To me, skyblock slowing turned from an MMORPG to a clicking simulator. Farming, Mining, Alchemy etc. Combat even has some boring parts (Kuudra Key grinding, Bestiary)
I stopped playing Skyblock because I got bored and frustrated by Dungeons. I grinded Dungeons for a few months, but it felt like Hyperion prices were increasing at the same rate as my bank balance and most teams kicked from the party if I didn't have Hyperion for floor 7, so I ended up in a death loop playing f5 and f6 eternally.
me too (241 f6, 695 f5, 1 f7) but i'm just terrible at doing f7s lmao update: i used to use an sf and bouquet for f7 and i cleared house with it (i'm a hypmage right now cause slime minions my beloved) but it's not all bad, it's jus that f7 fight as a whole is difficult to get into
The reason why skyblock hasn't been fun for me isn't because of boredom more so the ungodly amount of features the game has like this video tackles about. When the new crimson isle update released, i just didn't bother. It was so tedious to do and so far into the level scale for majority of the players at that time. Even now, I can buy myself a overly overpowered gear but I can't be bothered to do it since, I'd have to go grind out Enderman Slayers for term to be useful, I'd have to minmax its stats and my gear and so much other bullshit. I just go online to build on my island and claim minions. It's become too much for me. Some people might like that system but shit, the first time I played this game It was amazing but now its just the same repetitive bullshit.
I was gonna call you out for being harsh, but damn, you really outted me lol. I've basically screeched to a halt in much the same way. I just don't have the patience to do the same ender boss a million and one times to tick another box to get bigger numbers. I don't want to hold left mouse for another 10 hours to get HOTM level-who-cares. It's been a year since I've basically become a super-part time trader lol. I collect minions, check bazaar prices, sell what's high, occaisionally buying or resetting another timer. I thought I'd get the drive to get into the grind again by now, but I'm pretty happy just to watch my coins go up over time I guess.
100% I’ve really only logged on to keep trying to push into the top 10 of a collection I’m farming but otherwise yea i like games that make you grind but sky block has hit a point where it takes the fun out of it. I’ve put almost 2k hours into warframe but I still get so interested into the mindless farming but hypixel just keeps putting me behind so It forces me to play way more than I want to play the new content
Same, I haven't really played in like almost 2 years now cause there's just nothing exciting left to do. I originally wanted to grind dungeons cause I thought it was neat but since I chose to play archer I need to do enderman slayer now for that to be viable and slayers just kill all the fun in the game for me.
another thing that is annoying is that there is a huge jump in grinding required between midgame to lategame, and barely anything is added to the previous points in progression, just tacking some stuff on to the end to keep endgame players entertained.
This is what has been plaguing skyblock for me...Feature Creep. The admins constantly add useless, detached things especially in the point you brought up about the Hex. To be honest its hard to replay the game on a new profile as the game has become and still is always beginner unfriendly. This is why skyblock is losing veterans and not gaining new players. It's overwhelming. I stopped playing after Crimson Isles released and came back to way too much. Skyblock right now is just "make number bigger". The gameplay loop is terrible right now and I don't know how they will fix this.
They gotta update fishing with an underwater area which isn’t as grindy and boring but more fun for the same rewards or even better. It could be like a scuba island with better gear letting you go down farther
So I will say this, making a new dungeon wouldn't necessarily be trivial to implement. Atleast with my knowledge of the system (which admittedly is almost 2y outdated at this point) I could forsee several roadblocks which would result in it being a 12+ month project to release. One key thing to note is that while many bosses may look simple to implement they actually can take multiple weeks to make and optimize for performance.
I appreciate the insight from someone knowledgeable on the topic! I definitely see why bosses would be the hardest part to implement, it really shows in how long that kuudra rework took for what is near enough 5 of the exact same fight. Did you guys expect things to be easier when you were originally designing these systems?
@@HellCastleYT I cant really speak too much from a game design perspective (I barely did any when i was on the team). But from a code perspective, we usually try to make most of our systems reusable. For example, Kuudra and dungeons used the same underlying system on release (not sure if that is the case now). Often times once we actually get a chance to reuse a system we built, it needs significant changes to make them compatible with new requirements and this leads to longer development periods. This isnt a problem specific to hypixel either, i see this happen at my current company too!
I know its not related to the video but remember skyblock isles? A new team took up the project and have been working on entirely revising it. They're soon releasing a boss rush minigame while they work on the main server. Your first video is what got me into it and it'd be cool to see you guys cover it again
I think the concept of accessories was implemented well because you need a bunch of different items from different islands that can all stack up to improve your stats by a lot. I agree with skills being isolated and i really liked your recommendations that you made. Good video as always
i like this kind of video that creates criticism towards the game that can be GREAT feedback for the admins. I would love to see not just you, but many other youtubers to make videos like this.
