Table and Grindstone to get what you want, rather than combining a number of separate enchanted books into a single enchanted book and then applying that book to your tool in an anvil.
@@64MilestotheGallon Yeah. It costs less XP overall (and thus gives you the most uses out of an anvil) to enchant the tool as best you can initially before applying books to it. If this means re-enchanting a tool over and over again using a table and grind stone, most the time it's way more efficient
There's also the fact that they have added new enchantments recently that can only be gotten in certain ways. Soul speed by bastion or trading. And Swift Sneak by ancient city. If they continue to add more, it just makes this existing problem worse and worse
Repairing same item with anvil multiple times should not accumulate tax on price and thats it. Repairing item with mending using XP orbs does not so why should doing it with anvil does. Not to mention how XP orbs are much more easy to get than diamonds for diamond tools. Great vid btw. Subscribed!
@@fantastikboom1094 i guess it depends on what level of "expertise" you have with the game, for newer or more casual players i would agree that the high repair prices are the main issue, but for people who always make efficient xp farms right away i believe the level cap is the main issue. so yeah, repair prices should definitely be adjusted, but the level cap should also be, if not removed entirely.
@@alicemursteinlesbefaen666 I think the problem is usage penalty, because It shouldn't count merging the enchanted books. That's where the issue is. It affects the price significantly.
I'm a noob to playing Minecraft and was watching vids on enchantment when I came across your vid. I Love the info on the anvil, and it's flawed costing method. Which made me love the ending so much I had to sub, cheers mate and am gonna check out some of your other vids. 👍
I usually use enchanting tables and multiple un-enchanted copies of the same tool to minimize anvil uses instead of relying so heavily on villager books I'd much rather mix 2 or 3 swords and a single (mending) book, over having to methodically mix all 5 or 6 books and 1 sword
8:18 honestly, that's fine. it's very easy to get 100s of levels with a pigmen or raid farm, it'd put a use to my ~400 levels currently sitting there also on that topic, when you die, the xp you get back being limited to a mere 7 levels is honestly ridiculous
The system has always felt like you are heavily punished if you arent a massive nerd who calculated the exact order to put everything in and thats so frustrating
Just have tool and armor repair have a flat rate depending on how many enchantments you have on it (one per enchantment, not the sum of the levels of all the enchantments). having high level gear will already be expensive enough to repair each tool or armor each time. In turn, nerf mending or get rid of it to give the anvil its viability back.
The "Too expensive" part is to hide the fact that they never capped the initial equation. They could fix it with a single line of code that just compares the equations result to a pre-set value and picks the lower of the two. Imagine if they just capped it at 50 levels. It would make it grindy as hell to fix up your gear, but at least you can keep your gear instead of having to replace it because of the anvil use counter. Either that or add a new villager profession to swamps that can use some sort of "magic" trade that can reset this value for you...
XP system is broken too. Each level requires more and more XP but when you spend it, you spend your levels not XP. So it's just a waste to get any level higher than 30.
When enchanting something important with a lot of enchants, it’s always good to get the first few enchantments from an enchantment table and then use your books, learned that after my friend couldn’t enchant his netherite boots with his OP book.
I started playing in 1.3.2 so the maximum level of enchants being 30 feels like "the way it's been since time immemorial" while anvils feel like "this brand new feature that was recently added to the game"
Maybe cause it's not a problem. You can get 32 enchanments on a tool and there aren't any itens that use 32 enchantments. It's also not hard to get this many enchantments, you just match enxhantment cost so even if you do it really poorly you can get 20 enchantments on it. Like adding enchantments 1 by 1 instead of 1 with 1, 2 with 2, 3 with 3 is just wasting xp. Thats why no one talks about it cause it's honestly not a problem
Here's an idea: Keep the anvil prior use penalty, it makes an item harder and harder to repair every time. Remove too expensive. If the lvl rqemnt gets higher than 40, then set it to 40 as the max. Now here's the kicker. Change mending. Make it so tools with mending cannot break (similar to the elytra). You just cant use it if its out of durability. Next, tools with mending can be repaired in the anvil without using diamonds. Maybe even a discounted exp rqrmnt. That nerfs mending but still keeps the theme of using lvls to repair. Increases the use of anvils, makes tools harder to repair multiple times but only up to a certain point. Maybe 40 or 50 or something. Keeps the combining enchantments aspect of the anvil. Makes the anvil an absolute must even if you have mending.
I'm used to boring visuals in minecraft videos or simply gameplay background. But your video is great! Firstly, the topic is important. And also the editing is so nice that it is simply fun to watch. Good job!
There are so many things mojang could add to improve the game and tie it together, like the anvil thing in the video. Recently i’ve started a world and i basically made my own vanilla+ modpack which have things that should just be in the base game. For example some of the mods i installed are better harvesting, reterraforged and do a barrel roll. I installed better harvesting so i could just right click a crop to harvest it, instead of breaking it and replanting it. The second one literally is just better terrain generation that is way prettier than the often blocky, clunky generation the base game has, the mod smoothes everything a bit and it is just objectively better. Do a barrel roll is really what the elytra should have been. In the base game the elytra flies so weird if you think about it, you cant go more than 90 degrees up- or downwards and yaw (sort of) and specifically roll controls literallly dont even exist. These are all just quality of life or more decorative things that would make gameplay so much more smoother and less quirky. I hope they add all of these mods into the base game.
I just noticed this is your first video (apart from a few shorts), and I have to say it's a very good one. I think it would be nice to see you make some longer videos that have a similar format to this one.
Fixing the Anvil would instantly fix many balance issues downstream of it. Many people think mending is overpowered (I happen to agree), but if the Anvil actually worked as a place to repair tools then mending wouldn't be "required" in the way it currently is.
Another thing you forgot, repairing tools in an anvil can easily cost more than it does to make a new one. Most notable when you're pinching diamonds and want to repair your main diamond pickaxe with just efficiency 2. It's cheaper to replace it entirely, at the cost of just making jt a bit early
Thanks for speaking on this. For so long I’ve griped about how the anvil works, ESPECIALLY the stupid level cap. Mojang doesn’t seem as receptive to community feedback as some other studios, but here’s hoping the community’s voices will be loud enough that they will listen
I don't necessarily want Mending removed, but it shouldn't be required to repair tools. Like you literally can't repair armor and tools eventually like why? So either you get a diamond sword with Mending, or it breaks eventually. I can't just get diamonds and repair it forever for a couple levels, just straight up it won't get repaired
I’m an avid RLCraft player myself and for those who play it as well, you would know that there is no limit to xp levels required. While this is partly based on the sheer amount of modded enchants, I think this would also be a good addition do the game. Every time I go back to vanilla and this happens I just get so aggravated for something that mojang could easily change!
This is why i play with Selenium's "Fixed Anvil Repair Cost" mod. It locks the enchantment cost to whatever you setup in the server ("world" in singleplayer) config, and that cost never increases regardless of how many times you used it on an anvil. Selenium has also made a lot of other really cool QOL (quality of life) mods like Double Doors, Infinite Villager Trades, Enchantment Commands, and many more.