I agree with everything you said, and I feel like the problem specifically with all the tiny buff items (hot potato books and such) stems from the lack of choices in the game. Skyblock has a very active community where everyone learns metas and discusses ways to optimize, and that removes a lot of choice from the game. Take for instance the gem power scrolls - they have different purposes and can be used differently for different parts of the game. However, there are certain ones that are better than others, and the bad ones get neglected by the players partially because of the aforementioned optimization. As such, the only way to make content that players are guaranteed to engage with is to add little buffs that are widely applicable (your +5 healths, +2 strengths, etc.) Even when admins do add linked skill items (like armor or weapons) they’re outclassed by superior options. Thus, they keep adding little buffs to make updates relevant, with the unfortunate side effect of forcing players to jump through tons of hoops to get new items for progression. At a certain point, it might become so much effort to max a new item that you stick with the old one, because while the new item is better alone it’s worse without the million modifiers.
for me, i only enjoy the start to a skyblock profile ... it's fun, you move everywhere, there's thousands of things to do and SEE yourself getting better but then there's a wall. A wall where every skill needs 100+ hours to get one level or one uprgade just to level up 1% faster the same skill... you don't mine to get good armor for fighting, you mine to mine more. You don't farm to get magical weapons or fun gimmicks, you farm to keep farming. And enchanting OMG enchanting. You are right,they gave up for this one... why make it so boring and take so little place in the gameplay ? Why not make fighting certain ennemies or having some quests like on crimson isle make you learn new spells and gain enchanting xp? It seems so obvious but no ... There's so much potential but i feel it is wasted to make a simple progression line where most items or completly useless and the few useful ones are overpowering all the others. For many passive skills like farming, foraging, enchanting, taming, dungeoneering ... i feel like a system where you can find certain plants/mobs/books/pets/trees rewarding you with special items and/or significant xp could be very engaging and rewarding. For dungeon for example, you don't get any xp if you don't complete a dungeon ... it's the ONLY way to get xp. Why not make some plants,some mobs and some inside quests while in the dungeon reward xp? When you begin in a dungeon you don't expect of defeating it right away so having things to do still rewarding you with ways to progress could be nice.
Wynncraft my beloved! Anyways, yeah this is all true. There’s a reason why I stopped playing SB, and this is one of the reasons (the other is adjacent; how repetitive the game is). I love Skyblock, I do. I put over 1000 hours on this game and I don’t regret it. Playing the Rift update has been a ton of fun, and honestly the Rift is a glaring example of how to actually do what you’re saying.
@@roboninja4144 Oh it’s been too long since I’ve played, plus I only played one class. Rogue? Or whatever the base thing for those short daggers is called. Again, it’s been quite a few years LOL
Wynncraft would be good. if skilling/crafting wasn't a multiple hundred hour grind for each skill. on top of not being relevant until endgame. as well as combat being boring asf, just like sb. but you know.
@@jayson9999ful Unlike in skyblock, skills are completely optional. Sure, they can make money, but you can also just lootrun instead, and they help you craft items, but you can also just get someone else who's already leveled them up to do it for you
6:53 I feel like simply adding custom crops, crops with updates, more pests, a skill tree, more visitors, etc. is a very simple way of adding more into it. I feel as from every point to use for this garden is the worst one
23:34 Pro tip: mine the gifts in the ice with a pickaxe instead of a drill, you insta mine it. Mining speed doesn't work properly on ice for some reason, or smth.
The connections you made to whole other MMORPG's or even in Minecraft such as Wynncraft was made close to perfect. I agree with about 90% said in this video but i think making powder for EVERY mining ressource might be cool but restarting a whole new powder everytime (about 5 times( might be a bit annoying, but making sth really complex which is hard to get good at and therefore making it really fun to repeat trying or even making it would be really great. Dungeon used to be like this and even think before master mode it even is still. One of my favorite content types to make sth really hard and then having to try, try and try it again and ending up becoming good at its is REALLY GOOD.
Yeah, I think adding a whole lot of new powder types could lead to some feature bloat, its something that'd need to be planned out and balanced before a full design was drawn up
I think they could still do the mining thing and farming with seeds ect. It can’t be too hard for them to enhance collections and place some minerals to break as well as making seeds in the way they work in 90% OF EVERY MMORPG EVER. Pogers video btw ❤
in skyblocks defence, no one was ever meant to max out a skill. unfortunately the playerbase made it a requirement to max out every skill once too much content drought gave us nothing else to do
I think the best way to improve enchanting would be to add little rooms that are placed on each island that you can go to once a day for xp were you fight wizards and magical creatures.