I would be completely satisfied if the only change they made was removing the level limit. I’m 100% ok with ludicrously expensive and unaffordable repair costs if you continue to repair a tool. It encourages you to keep a stock of various types of gear and also increases the value of diamonds significantly if you don’t want mending.
Hot take, the game isn’t taken seriously by the devs anymore and complaining about it won’t change shit bc they put so much low effort into the game that the game updates are just either a new mob and a new block or just a new mob. They never listened and will never do. The only way to repair the game is by modding it
My main Minecraft experience is survival servers, meaning I routinely make hundreds of villagers large villager breeders and all sorts of mega farms. So, my preconception was pretty much just: Repairing tools is one of those progression methods that is simply obsolete, much like mining is obsolete regardless of what updates are released due to mega farms always being better. However I agree there are definitely some simple changes that could make anvils more fun and useful. When I make god sets and god tools I use the most efficient method of combining books in the anvil over and over again so I’ve never ran into the issues with the level cap, but again, it’s arbitrary. But I think from a broader perspective there are simply so many things in Minecraft that make everything else obsolete, and Minecraft generally doesn’t have a balanced progression whatsoever, which is to be expected in a sandbox I guess. However, the obvious example of broken progression is villagers, as the amount of resources you can get from massive villager trading halls is absurd and makes up a large potion of wealth gathering on any serious server. Also, highly technical farms are almost NEVER intended by devs and will always be contrary to the vision of Minecraft. Tbh it’s really messy, but I personally am fine with it, some people will play more technically and to the “meta”, massive villager halls, portal spam farms, etc, while others will play more casually, and both can still have fun. But yeah there are a ton of things that don’t make much sense in Minecraft and I feel it’s a shame so little is changed each update
Mining isn’t obsolete because building farms isn’t for everyone. Minecraft shouldn’t be a game where you have to follow a UA-cam tutorial for everything. Past a certain point I don’t want to have to think so much during game play.
@@crimsonfire6932 No, I agree, there are areas of the game that are fun for everyone, I just mean from my perspective where I pretty much try to be as efficient as possible.
"much like mining is obsolete regardless of what updates are released due to mega farms always being better" - and thats one of the biggest problem with minecraft. That the "meta" playstyle, which I would actually call rather an exploitive style (as imo mob farms on itself - maybe expect these made from monster spawner - are exploits) is something which should be rather at least discouraged, but with how everything kinda triest to be "balanced" and "not overpowered" but mostly with ignoring the fact that even the "overpowered" solution can be make kinda obselote by the farms... which put players which doesn't want to use those exploits, which like to play in thematic way, have some aesthetic to their world... at massive disadvantage. The worst part is Mojang seems to actively support it. I mean at some point enchanted golden apple were claimed as "overpowered", becuase of... gold farm. But instead of solving the actual problem - which is gold farm - they removed... enchanted apple crafting recipes. Even though they - at least from what they were saying could do it the other way: removing golden farm. All this farm thing becomes really ridiculous. And as much as automative farming of crop kinda make sense, the other farms... well not at all. But at the same time I know that there's no real solution to this problem, as fixing all those exploits isn't really possible without hurting the normal gameplay. Therefore I think the solution is to open possibilities to make as good competition to the farm as it gets. How? Well, one of the thing is about anvil. If the cost would be massively reduced (to some sane number... mostly by removing previous use penalty, then having the cost as never more than level of all enchantment sumed up, or change in it or summed level of both items useed... something likke that), also repairing and renaming should be absolutely free of charge. This would all the gring for exp (and with that most ridicolous of all farms: exp farms) kinda unneded. Secondly the level cost shouldn't be counted as simply decreasing the player level. But instead decreasing it experience count by the number of xp points which give that many levels. So for example let's assume getting to level 3 is 1000 exp. Then "paying" 3 levels would ALWAYS actually reduce the total player exp by 1000, not just whatever is the difference betwen what level player is currently one and 3 level lower - even when it means 9999999999999999999 instead of 1000... I mean I don't get how anyone yet didn't pointed out how broken the system of paying with levels is... Well that one didn't really do much about farm issue, but it was very connected with the anvil, so I still included it (and well imo the very idea of "paying with levels" is ridiculous from the start and whole minecraft exp system should be heavily reworked) But there are also other things. Like for example REMOVING max enchantment level. This way player could increasingly combine for example fortune 3 books to get higher and higher level of fortune (or looting or whatever...). I know many would say it's op... but how is it anywhere close as op as farms? Exactly... The same goes to increasing the quality and quantity of loot in chests. To encourage rather exploration than grinding and building farms.
I think the thing with the enchanting system is that they keep adding solutions instead of reworking them, items couldn't be repaired so they added the anvil, but the anvil was broken so they added mending, and mending was hard to find so instead of making better anvils they made mending common as hell, now we have a broken system too far away of what was originaly intended which ruined the gameplay and progresion even more
you can merge books to a sword five times in an anvil I believe, but you can't use an enchantment table on an already enchanted sword, so make sure to use the enchant table first. You want to merge enchant books together before you add them to your sword.
You must place all enchantments on a book first. Then use the book with all enchantments on the item. Each time you use an item on a anvils, it will remember. And will cost more the next upgrade. So you can go around it by combining enchantments on books and after that on item. I put all enchantments on my items no problem.
yes but this is still a dumb and unintuitive mechanic in the game that a new minecraft player wont be able to figure out or learn about by themselves. it's a completely hidden stat that varies between simply placing the items in a different order. not to mention the difference between java and bedrock making it even more complicated that only a veteran would be able to use efficiently
In my 3 years of playing survival and always full enchanting all my gear I haver never gotten the “too expensive” message. I don’t know what im doing right
XP as a whole needs to be completely redone. You shouldn't have to make an OP XP farm to make enchanting viable imo, and in vanilla, you absolutely do.
Every time I hear people discussing exp in Minecraft, I have to remind myself than OpenBlocks tanks are not vanilla. I legitimately can't imagine how much of a pain in the ass this system, that is still terrible on modded, must be in vanilla MC.
I miss the original enchantment. It made really good tools and thus players a rarity. Something to be prized and treasured while it lasted. Because getting another one was going to be grind, luck, and imagination.
They need to add Netherite anvils. Combine an anvil with a Netherite block in a smithing table. The Netherite anvil should have the “Too expensive!” cap removed, as well as other features such as increased durability, no damage done when dropped from any height (still damages after use tho, but 3x less than normal anvil rate)
agreed, but fuck netherite anvils having durability - if I'm sacrificing a whole ass netherite block or more to make an endgame anvil it better be fucking indestructable when dropped or used to enchant/repair stuff I detest artificial grind and detest the way mojang decided to roll with the meta balancing that requires you to do shit like make iron golem farms to make meaningful progress without spending months grinding your life away. average mortality is what, 70 years? ish? i ain't gonna let no damn grindy ass bullshit take up my time beyond the point where it feels fun. A little grind is okay but fucking hell I've never even managed to get a netherite tool or armour it's so damn grindy to get
This is part of why, when I get to a point where I have infinite enchanted books and levels (usually through a sticks for emeralds fletcher and a cow farm), I just cheat enchants onto my stuff. It saves my time because I will get it eventually I’m just not gonna spend a full week grinding
Getting "Enchantment Cost: 2,147,483,648!" is less infuriating than "Too Expensive"
i agree because it gives you a goal and you can actually do what you want. i would rather grind for 400 levels than to not be able to do it at all.
I also agree. If I would like to spend a stupid amount of time smacking mobs at an xp farm, let me. I'll spend hours for a single upgrade to a single enchantment, let me waste my time, lol.
so true
It would actually be interesting to see if you could break the game if the enchantment cost is over the 32 bit integer limit
@@anundesireduser you're probably never going to get to level 400 because it's exponential.
The too expensive tag really shouldn’t exist. Even if it costs a lot of levels to add more enchantments it would be worth it since we would have something to work towards.
Exactly I don’t understand why a game would be against its player base grinding more.
End game players already have near infinite xp anyway with the enderman farms
“Something to Work towards”
You semi AFK at a wall of endermen for like 30 minutes, and believe it was hard work. They should add some item that lets you add more enchantments. Maybe revamp enchanting altogether.
You can enchant every item with every possible enchantment without "too expensive". Then add mending and you never have to repair it.
@@sergeantswiss2401 The hard work is spending 35 hours building the farm and making it look beautiful as well as functional. If I have to spend 400 levels on something I'm going to make a stupidly efficient XP farm and build it in a way that makes it look good. It gives you something to work for.
Agreed
259 levels to add fire aspect to your sword. Seems right. Now time to build a giant xp grinder that can give me 1000 levels.
Hit mobs for an hour, collect exp orbs for another 10 hours
not THAT hard, as seen in the first few seconds, that enderfarm(from own experience) is efficient as hecc, itll get you to 1k levels easily
@@bachibak guardian farm is way better
@@bachibak nah, even with a good farm 1k levels is still 40 hours or so. That xp farm could probably only get you to 800 in the time.
This is why we need a sckulk dimension made of only skulk blocks so you can farm thousands of levels
The worst part about how the enchanting cost increases is that it forces you to hoard all your enchantments and apply them all at once instead of progressively upgrading your gear as you get more books
I tend to do that anyway, but it seems to be worth it to simply plan extremely far ahead for what sort of enchantments to be put on anyway.
i came back to minecraft recently and forgot how anvil works so i was just adding enchantments to my tools without a thought. it was cool seeing my armor getting stronger with each enchantment book but then i got hit with '' too expensive''...
literally who thought designing it that way was good. it single handly ruined expirience for me and my sense of progression cause i couldnt max out my armor and all my grind was kinda pointless, CAUSE YES - IF I PUT SO MUCH GRIND TO HAVE BEST TOOLS IN THE GAME, LET ME HAVE THOSE... DONT LEFT ME HANGING WITH '' TOO EXPENSIVE'' U MONSTERS
@@sheenie8897 I just switch to creative mode when that happens to me 👍 but if you play on a server or something it sucks
If it didn't increase the cost that way, not only is more intuitive but those level 1 books you find on chests are more valuable
this feels like one of the more severe symptoms of the core issue that since like 1.13 mojang has had complete tunnel vision about adding new things and not updating old ones unless it's to add some loot to chests
They've changed some old features to be better, like double-sided signs, cactus being used to breed camels, cauldrons being able to have lava and snow in them, so on so forth, they don't tunnel vision things.
@@PhonyLyzardThey have changed some sma things but they have taken years and years to do so and it's usually one maybe two old features an update.
@@PhonyLyzardFletching table, they explicitly said it will have a purpose like several years ago.
It is still useless if i weren't for the Villager proffesion.
Supposedly the team thought half slabs were a mistake to add to the game, so I have no faith in the opinion of the people making the game anymore. They fundamentally misunderstand their own product
@@SeanLaMontagne Supposedly, I have no confirmation this is real so I'll base my opinion of all of the 600 employees at Mojang based on this unconfirmed statement.
Mojang needs to remove "Too expensive" and the use penalty for repairs at the very least. Because of the awful system we currently have, Mending is no longer a rare treasure. It's a NECESSITY
This is exactly why nobody ever repairs Elytra with Phantom Membrane, because eventually, it'll become unrepairable. You can't even put Mending on it to save it at this point. It's literally a useless piece of junk at this point...
EDIT: I was not expecting this comment to blow up as significantly as it did, what dafuq lol
Right? I hate that mechanic so much. If I want to spend 100 levels on an enchantment, then f off and let me.
@@Bioniclema90 Wait, you aren't able to do that? I've been playing since 1.5.2 and this is news to me. I can't believe this is only a feature in modded Minecraft.
@@mz7315 yeah after a certain level cost (40 i think) it will say its too expensive and just not let you do it no matyer how many levels you have
I want them to keep the too expensive and instead impliment curse enchantments to reduce the cost making it less expensive. Risk reward type thing.
@@michaelbalfour3170 fuck no
Getting 16 sharp 1 books to get sharp 5 should really be a valid way to do things
My biggest gripe is how the repairCost counter completely invalidates merging enchanted books as a way to get max enchants. I used to use enchanting tables a lot on a server a few years ago, and I would use enchanted books to cycle through junk enchants and combine the ones that were worth it. I learned the hard way that using those merged books made my tools basically unworkable. IMO, merging same-enchant books and actual repairing shouldn't penalize the player at all.
Aha.. Well that explains my struggles. Definitely a mechanic that needs to be adressed
If you're adding the merged books one at a time to your gear, then it's going to drive up the Anvil Uses super quickly. You need to combine the merged books with each other so you get multiple enchants on the same book. It doesn't even matter too much what order you do it in, just try to keep Anvil Uses consistent across your items. And that includes the gear, so sometimes it's best to slap a single enchant on said gear to keep its Use Count in line with the other books.
@@abderianagelast7868 true but for boots it would still go to the 'too expensive' error
Boots have so many enchantments
imo books shouldnt be combined with an anvil, but with a lecturn
@@jayd5694 I'm legitimately shocked I hadn't even considered that until now, but it would make so much sense! Though I guess it would make the redstone capability a bit harder to do. There's probably a way to keep both!
Something is wrong when it takes 39 levels to rename my sword
YES
Wow.
this is bedrock for me but renaming my pick said 27 levels, i said "hell no", and a bit later i renamed my silk pick, and was like "oh my fortune was a lot, but i just built this super op xp farm, ill rename it"
4 levels
NOTHING WAS DIFFERENT
WHAT
they should just make changing the name of an object charge always only 1 extra xp
And now, they're reworking how villager enchanted book trading works, making the enchantments problem even worse!
Hey people want Minecraft more grindy. So for them it’s even better if they remove the anvil and bring back the old enchanting system that takes all your levels and also remove Mending from the game.
@@georgeshaw4017not everyone wants that, dont forget little kids and casuals play this game and they dont want to spend countless hours to get a good pickaxe
@@Daniel-gk1dp I know I was being sarcastic. I don’t want the game to get more and more tedious.