I find it interesting how Slayers are some of the most well implemented features in Skyblock in terms of connecting content, considering that back before dungeons were out, slayers were considered the absolute worst part of the game.
Yeah, they were considered the worst because of how grindy they were before. Now they're still grindy, but so is everything else, so it doesn't even feel that bad.
@@kirisaiMy main issue with Sven is the spawning of it. I believe it takes the most combat xp to summon, but also the wolves give the least combat xp compared to zombies in spiders in their respectable zones (Crypts and Arachne Cave). The howling cave just gives barely more combat xp than the ruins, but with less wolves and more people desperately trying to level up wolf slayer. So the ruins tends to be a better place to grind for it, going completely against the point of the howling cave.
I think the main issue with skyblock is that everything is time-locked, and the only way to get ahead of that time-lock is with coins. You stop getting significant hotm xp after your dailies, there are resources that you can't really get your hands on except if you wait for minions, you're forced to wait a long time for stuff to forge, events only happen every so often, and more. It sucks, theres so much potential in skyblock's content, but ultimately the game steps all over your ability to do whatever you want and tries to pidgeonhole you into a specific progression. The only way to get around this is with coins, and nobody wants to mindlessly bazaar flip or farm all day for an achievement that ends up being pointless
this channel continues to be the best skyblock channel on youtube by a long shot, great watch and puts into words a lot of my frustrations with the game
I have been playing sb since release and have had many friends quit and seen new people join. The way I see it players have an amount of time they will give per day and a max amount of time per grind they will do. The farther into the game you get the longer the grinds get and people just leave. I felt I’ve finnaly reached this point recently and it makes me sad. I hope to see more updates and am glad to see people with influence speaking out on this issue :D
Just a thought I wanted to share: I really hope the foraging island isn't just a foraging island. I hope we get to fight a cool tree boss to unlock part of the island, or that you can fish up certain sea creatures. And halfway through writing this comment I realized something. What if the foraging island has the forest dungeon in the right of the dh? like we know it says not coming soon but so is the foraging island
I remember thinking about playing this game and coming back to seeing the Dwarven mines. I played an ironman style, and found the whole crystal bit to be completely unintelligible, as well as the garden being such a massive project that wouldn't seem fun to tackle.
My favourite part of fishing is when it goes from u needing enough dmg to not get kill stolen to requiring to have a hype. Reindrake is epic tho, 1st time i dont wish that 3 goobers end their lives after fishing up a rare sea creature, more of reindrake pls
Wynncraft isn't a good example for this kind of design philosophy tho. Professions are not recommended for the general playerbase, and even those done with the actual game almost never level more than 1 or 2 professions. Also they aren't interconnected at all, you get tools for a profession by leveling up that same profession and by progressing outside of professions.
tbh i agree with everything, except godpots, while yes i do think godpots are just a placeholder item. but i personally disliked the old splash system since it felt like a chore u had todo. (and yes godpots also dont fixed the chore issue its still a semi daily chore...) my biggest hope for an alch rework is, to not make it feel like a chore and a actual feature in the game.
God splashes were the sorta flaw i was referring to in the old system, a good system would have very impactful but very personal potion effects. I think we're all too used to the mobility provided by god pots though, maybe that could stay as a cool potion effect
Maybe each island could have a mining area where instead of gemstones you mine to make something which can be put into a weapon to change its utility or ability entirely, like applying a stone to hype which freezes or something more interesting than that
This video really encapsulates why I can't get back into skyblock tbh. The progression is so.. annoying and grindy. Skyblock was fun to grind--but not when you HAD to grind it constantly. Also why fishing was my favorite skill to grind, it was just geneuinely casual fun and I never felt like I'd either have to pay a ton of money (which you have to grind anyways) or grind gear to get a decent fishing set up. Plus, it's much more communal than even PVE like dungeons imo. For context, I took a break from skyblock around the time (aka a little before) dungeons was released. I was late midgame at that time, and the meta changed so vastly that I really had no real clue how to progress. Hell, I don't even understand how reforges work anymore. The answer was basically "buy gear do dungeons buy better gear" and I really lost interest tbh. This video made me realize why grinding in early sb was so fun, sure I was grinding money for my strong drag armor but I had a ton of fun doing a bunch of different skills whilst grinding for things like the treecapitator. Now when I try to play skyblock I'm blasted with a bunch of new stuff that is so overwhelming because the meta is really just to buy stuff or be carried imo. + the need to have like 10 different mods for optimized playing. This might be controversial but imo this is also an issue with dungeons. It just feels very beginner unfriendly with such an established meta and no proper divide between skill levels. There's going to be at least 1 person in your party blasting through dungeons, solving puzzles with mods, while you're just trying to figure out what's going on, and that's not fun (although I know some form of dungeon solo mode exists now, I haven't tried it out). tldr: game too overwhelming for new and returning players, content is not beginner friendly and (imo) in the push for late/end-game content, beginner and midgame players are being left in the dust.