It’s as if they don’t want people playing the game anymore 💀
@@theanxoiushero800 They want people going to Bedrock over Java because they can more easily milk it
I've recently got back into Minecraft after almost a 7 year break... We need a huge spring cleaning update asap, there's a lot of things that either don't make sense or don't work properly
That's what happens when every update is practically entirely self contained
Yes I've noticed a ton of old stuff is clashing with the new... we have new enchantments, but then this stuff exists
I remember back when I was younger,I’d just throw every enchantment on everything when I was playing creative but now the game limits enchantments to certain items and they can’t conflict with certain other enchantments. I get it but it is kinda sad
@@cameronwilsey9334
Fr tho.
They talk about integration and synchronizing uses for new updates, but so much of these updates just feel like their own unique world, and not a part of MC as a whole
Name 1 thing that doesn't work properly.
I bet you can't because in your 7 year break you have no idea how Minecraft works
I play with a modpack and I wasn't sure why repairing my low level enchanted armor (like unbreaking 1 and thats all) was getting so expensive and I just assumed it was a mod or something. This video taught me that Mojang just punishes you for repairing anything.
Mojang is Anti- Right to repair!
Isnt that makes sense tho? You cant repair something over and over. Each repair will require extra care considering the previous repairs. And i think mojang adding "mending" to the game was more than what you need. You cant enchant a single sword to its godly state so you can peasy the game and get bored. The mobs arent balanced for this. Considering your weapon's state and limitation of choice while enchanting is part of the game and your decision style. Limitations what makes the each gameplay different.
@@sayochikun3288 makes sense? this is minecraft, it doesn't need to make sense, in fact, many things don't make sense anyways. Why keep a feature that makes the game worse?
@@sayochikun3288 To repair a sword you just need materials, and it wouldn't cost more each time. It makes zero sense. There should be a set price based on how good a tool is.
@@Tasorius you cant re-repair something with exact same effort and materials. each repair is a wound on the thing that will never act as if it was not damaged. logically, it totally makes sense to require more materials and experience to fix a car that has been damaged and somewhat fixed before.
I've played a modpack where one of the mods - I don't even know which one - deletes the prior use penalty from the game outright. And oh my god, the enchanting mechanic has never been so cool and relaxing ever before that. It also came with a bunch of enchantments, and now the difficulty of this system was procuring the enchantments rather than maintaining the tool/weapon... which is how the whole system should've been in the first place at vanilla level.
yeah but mOdDeD bAd
Hey, can you send a link to the modpack? The way they fixed enchanting sounds cool :D
@@sleepysentinel7703 a good alternative is Fixed Anvil Repair Cost by Serilum
There is also a mod called Limitless, which removes any enchantment limitations
Fabrication & Forgery fixes this and maaaany other bugs related to the game
The anvil "Too Expensive" has gotten me to give up on Vanilla and use mods like Apotheosis Enchanting
Anvil: "I don't want you using 1 item too much"
Mending: "I want you to use this item and none others"
Mending, I just mass produce fortune three efficiency five pickaxes With mending that way, I can keep using them.Till they're broken, then take him to the trading hall to get them fixed
Another thing worth mentioning is the way xp itself works.
Both the anvil and the enchantment table use xp levels instead of xp points, which would be fine if there was a linear relationship between the two. However, as we all know, that is not the case : the amount of xp points needed for each next level grows exponentially. This means that 60 levels of xp isn't just twice as much xp points than 30 levels, it's actually 6.2 times more.
However, for the anvil and the enchanting table, 60 levels IS just 2x more xp than 30 levels. Being above level 30 is thus a waste of xp.
This could easily be fixed, by simply subtracting the xp points equivalent to the level shown, instead of subtracting the levels. I do however understand why Mojang doesn't do this, as this would probably confuse a lot of players.
>This could easily be fixed
It's not broken, it's actually a good design. It incentivizes you to USE your xp levels earlier than later, instead of stockpiling them like a bank account.
@@w.o.jackson8432 which is annoying. I don't want to feel pressured into enchanting. It feels like I'm being punished for playing the game.
I feel bad when I kill the ender dragon, or I'm doing something and I get to 30 levels without being close to the enchanting table.
@@rewe3536 You don't have to enchant, you can still stack levels and this does have a benefit. Honestly the difference in xp cost between doing 3 enchants at level 30 and doing 3 enchants at level 36 (for example) is pretty minor. Killing the ender dragon still gives you a ton of levels anyway, it was designed with the xp leveling system in mind.
@@rewe3536this game is already too easy, you can build enderman xp farm and get all maxed set in like an hour or two, why would they make it even easier?
@@tubaeseries5705 Not everyone makes xp farms or other redstone based auto -farms, it's just creative mode with extra steps.
The thing if you want to put all enchants possible for your gear, you have to put them in a very specific order or else that happens. You can go your way around it.
Has someone written down the order for 1.19?
@@Sephlock You dont really need a specific order, just make sure you combine the books with each other first and to combine high cost with low cost enchantements, else the final combination can be too pricey.
Honestly i just use the enchant table for the base enchants like Efficiency, Unbreaking, Protection etc. because they don’t increase the cost to enchant them in an anvil. Then I add the more specific enchants like Fortune or Fire aspect.
@@Sephlock there's an order yes, but not a SPECIFIC order if that makes sense 😅. Pretty much you want to combine the books together in PAIRS in a pyramid like scheme, leaving at least one book at the end so that it has zero anvil uses. This makes it the cheapest way to enchant your items safely.
For example, if you have an item that needs 5 separate enchantments for it to have all enchantments, you would combine one pair together, another DIFFERENT pair together, combine those two pairs together (which gives a book with 4 enchantments) leaving one book with zero anvil uses and finally combining the last two books, putting the book with ONE enchantment in the last slot of the anvil.
It's worse than that actually. If you have a sharpness 5 book obtained via trading, it will let you add more enchants after than a sharpness 5 obtained by combining 2 sharpness 4 books. This applies to all enchanted books and it means perfect enchants can only be obtained via trading because combining books isn't good enough.
One of my friends made me a mod that does nothing but remove the “too expensive!” and it’s so good
Share with the class
@@allymadison8112 his ass is not sharing
Link.
NOW.
He probably lost the mod guys..
@@spaghettiisyummy.3623 theres probably like, 3 million fabric and forge mods like this
Removing the level increase from anvil repairs would do several healthy things to the game. It would make anvils used more often, it would increase the value of the materials needed, and it would reduce how incredibly mandatory Mending is.
waaaah anvil too hard make it baby mode waaaah
@@smeggiamagarwine
Lol, nice bait.
@@smeggiamagarwineI'll still leave a serious answer lol
Convenient ≠ Easy
Anvil isn't hard to use, it's just stupid and doesn't make sense. As simple as that
@@DrakoWulf what if it isn't bait? what if it truly is my unfiltered response hmm? what then?
@@smeggiamagarwine
Unfiltered, maybe, but clearly not something you care enough to have a discussion about.
The video beginning with a player in a mob farm grinding XP by left clicking on defenseless mobs over and over, going to enchant their sword and losing all the hours of work because they clicked wrong, is more than enough to explain how broken the current enchanting system is.
That beggining was perfection.
There should just be no incremental cost for usage period. If you want to repair the same pickaxe a thousand times you should be able to with no repercussions.
Adding books should just cost the equivalent of their level with no increase.
Adding a sharp V book to a sword that already has fire 2, knockback 2, etc etc that has also been repaired should just cost 5, because thats the level of the book, simple as.
The tryhards circumvent the system anyway so this only punishes casual players that aren't invested into the best way to add enchantments
this video is amazing, especially for your first video, however I will say that mending in my opinion doesn't even function as a perfect anvil replacement. Even if doing stuff with villagers is easy when you know how to do it, being essentially forced to use mending on a long term world forces EVERY world to have someone HAVE to make a villager breeder, which a lot of people don't want to have to do repeatedly. While if anvils were more balanced for repairing in comparison to mending, this would promote mining and exploration instead, which does feel a lot more in line with minecraft's whole design philosophy than a villager breeder, and either way having TWO potential options instead of just ONE would not hurt at all.
also, in my opinion, my main fix would be: change the anvil level cap to 50 just because it feels nicer than 39 which feels mostly random.
when you reach the cap, it shouldn't become "too expensive", and will instead always cap off at 50. maybe they could adjust this cap to be higher, and either way I'd say repairing the tool should be capped at 25 levels at most.
id say capping should never exist, it should always increase, but never limit the increase and lower the rise.
Level capping is ass. Cost increasing with use count is also ass.
@@ethandoessomestuff...8949 then what should we do, seems you are really certain these ideas are bad, what do you think is a good solution?
@@Savariable I'd rather have an in-game repair system that works like the mod silent gear or the mod tinker's construct. And have max enchantment caps unlocked but require crazy amounts of exp to increase above their current max level cap.
I mean the same could be said that everyone HAS to mine for diamonds in a new world, or they HAVE to fight withers. Anyways, villagers are required for max enchantments, for the effort you put into making a breeder the reward is crazy powerful. It's annoying, sure, but it's just part of the process. If you want to spend 5 hours hunting for books to max a shovel, then yeah anvils shouldn't have a cap. But you can spend 3 hours and just max a clean item with a few books from villagers
Adding mending as a bandaid fix for the issues with repairing instead of just fixing the anvil system is a lot like trying to fix poverty by just printing more money.
Debasing currency has never been about alleviating poverty. It’s a tax on the poor to benefit those in power. The currency poor people hold is now worth less and suddenly the people closest to the money printer have more.
Even during c19 when nearly half of all dollars in history were printed and trillions in stimulus was handed out to the working class, much more money went to corporations
Mending is cool though cause you don't have to go mining for Netherite, maybe the anvil could just repair netherite with diamonds?
@@pumkin610 I think having to use Netherite would be fair, but I also think that repairing something would use 1 of the material and repair it 100% and also not count towards anvil usage.
Someone else in the comments suggested reworking mending so that all tools with mending work like the elytra were it doesn’t break it just becomes unusable and you then have to use an anvil to exchange your XP for fixing your tools
the repair system is still in the game for the early game. Late game you have mending on everything the repair system is to encourage you to repair your early game stuff when your at that stage or if you have a piece of armour thats decrotive and don't want to enchant it
Also, why do Anvils break?! No other Table Block in Minecraft Breaks!
The Enchantment Table doesn’t explode if you over magic it.
The Brewing Stand doesn’t meltdown if you use too much Blaze Powder.
Why? Why does it break? It’s such an expensive block, needing 31 Iron Ingots just to make one! That eats into iron supply so badly! And it doesn’t even act to balance anything, it’s just a terrible inconvenience.
Stupid inconveniences. :/
Anvils breaking should be removed and to help the iron cost I'd change hoppers to be made of copper instead.
@ YES THAT! I WANT COPPER HOPPERS!
4:35 I heard that sound effect and, as an object show nerd, when I saw you capitalized ONE,
*I knew.*
"wait what are you talking about"
...
"OHH-"
I got ONE jump scared lol
same
i was drawing while listening to this in the bg and i actually JUMPED when i heard the hfjONE intro 😭/pos
why have half of the replies been in the past 24 hours and also why is this one of my most liked comments
it should be experience points from levels too, instead
imagine killing the ender dragon and getting like 50 levels and you use 5 of them to apply like sharpness on your sword or whatever
you're left with 45 levels
but each level costs exponentially more experience, so if you had just 5 levels you would've used less experience
this is implemented with tax free levels mod, also for the enchantment table
man someone finally gets it
I enjoy mods like "Tax Free Levels" for this exact reason, as otherwise you're punished for not running to the nearest anvil / enchanting table the moment you have accrued enough experience.
@@StaticRemorse or dumping the levels to a tank or a book when playing modded
Some mods that modify the enchanting system overall do this, by using xp cost rather than level cost resulting in much more efficient enchanting
It's the exact reason when I play modded I rush the first available xp storage system and abuse the living hell out of it.
You can get SO much more done if you dump all your experience into the tank and then pull what amount you need to make an enchantment possible. Also doubles as a way to save exp because I do not agree with having only 4 levels left after dying one time
Something everyone misses with the 50 level enchantment system, different enchantments have different probabilities of showing up at different levels, I remember featherfalling was much more likely at level 32 and I think infinity was more common at level 30.
I remember when Infinity was compatible with Mending, so you could have a bow that never uses standard arrows and was repairable without the anvil-repairing system.
Then Infinity and Mending were made mutually exclusive.
To me, Infinity was valuable because of Mending. Without Mending, Infinity is a rather useless enchantment. I'd rather stock up on arrows via mob grinders and have a bow that is repairable from said mob grinders than have a bow that will eventually rack up too much PUP to be repairable.
@@Gravity_cat bruh it takes 2 minutes to make a fully enchanted bow and they last for literal days of gameplay, I can’t even remember the last time I broke a bow before losing it some other way.
The same system but basically better already exists since you now have one guaranteed enchantment you will always get. So instead of constantly rerolling enchants to get a slightly better chance of getting a specific enchant you can constanty reroll for a guaranteed chance of getting that enchant
@@dylanb2990 Does it now? I think that might be hyperbole considering how random enchantments are.
I get your point, but I still like to *keep* my equipment without fear of it ever becoming unusable through means out of my control, that is being irreperable because of a level cap.
Also, I just really liked having an Infinity-Mending bow.
@@Gravity_cat lol imagine using the enchantment table, I haven’t in years.
great video! dropping the base from 2 to 1.9 would make a massive difference on its own, along with removing that annoying too expensive thing. However I think that once you're in the late game, your tool should be your tool, and you should be allowed to keep it and improve it for as long as you have it. temporary tools feels like more of an early game thing. the cost of getting another tool quickly stops being a problem and becomes a chore, because it's so easy to get the resources needed to replace it. it makes sense that the next evolution is a long-term enchanted tool that requires a lot more effort to build on and maintain
Also you have to put your enchantments in a very specific order or the “Too Expensive” thing happens.
What I do is I first put it in the enchantment table, get the best possible enchantment out of it and then use the books.
Yeah there’s a whole guide, and you can make a singular mistake before you just have to restart with fresh items
THANK YOU!!!! This video said exactly what issues ive had with minecraft for years now. I always hated the exponential repair cost and Mending always felt like a bandage solution at best. I just want to get a set of enchanted gear personalized how I like it and not worry about it ticking away to the inevitable too expensive wall. with the things like armor trimmings being added I wish things like repairing were just flat rates so I can keep the same armor how I like it forever.