Idea: add foraging items to the forest dungeon, and make it so you have to forage for secrets, and maybe plant based mobs which also gives foraging exp, and do something like crystal hollows where you can damage ice walkers more with pickaxes, make the mobs take like 1.5x bonus from axe weapons, then add like a axe which you swing circularly, like a Hyperion, but without the teleportation ability for clearing, and another skill that sends a shockwave in the direction you’re facing.
while playing as an ironman, anything besides farming is related to other parts of the game(foraging wil get a new update soon which will do exactly this) want an armor set only acquirable through dungeons? do some slayers and then mine to craft the slayer drop that you can then use to level up your combat skill which will help with doing dungeons faster to get that armor set you want want a better mining set? start foraging and doing slayers or do Kuudra runs after leveling up your combat level, mine a bunch of glowstone, do dungeons and/or to farm nucleus items faster
I think the funniest thing is how you need at most 6 items and like 3 armor sets to complete everything in combat, the most "fleshed and main focus" skill. Every other item for combat is outright useless. Maybe some items can speed up dungeons/slayers by a couple seconds but outside of that stuff, there's no need for any other item
Exactly. Combat may be one of the stronger aspects of skyblock in some ways, but there is literally no diversity in play style or different metas, which makes it al very.. bland.
I feel like that's a bit disingenuous of a statement, as many players use more than 6 items and 3 armour sets in the clear section of dungeons alone, but the underlying idea of "yeah, this is the best we've got, and it's not great" is completely true
I think the current dungeons are combat based and can then make new mixed dungeon path for every other skill. it could make grinding every skill more interesting if you had dungeon based rooms where you need to take out some mobs then mine some ore or chop a tree before continuing. then level it up like the other dungeons to make them scaling
So true I have 800-900 hours of playtime, with 3b NW which over 2/3 of it is my mining gear, and I did not ever need to go off of my way to touch an other skill in order to make progress in mining. A few days ago when my divan's drill was forging, I tried some farming in the garden and it was in no way connected to any other part of the game, just farm, get better tools, farm more, win silver in contest, farm more to win more contest and that's it, just farm to farm more. It would be so awesome of if there was a new mining area in the crimson isles, where you would need netherwart boots to protect you from dying, and crimson Isle mining gear which you would get from kudra with new mining attributes, and you could upgrade it's speed, fortune and pristine further than gemstones with trophy fishes to mine glowstone powder, which farmers can spray on their plots to gain some more fortune, or quarts/obsidian/netherack something that would buff your strength in the catacombs or speed up fishing. It would be so great if skyblock was like that. I hope it gets there some day
it wouldnt be a popular decision, but i feel like skyblock needs to remove like 10% of its current content in order to bring the game together. it feels like the game has fifty people each working on their own, separate projects without any communication for a larger plan with where they want the updates to go
As a leader of an mmorpg, i agree with you completely. we try to add many things to do for all kinds of players in each island. we strive for diversity, something i wish skyblock would do. my problem with skyblock is that everyone plays everything, and there is no reason to be unique.
A point brought up during mining that suggests an upgrade of the treecap made from neatherite wouldn’t work has the vast majority of skyblocks players are playing on a version from before the addition of neatherite.
I strongly agree with your point on dungeons being in its own bubble, it's always seemed just so pointless to have it disconnected from kuudra and also having giant stat increases in dungeons instead of balancing around normal stats
At this point I don’t trust any development thread/discussion anymore for Skyblock. I got so excited the first time for new stuff they promised to make skills fun and interesting but in the end they completely ignore the main points they made in the past and continue to do so. This is just a glorified clicker game with a fucked up economy.