I still remember the first time I enchanted something after having taken a break for a while, having it only take away 3 levels, and thinking it had to have been a glitch and was so stoked.
Amazing video covering the problem and data very well, fully agree, and cant wait to see your channel grow!
I Was not expecting a reference to ONE, weird to see that outside of the OSC, Also, great video for your first one! Very well researched
Thank god i wasnt the only one who noticed it
It jump scared me lol
I think it feels so wrong to have an anvil go from new to completely breaking, when all you used it for in the entire span of its existence is renaming things. I get repairs and enchanted books aging it, but not renaming your tools for them to have personalized titles
This is about to be even worse, since Mojang plan on changing how villager librarian trades work
A high production quality on a new channel is always a nice surprise.
Also, agree with the video 100%. The system is horrible and needs a change badly. Subbed!
Spot on. Unfortunately, the community is a bit...
I once suggested a fix to the anvils--specifically the repair rate of materials (although I do recall throwing in some other things). The universal 25% is silly and useless for most things, because it costs less to craft a new one to combine on the anvil.
My thought was simply to put in a different formula which took into account the cost of crafting the item. I think it was 3/(2+crafting cost) per material. Shovels are repaired at 100% for an ingot/diamond, Swords/Hoes get 75%., Axes/Pickaxes get 60%, etc. Of course, the numbers could easily be tweaked to balance repair rates, such as 2/(1+cc) meaning swords get a 66% instead of 75% while shovels retain the 100% rate. It's effective, and consistent.
People shot it down where I suggested it, saying "but that makes combining items on an anvil to repair them pointless."
The anvil is something I think of as having been deeply flawed from the beginning, but it'll probably never change, because mojang has lost their touch, and most of the community probably shouldn't be listened to. I mean... I heard people actually thought the game would receive submarines if they voted for the glow squid.
but unisport ate
Wh-what? Who fucking cares if one method would use different amounts of materials than the other method? Combining tools probably _should_ be inefficient, compared to making a spot repair on your tool. This is a ridiculous complaint.
@@ferociousfeind8538 anti QOL user spotted, opinion discarded
Yeah you’re one of the people who shouldn’t be listened to.
Mojang hasn’t lost their touch, they’ve consistently been pumping out quality content and 1.19 and 1.20 are looking promising. Seriously, everyone just started complaining when they revealed more about their development process because apparently no-one knows how game dev works. The caves and cliffs updates were the best thing that happened to the game in recent years.
What we’re facing now is a buildup of individual mechanics that are unbalanced when combined, and Mojang isn’t quick to make sweeping changes of old mechanics without a complete rework. That said, an enchantment system overhaul is definitely needed at this point
You haven't mentioned it, but the addition of the grindstone even adds to the issue of the anvil being totally useless.
Aside from the first one or two times you use an item in an anvil, instead of grinding books with it, you can simply enchant a tool and if you don't like what it gives you, use the grindstone and enchant it again. It comes out waaaaaaaay cheaper on average* when it comes to experience doing it this way than it does combining a bunch of books and then finally enchanting the item with a book through the anvil. Get the tool enchanted the way you want this way, then just add mending afterwards as your first anvil use.
*luck varies, so it wont always be cheaper. Sometimes you get super unlucky and don't get the enchantments you want for a while, but flip side is that sometimes you're really lucky and get what you want right away.
I dont think I understood any of what you just said
@@TheDormantP TL;DR It's more XP efficient to just enchant the tool over and over again using an Enchanting Table and Grindstone to get what you want, rather than combining a number of separate enchanted books into a single enchanted book and then applying that book to your tool in an anvil.
@@tyray3pwait, seriously? Even if I want totally maxed out gear?
@@64MilestotheGallon Yeah. It costs less XP overall (and thus gives you the most uses out of an anvil) to enchant the tool as best you can initially before applying books to it. If this means re-enchanting a tool over and over again using a table and grind stone, most the time it's way more efficient
@@tyray3p wow that is interesting, I guess I'll have to experiment with that -- apparently I've been doing it wrong this whole time lol
There's also the fact that they have added new enchantments recently that can only be gotten in certain ways. Soul speed by bastion or trading. And Swift Sneak by ancient city. If they continue to add more, it just makes this existing problem worse and worse
“Number ONE” *plays one theme* (4:35)
Repairing same item with anvil multiple times should not accumulate tax on price and thats it. Repairing item with mending using XP orbs does not so why should doing it with anvil does. Not to mention how XP orbs are much more easy to get than diamonds for diamond tools.
Great vid btw. Subscribed!
@IonRuby 🤓
Nice video, and i 100% agree, the level cap for repairing has bothered me for so long
The problem is not the cap, but very high repair price after a few repairs.
@@fantastikboom1094 i guess it depends on what level of "expertise" you have with the game, for newer or more casual players i would agree that the high repair prices are the main issue, but for people who always make efficient xp farms right away i believe the level cap is the main issue. so yeah, repair prices should definitely be adjusted, but the level cap should also be, if not removed entirely.
@@alicemursteinlesbefaen666 I think the problem is usage penalty, because It shouldn't count merging the enchanted books. That's where the issue is. It affects the price significantly.
This video is so good! I'm sure you'll soon become a large content creator, keep up the good work.
2:12 jumpscare warning
U weren't kidding 😮
Imagine not being allowed to buy a steak because it's 101 dollars even though you have 2k in your bank account
4:35 got jumpscared by the fact that you know about the best object show ever made. This makes me happy.
I was genuinely in shock when I heard that sound.
Ey looky here it’s Gordon freeman one callob
YWNBAW.
I'm a noob to playing Minecraft and was watching vids on enchantment when I came across your vid. I Love the info on the anvil, and it's flawed costing method. Which made me love the ending so much I had to sub, cheers mate and am gonna check out some of your other vids. 👍
I usually use enchanting tables and multiple un-enchanted copies of the same tool to minimize anvil uses instead of relying so heavily on villager books
I'd much rather mix 2 or 3 swords and a single (mending) book, over having to methodically mix all 5 or 6 books and 1 sword
8:18 honestly, that's fine. it's very easy to get 100s of levels with a pigmen or raid farm, it'd put a use to my ~400 levels currently sitting there
also on that topic, when you die, the xp you get back being limited to a mere 7 levels is honestly ridiculous
The system has always felt like you are heavily punished if you arent a massive nerd who calculated the exact order to put everything in and thats so frustrating
Just have tool and armor repair have a flat rate depending on how many enchantments you have on it (one per enchantment, not the sum of the levels of all the enchantments). having high level gear will already be expensive enough to repair each tool or armor each time. In turn, nerf mending or get rid of it to give the anvil its viability back.
I agree, mending breaks the game, make it so we dont have to use it!
high quality video. good luck on your future
The "Too expensive" part is to hide the fact that they never capped the initial equation. They could fix it with a single line of code that just compares the equations result to a pre-set value and picks the lower of the two. Imagine if they just capped it at 50 levels. It would make it grindy as hell to fix up your gear, but at least you can keep your gear instead of having to replace it because of the anvil use counter. Either that or add a new villager profession to swamps that can use some sort of "magic" trade that can reset this value for you...
XP system is broken too. Each level requires more and more XP but when you spend it, you spend your levels not XP. So it's just a waste to get any level higher than 30.
i was not expecting the object show ONE reference at 4:35 lol??
7:19 “If the player has the levels to use an anvil, *let them use an anvil.”*
I cannot stress this argument enough. PLEASE MOJANG. MAKE ANVILS BETTER.
When enchanting something important with a lot of enchants, it’s always good to get the first few enchantments from an enchantment table and then use your books, learned that after my friend couldn’t enchant his netherite boots with his OP book.
😂😂😂😂😂
What did he do with the book ?
I started playing in 1.3.2 so the maximum level of enchants being 30 feels like "the way it's been since time immemorial" while anvils feel like "this brand new feature that was recently added to the game"
The fact this is one of the only videos I could find on this problem is insane to me.
Maybe cause it's not a problem. You can get 32 enchanments on a tool and there aren't any itens that use 32 enchantments. It's also not hard to get this many enchantments, you just match enxhantment cost so even if you do it really poorly you can get 20 enchantments on it. Like adding enchantments 1 by 1 instead of 1 with 1, 2 with 2, 3 with 3 is just wasting xp. Thats why no one talks about it cause it's honestly not a problem
4:35 OH MY GOD HFJONE REFERENCE
I'm so glad someone pointed that out
Don’t forget they break in like 10-15 uses now so you have to keep replacing the Damn thing
Here's an idea: Keep the anvil prior use penalty, it makes an item harder and harder to repair every time. Remove too expensive. If the lvl rqemnt gets higher than 40, then set it to 40 as the max. Now here's the kicker. Change mending. Make it so tools with mending cannot break (similar to the elytra). You just cant use it if its out of durability. Next, tools with mending can be repaired in the anvil without using diamonds. Maybe even a discounted exp rqrmnt. That nerfs mending but still keeps the theme of using lvls to repair. Increases the use of anvils, makes tools harder to repair multiple times but only up to a certain point. Maybe 40 or 50 or something. Keeps the combining enchantments aspect of the anvil. Makes the anvil an absolute must even if you have mending.
I agree! Exchanging exp to fix an item with mending sounds like a great idea.
I'm used to boring visuals in minecraft videos or simply gameplay background.
But your video is great!
Firstly, the topic is important. And also the editing is so nice that it is simply fun to watch. Good job!
There are so many things mojang could add to improve the game and tie it together, like the anvil thing in the video. Recently i’ve started a world and i basically made my own vanilla+ modpack which have things that should just be in the base game. For example some of the mods i installed are better harvesting, reterraforged and do a barrel roll. I installed better harvesting so i could just right click a crop to harvest it, instead of breaking it and replanting it. The second one literally is just better terrain generation that is way prettier than the often blocky, clunky generation the base game has, the mod smoothes everything a bit and it is just objectively better. Do a barrel roll is really what the elytra should have been. In the base game the elytra flies so weird if you think about it, you cant go more than 90 degrees up- or downwards and yaw (sort of) and specifically roll controls literallly dont even exist. These are all just quality of life or more decorative things that would make gameplay so much more smoother and less quirky. I hope they add all of these mods into the base game.
Let me predict Mojangs response: "we have determined that the "Too expensive" text is too iconic and we can't make changes to the system
I don’t understand mojang, just remove the limit and everything would be fixed
4:35 oh my god! I saw that ONE reference!
Was wondering how long it would take before someone noticed. :)
I just noticed this is your first video (apart from a few shorts), and I have to say it's a very good one. I think it would be nice to see you make some longer videos that have a similar format to this one.
4:35 unexpected hfjONE reference, i'm all here for it :00
4:34 jesus thats a nicheness jumpscare to just throw in lmao
Fixing the Anvil would instantly fix many balance issues downstream of it.
Many people think mending is overpowered (I happen to agree), but if the Anvil actually worked as a place to repair tools then mending wouldn't be "required" in the way it currently is.
Dude how is this your first video?? Can't wait for you to hit a subscriber count worthy of this caliber of content :)
Another thing you forgot, repairing tools in an anvil can easily cost more than it does to make a new one.
Most notable when you're pinching diamonds and want to repair your main diamond pickaxe with just efficiency 2.
It's cheaper to replace it entirely, at the cost of just making jt a bit early
Thanks for speaking on this. For so long I’ve griped about how the anvil works, ESPECIALLY the stupid level cap. Mojang doesn’t seem as receptive to community feedback as some other studios, but here’s hoping the community’s voices will be loud enough that they will listen
I don't necessarily want Mending removed, but it shouldn't be required to repair tools. Like you literally can't repair armor and tools eventually like why? So either you get a diamond sword with Mending, or it breaks eventually. I can't just get diamonds and repair it forever for a couple levels, just straight up it won't get repaired
I’m an avid RLCraft player myself and for those who play it as well, you would know that there is no limit to xp levels required. While this is partly based on the sheer amount of modded enchants, I think this would also be a good addition do the game. Every time I go back to vanilla and this happens I just get so aggravated for something that mojang could easily change!
Easy for you to say when you have Upgraded Potentials
4:35 oh my god is that an hfjone reference? ? ?
this dude makes high quality videos that in first thought were from someone that has like 1M+ subs but really has 60 dude +1 sub
This is why i play with Selenium's "Fixed Anvil Repair Cost" mod. It locks the enchantment cost to whatever you setup in the server ("world" in singleplayer) config, and that cost never increases regardless of how many times you used it on an anvil. Selenium has also made a lot of other really cool QOL (quality of life) mods like Double Doors, Infinite Villager Trades, Enchantment Commands, and many more.
Mojang: so the 'too expensive' cap is going to be 39 levels
Hermitcraft players: jump into the void with 200 levels because someone dared them to
I would be completely satisfied if the only change they made was removing the level limit. I’m 100% ok with ludicrously expensive and unaffordable repair costs if you continue to repair a tool. It encourages you to keep a stock of various types of gear and also increases the value of diamonds significantly if you don’t want mending.
7:47 What is that thing on the top left?
Boats with leaded polar bears attached to a fence in them
No I think those are snow golems with a “dinnerbone” nametag attached to a lead, which is probably attached to fences.
@@YouxshiiPolar bears can’t get in boats.
is this still an issue?
Yes
I remember when you could add every single enchantment to any enchantable item. Good times.