When you were talking about the posiblilities of mining areas in every island with their own hotm levels and powders made me realize what we could have had.. hopefully this changes
I haven't played skyblock in a while because I'm stuck in a weird place. My mining level is super high because I like doing that, my combat level is okay, and my dungeons level is barely anything. I have tier 12 perfect armor, which can tank a bunch, but in dungeons it doesn't even work. I don't know if it was a glitch, but I was using it just fine until the pest update. I have no idea what armor to use because my progression is all messed up and I don't wanna grind wvery set to see which one would be best. So now I'm stuck in this limbo state which sucked out all the fun
Finally you spoke on this matter, it’s getting wild now specially for old players who left. I lest Skyblock over a year ago and now get back on cause too much has changed😅
Hi Hellcastle and tylerrrr, I was wondering if you could unlist some floor 7 streams from december 2020. I have a memory that I believe is in one of those floor 7 streams and I would like to see if I can find it again thanks
I've been thinking a similar thing to this (kinda) Skill Bestiary (basically every skill should have a bestiary) Combat Skill Bestiary (the current one): Kill Mobs (Milestones) Farming Skill Bestiary: Break Crops (Milestones) Mining Skill Bestiary: Break Ores & Gemstones (Milestones) Foraging Skill Bestiary: Break Logs (Milestones) Fishing Skill Bestiary: Fish Up items from the Fish Collection (Milestones) Alchemy Skill Bestiary: Brew every potion that has a Recipe (Milestones) I've excluded Enchanting since it's really easy to level up with Experimentation table
I think the runescape comparison had a REALLY good thing to bring up. And could've been a good comparison. All of runescapes skills feed into each other in one way or another. You level farming to make herbs and potions. You make potions for combats then you need gear from mining and smithing. Then you need food from fishing or combat. Cooking needs logs which need firemaking. And then you spend that combat to make gold that spend to help increase OTHER stats. Every skill feeds into each other and requires other skills.
legit quit the game after being ratted on a 1.3k hour save, not because of money or anything but bcuz of every little thing i had to now progress. Ended a week off with decent combat and farming prog then realized i needed foraging and mining. another week spent doing that then remembered dungeons existed. atp was when i stopped playing cuz i most likely would need to spend another week optimising my build for a class then prog both class and cata level. this is some special type of repetitiveness that outmatches even the worst punishment in hell
I think things with recent dungeon updates are good. Making classes other than mage, archer, and tank playable, new rooms, etc. was a step in the right direction. Too bad those new rooms are exclusively for pre-existing dungeons, being catacombs e-m7
skyblock has slowly transitioned from a great example of what is possible in a minecraft server to a bunch of disconnected minigames that feel both rushed and excessive, I always wonder if the reason for this is that a large portion of the hypixel team is dedicated to making hytale and that if they just dedicated everyone to one thing they would be able to have more than one part of the game be worked on at a time, like we could have a new dungeons every 4-6 months, new crops, fishing enemies and mining progression and i really hope when hytale does release (in 2040 or whenever) they manage to make a game that can get updates at the rate where it feels like im not doing 400 hours of left clicking just to get a minor increase in that very stat all the way at the very end, with nothing to show for the journey
I'd say only about 1/3 of this I agree with. 1/3 I'm aware of, but think it's a good thing. And 1/3 I haven't experienced or have seen the opposite of. I'd have to make a reaction video to cover each detal though. I love Hypixel Skyblock. Though I only play it once a week on stream. There's deffinately parts where grinding would be more effective, but the only part I'm really having trouble with is the Vanillite fish in particular.
If Hypixel listened to its players on ideas to implement, maybe even hire more people, then the game would go in such a good direction. Ive seen several coders capable of implementing new items, new weapons and even new bosses. At this point they should revamp the whole foundation of skyblock
Dungeon Crawler Mode (I wish) - Give everyone a chance to *use* but not *keep* tools and armor you randomly find. Start from 0 every time and allow for different playstyles, wether it be speed/health/damage/mage idk
I think it would be cool if they expanded the dungeon hub, and had maybe 5 floors, and their master mode variants, for each seperate dungeon. e.g. youd have the catacombs as it is now, then you could have the desert temple f1-5, and the woodland mansion f1-5, and maybe other variants as well. there would be different specialist gear for each different type of armor. for example, players couldnt use their necron armor in a desert temple dungeon, just as now you cant use crimson armor in the catacombs (viably). Obvs this would take a while to implement, but it would be cool and infinitely expandable, maybe with a new floor every 2-3 weeks, and opens up a lot of options for players to choose from.
I completely agree with the fact that skills should be linked to each other and be fun. An example of this for me is only reason farming is above foraging is because it makes money
I agree with many of your points, but I think they have been trying to scrape or tune most player bases when x, y, and z are within "meta" of done the most for a, b, and c reason. Like, they are more or less planning but also reacting in a manner that the axe is at their admin career each update once it needs getting fixed or things needed rushing. I think there needs to be flexibility to admins like one hour a day/week to work in groups and/or each admin to build some of the items nerds suggest if they cannot do it themselves to see how much worth or mechanic would end up being that wow factor within skyblock. Kind of like a spirit of life in the office during these times within the world.
24:53 literally lol also I never really thought about this but now that you mention it I agree , and that kind of skyblock honestly seems so much more fun
I think a way to revamp enchanting is to make it where enchants are not powerful at enchanting level 1 and once you hit enchanting 50 you get the full power of the enchant. This would solve the issue with enchanting being its own mini game because it would be required for the early game and one you hit late game you can get small stat buffs (level 50-60 or higher give 1-2% better enchant effects) an example could be sharpbesss not doing anything at enchanting 25 it would be 50% as strong and at enchanting 50 it would be like it is now level 60 would be 10-15% more dmg
Hypixel does have a common system which is used in most skills to tie them together, talismen. You unlock some from most content in the game and they are useful for most skills, to get max strength for farming, you have to fish for all the talis, its not the best system to tie them together but to say that theres nothing from a skill like fishing that affects rest of the skills isnt quite right
2 or 3 minor talismans from a skill is not linking content, and i think the accessory system is genuinely one of the worst things about skyblock. its something thats on my radar to make another video about
I think what they’re saying is that yes it requires grinding the different skills but it falls into the same problem as the rest of the stuff. You grind for hours to get a rare drop so you can continue grinding. The only overlap with them really is magic power, which ultimately is just points into combat traits and not much more
FINALLY SOMEOME SAYS IT!! It feels like so may people praise Skyblock nonstop, the few times I tried to talk about it people just shoot down all criticism, thank you
Agree with everything. One comment for hotm 8 and 9 is that it is probably important tonlink it to the pregression in that area, so maybe multiple trees that progress together somewhat and are shorter And also agree content should be reusable and expandable to different areas Progression should be integrated Farming idea is crazy interesting to integrate into all other parts of game, There could be an entire thing about farming seed having anpotential of co affecting eachother and doing something active that scales with skill instead of the farmibg fortune
The thing that stopped me from getting back into skyblock is that somehow it's become so complex that beginners that know nothing about the game dont really have a chance in competing anymore. I watched a video on how a youtuber got an item and like half of the video he talked about stuff that i have never even heard of or even seen. This just feels like a prison gamemode now
i agree greatly with the mining section of the video, the dwarven mines was my favorite expansion ever in the game because it made mining fun and I was able to remove the snow minions from my island, if they just kept adding mining like that I would have loved that I hate the crystal hollows
This is exactly why I keep restarting to replay the beginning of the game again. The first 100 hours of content are so much more enjoyable then all the last 10,000 combined.
Okay I agree with everything in this video and the great points, but for some reason when I started playing this game I loved it even it’s grinding and when I got bored and left, I leave for like a few months and then come back. For some reason skyblock just keeps me coming back even with its many flaws and made me play it for thousands of hours.
I think the god potion is a 'good' item to have in the game, but only if it gets nerfed. I like the convinence of being able to get speed, jump boost, critical, strength, and other must have potions very easily. What i dislike is the fact that A. It also gives you a million other effects you would never normally use and B. it is only possible to get one via microtransactions, or via. paying for someone elses item they got from microtransactions. If i was in charge, i would do the following for alchemy: God potions now only give essential small effects, such as speed, jump boost, strenght, etc. They are only obtainable via brewing, and maybe as a rare drop from a dungeon boss or something. All potions that are not included in the new god potion effect are completely removed. They are replaced by other god-potion like potions that combine the effects of similarly-themed potions into 1 super potion, which takes lots of resources to brew. This means to get all the effects you want, you will need to use 6-8 new potions that cost several mil each Add new late game alchemy items that act as endless versions of the god potions.
the Admins actualy have said why the skills are so seperate. The reason they gave is that they dont want to force people to do sertain contant to progress. they want players to have a choise what to play. So for example if someone doesnt like fishing they wont be forced to fish and still can reach the endgame of mining and farming
Idk what this guy is on about occasionally moving my mouse to avoid afks enhances the movie watching experience.
True
LMAOOO TRUE
I mean it technically was in maintenance while creating this video wasnt it?
truly the gameplay of all time
so accurate holy crap
Finally a skyblock youtuber showing off wynncraft without skyblock being down, thank you
i wanted to make a full wynncraft video a couple months ago but couldnt figure out something that fits on the channel :(
@@HellCastleYT If you were to make it, ill be sure to watch it :)
@@thelifenEtWork.same here
@@HellCastleYT just make wynncraft content too, converge audiences
wynncraft>skyblock
To me, skyblock slowing turned from an MMORPG to a clicking simulator. Farming, Mining, Alchemy etc. Combat even has some boring parts (Kuudra Key grinding, Bestiary)
its become 5 prison servers in a trenchcoat
@@HellCastleYT this lol
@@HellCastleYT your problem in the video can be seen fixed in the rift idk why they didn't implement normal skyblock like that though
they literally added cookie clicker saying its a clicking simulator isn't even an opinion its a fact
its now a EVEN more clicking simulator at this point ppl need to ah flip while gemstone grinding and forge items forging
I stopped playing Skyblock because I got bored and frustrated by Dungeons. I grinded Dungeons for a few months, but it felt like Hyperion prices were increasing at the same rate as my bank balance and most teams kicked from the party if I didn't have Hyperion for floor 7, so I ended up in a death loop playing f5 and f6 eternally.