I used to make some pretty sick gear but thanks to mojang, can’t have fun anymore
Fuck not being able to, mods are the only reason i can play minecraft and not quit six hours in when the grind goes exponential
8:12 That ending was hilarious😂
Hot take, the game isn’t taken seriously by the devs anymore and complaining about it won’t change shit bc they put so much low effort into the game that the game updates are just either a new mob and a new block or just a new mob. They never listened and will never do. The only way to repair the game is by modding it
Didn't expect to see a ONE reference in a Minecraft video, nice!
exactly my thinking
My main Minecraft experience is survival servers, meaning I routinely make hundreds of villagers large villager breeders and all sorts of mega farms. So, my preconception was pretty much just: Repairing tools is one of those progression methods that is simply obsolete, much like mining is obsolete regardless of what updates are released due to mega farms always being better. However I agree there are definitely some simple changes that could make anvils more fun and useful. When I make god sets and god tools I use the most efficient method of combining books in the anvil over and over again so I’ve never ran into the issues with the level cap, but again, it’s arbitrary. But I think from a broader perspective there are simply so many things in Minecraft that make everything else obsolete, and Minecraft generally doesn’t have a balanced progression whatsoever, which is to be expected in a sandbox I guess. However, the obvious example of broken progression is villagers, as the amount of resources you can get from massive villager trading halls is absurd and makes up a large potion of wealth gathering on any serious server. Also, highly technical farms are almost NEVER intended by devs and will always be contrary to the vision of Minecraft. Tbh it’s really messy, but I personally am fine with it, some people will play more technically and to the “meta”, massive villager halls, portal spam farms, etc, while others will play more casually, and both can still have fun. But yeah there are a ton of things that don’t make much sense in Minecraft and I feel it’s a shame so little is changed each update
Mining isn’t obsolete because building farms isn’t for everyone. Minecraft shouldn’t be a game where you have to follow a UA-cam tutorial for everything. Past a certain point I don’t want to have to think so much during game play.
@@crimsonfire6932 No, I agree, there are areas of the game that are fun for everyone, I just mean from my perspective where I pretty much try to be as efficient as possible.
"much like mining is obsolete regardless of what updates are released due to mega farms always being better" - and thats one of the biggest problem with minecraft. That the "meta" playstyle, which I would actually call rather an exploitive style (as imo mob farms on itself - maybe expect these made from monster spawner - are exploits) is something which should be rather at least discouraged, but with how everything kinda triest to be "balanced" and "not overpowered" but mostly with ignoring the fact that even the "overpowered" solution can be make kinda obselote by the farms... which put players which doesn't want to use those exploits, which like to play in thematic way, have some aesthetic to their world... at massive disadvantage.
The worst part is Mojang seems to actively support it. I mean at some point enchanted golden apple were claimed as "overpowered", becuase of... gold farm. But instead of solving the actual problem - which is gold farm - they removed... enchanted apple crafting recipes. Even though they - at least from what they were saying could do it the other way: removing golden farm.
All this farm thing becomes really ridiculous. And as much as automative farming of crop kinda make sense, the other farms... well not at all.
But at the same time I know that there's no real solution to this problem, as fixing all those exploits isn't really possible without hurting the normal gameplay.
Therefore I think the solution is to open possibilities to make as good competition to the farm as it gets. How? Well, one of the thing is about anvil. If the cost would be massively reduced (to some sane number... mostly by removing previous use penalty, then having the cost as never more than level of all enchantment sumed up, or change in it or summed level of both items useed... something likke that), also repairing and renaming should be absolutely free of charge. This would all the gring for exp (and with that most ridicolous of all farms: exp farms) kinda unneded. Secondly the level cost shouldn't be counted as simply decreasing the player level. But instead decreasing it experience count by the number of xp points which give that many levels. So for example let's assume getting to level 3 is 1000 exp. Then "paying" 3 levels would ALWAYS actually reduce the total player exp by 1000, not just whatever is the difference betwen what level player is currently one and 3 level lower - even when it means 9999999999999999999 instead of 1000... I mean I don't get how anyone yet didn't pointed out how broken the system of paying with levels is...
Well that one didn't really do much about farm issue, but it was very connected with the anvil, so I still included it (and well imo the very idea of "paying with levels" is ridiculous from the start and whole minecraft exp system should be heavily reworked)
But there are also other things. Like for example REMOVING max enchantment level. This way player could increasingly combine for example fortune 3 books to get higher and higher level of fortune (or looting or whatever...). I know many would say it's op... but how is it anywhere close as op as farms? Exactly...
The same goes to increasing the quality and quantity of loot in chests. To encourage rather exploration than grinding and building farms.
@@Lyokoheros-KLPXTV Mojang doesn't like farms? They've actively been nerfing them all over the years even if it hurts casual play
@@TechBlade9000 really? Could You give any examples of this farm nerfing which hurts normal gamaplay?
I think the thing with the enchanting system is that they keep adding solutions instead of reworking them, items couldn't be repaired so they added the anvil, but the anvil was broken so they added mending, and mending was hard to find so instead of making better anvils they made mending common as hell, now we have a broken system too far away of what was originaly intended which ruined the gameplay and progresion even more
Mojang never fixes, only adds to the problem.
3:18 that high quality transition lmao
Srsly tho,great video
you can merge books to a sword five times in an anvil I believe, but you can't use an enchantment table on an already enchanted sword, so make sure to use the enchant table first. You want to merge enchant books together before you add them to your sword.
You must place all enchantments on a book first. Then use the book with all enchantments on the item. Each time you use an item on a anvils, it will remember. And will cost more the next upgrade. So you can go around it by combining enchantments on books and after that on item. I put all enchantments on my items no problem.
yes but this is still a dumb and unintuitive mechanic in the game that a new minecraft player wont be able to figure out or learn about by themselves. it's a completely hidden stat that varies between simply placing the items in a different order. not to mention the difference between java and bedrock making it even more complicated that only a veteran would be able to use efficiently
I've literally never had any issues with getting Too Expensive! as long as you just.. combine your enchanted books
I stopped playing in 2012 around the time gravel changed. Truly surprised this is still an issue.
Sometimes... the devs are wrong.
And sometimes...
Open Server to LAN
In my 3 years of playing survival and always full enchanting all my gear I haver never gotten the “too expensive” message. I don’t know what im doing right
XP as a whole needs to be completely redone. You shouldn't have to make an OP XP farm to make enchanting viable imo, and in vanilla, you absolutely do.
Every time I hear people discussing exp in Minecraft, I have to remind myself than OpenBlocks tanks are not vanilla. I legitimately can't imagine how much of a pain in the ass this system, that is still terrible on modded, must be in vanilla MC.
I miss the original enchantment. It made really good tools and thus players a rarity. Something to be prized and treasured while it lasted. Because getting another one was going to be grind, luck, and imagination.
They need to add Netherite anvils. Combine an anvil with a Netherite block in a smithing table.
The Netherite anvil should have the “Too expensive!” cap removed, as well as other features such as increased durability, no damage done when dropped from any height (still damages after use tho, but 3x less than normal anvil rate)
agreed, but fuck netherite anvils having durability - if I'm sacrificing a whole ass netherite block or more to make an endgame anvil it better be fucking indestructable when dropped or used to enchant/repair stuff
I detest artificial grind and detest the way mojang decided to roll with the meta balancing that requires you to do shit like make iron golem farms to make meaningful progress without spending months grinding your life away. average mortality is what, 70 years? ish? i ain't gonna let no damn grindy ass bullshit take up my time beyond the point where it feels fun. A little grind is okay but fucking hell I've never even managed to get a netherite tool or armour it's so damn grindy to get
This is part of why, when I get to a point where I have infinite enchanted books and levels (usually through a sticks for emeralds fletcher and a cow farm), I just cheat enchants onto my stuff. It saves my time because I will get it eventually I’m just not gonna spend a full week grinding