Same problem lmao
@Homeostatis TANK MENTIONED what the fuck is a bad class
me too (241 f6, 695 f5, 1 f7) but i'm just terrible at doing f7s lmao
update: i used to use an sf and bouquet for f7 and i cleared house with it (i'm a hypmage right now cause slime minions my beloved) but it's not all bad, it's jus that f7 fight as a whole is difficult to get into
The reason why skyblock hasn't been fun for me isn't because of boredom more so the ungodly amount of features the game has like this video tackles about. When the new crimson isle update released, i just didn't bother. It was so tedious to do and so far into the level scale for majority of the players at that time. Even now, I can buy myself a overly overpowered gear but I can't be bothered to do it since, I'd have to go grind out Enderman Slayers for term to be useful, I'd have to minmax its stats and my gear and so much other bullshit. I just go online to build on my island and claim minions. It's become too much for me. Some people might like that system but shit, the first time I played this game It was amazing but now its just the same repetitive bullshit.
based
I was gonna call you out for being harsh, but damn, you really outted me lol. I've basically screeched to a halt in much the same way.
I just don't have the patience to do the same ender boss a million and one times to tick another box to get bigger numbers. I don't want to hold left mouse for another 10 hours to get HOTM level-who-cares. It's been a year since I've basically become a super-part time trader lol. I collect minions, check bazaar prices, sell what's high, occaisionally buying or resetting another timer.
I thought I'd get the drive to get into the grind again by now, but I'm pretty happy just to watch my coins go up over time I guess.
100% I’ve really only logged on to keep trying to push into the top 10 of a collection I’m farming but otherwise yea i like games that make you grind but sky block has hit a point where it takes the fun out of it. I’ve put almost 2k hours into warframe but I still get so interested into the mindless farming but hypixel just keeps putting me behind so It forces me to play way more than I want to play the new content
Same, I haven't really played in like almost 2 years now cause there's just nothing exciting left to do. I originally wanted to grind dungeons cause I thought it was neat but since I chose to play archer I need to do enderman slayer now for that to be viable and slayers just kill all the fun in the game for me.
another thing that is annoying is that there is a huge jump in grinding required between midgame to lategame, and barely anything is added to the previous points in progression, just tacking some stuff on to the end to keep endgame players entertained.
"all I know now is that SKyblock is got a Serious SKILL ISSUE" best line of the video
Hi CrazyKidXXI
L, not a member
7:27 they could have added the farming animals to the garden. like pig stys, chicken coops, add more items to farming collections, etc.
This is what has been plaguing skyblock for me...Feature Creep. The admins constantly add useless, detached things especially in the point you brought up about the Hex. To be honest its hard to replay the game on a new profile as the game has become and still is always beginner unfriendly. This is why skyblock is losing veterans and not gaining new players. It's overwhelming. I stopped playing after Crimson Isles released and came back to way too much. Skyblock right now is just "make number bigger". The gameplay loop is terrible right now and I don't know how they will fix this.
Tbh same with Minecraft as a whole
What's crazy is that it was way more fun pre-strength nerf when "numbers get higher" was WAY more important
@@santumi2298 you are so right the strength nerf made everyone weak so minmaxing was needed to have fun
i’m a new player and i have no idea what to do after finishing the tutorial i watched on youtube
@@lexrun2572gonna be honest. I recommend not playing skyblock. It's all grind and no fun especially at the beginning of the game.
They gotta update fishing with an underwater area which isn’t as grindy and boring but more fun for the same rewards or even better. It could be like a scuba island with better gear letting you go down farther
I’m maxed fishing and still like it. I gotta say, this is a great idea.
Fire idea tbh, let him cook
the abyss would be an atoll with underwater stuff but it may never come
Sounds interesting would be cool.
This could be cool if it had good sections for other skills too, but this sorta otherwise goes against the plan of making connected content
So I will say this, making a new dungeon wouldn't necessarily be trivial to implement. Atleast with my knowledge of the system (which admittedly is almost 2y outdated at this point) I could forsee several roadblocks which would result in it being a 12+ month project to release. One key thing to note is that while many bosses may look simple to implement they actually can take multiple weeks to make and optimize for performance.
I appreciate the insight from someone knowledgeable on the topic! I definitely see why bosses would be the hardest part to implement, it really shows in how long that kuudra rework took for what is near enough 5 of the exact same fight. Did you guys expect things to be easier when you were originally designing these systems?
@@HellCastleYT I cant really speak too much from a game design perspective (I barely did any when i was on the team). But from a code perspective, we usually try to make most of our systems reusable. For example, Kuudra and dungeons used the same underlying system on release (not sure if that is the case now).
Often times once we actually get a chance to reuse a system we built, it needs significant changes to make them compatible with new requirements and this leads to longer development periods. This isnt a problem specific to hypixel either, i see this happen at my current company too!
Dang it’s the man himself how the new job?
babe wake up new hellcastle upload
its 2:45 AM why meeeeeee
why do you have yt rank with 5 videos on the game
@@colliecellIf you aren't a solely focused hypixel UA-camr, you need 100k subs and a few mc/hypixel videos to get yt rank
I know its not related to the video but remember skyblock isles? A new team took up the project and have been working on entirely revising it. They're soon releasing a boss rush minigame while they work on the main server. Your first video is what got me into it and it'd be cool to see you guys cover it again
I think the concept of accessories was implemented well because you need a bunch of different items from different islands that can all stack up to improve your stats by a lot. I agree with skills being isolated and i really liked your recommendations that you made. Good video as always
i like this kind of video that creates criticism towards the game that can be GREAT feedback for the admins. I would love to see not just you, but many other youtubers to make videos like this.
I agree with everything you said, and I feel like the problem specifically with all the tiny buff items (hot potato books and such) stems from the lack of choices in the game. Skyblock has a very active community where everyone learns metas and discusses ways to optimize, and that removes a lot of choice from the game. Take for instance the gem power scrolls - they have different purposes and can be used differently for different parts of the game. However, there are certain ones that are better than others, and the bad ones get neglected by the players partially because of the aforementioned optimization. As such, the only way to make content that players are guaranteed to engage with is to add little buffs that are widely applicable (your +5 healths, +2 strengths, etc.) Even when admins do add linked skill items (like armor or weapons) they’re outclassed by superior options. Thus, they keep adding little buffs to make updates relevant, with the unfortunate side effect of forcing players to jump through tons of hoops to get new items for progression. At a certain point, it might become so much effort to max a new item that you stick with the old one, because while the new item is better alone it’s worse without the million modifiers.
for me, i only enjoy the start to a skyblock profile ... it's fun, you move everywhere, there's thousands of things to do and SEE yourself getting better but then there's a wall. A wall where every skill needs 100+ hours to get one level or one uprgade just to level up 1% faster the same skill... you don't mine to get good armor for fighting, you mine to mine more. You don't farm to get magical weapons or fun gimmicks, you farm to keep farming. And enchanting OMG enchanting. You are right,they gave up for this one... why make it so boring and take so little place in the gameplay ? Why not make fighting certain ennemies or having some quests like on crimson isle make you learn new spells and gain enchanting xp? It seems so obvious but no ... There's so much potential but i feel it is wasted to make a simple progression line where most items or completly useless and the few useful ones are overpowering all the others.
For many passive skills like farming, foraging, enchanting, taming, dungeoneering ... i feel like a system where you can find certain plants/mobs/books/pets/trees rewarding you with special items and/or significant xp could be very engaging and rewarding. For dungeon for example, you don't get any xp if you don't complete a dungeon ... it's the ONLY way to get xp. Why not make some plants,some mobs and some inside quests while in the dungeon reward xp? When you begin in a dungeon you don't expect of defeating it right away so having things to do still rewarding you with ways to progress could be nice.
Wynncraft my beloved!
Anyways, yeah this is all true. There’s a reason why I stopped playing SB, and this is one of the reasons (the other is adjacent; how repetitive the game is).
I love Skyblock, I do. I put over 1000 hours on this game and I don’t regret it. Playing the Rift update has been a ton of fun, and honestly the Rift is a glaring example of how to actually do what you’re saying.
Favorite class?
@@roboninja4144 Oh it’s been too long since I’ve played, plus I only played one class. Rogue? Or whatever the base thing for those short daggers is called. Again, it’s been quite a few years LOL
Wynncraft would be good. if skilling/crafting wasn't a multiple hundred hour grind for each skill. on top of not being relevant until endgame. as well as combat being boring asf, just like sb. but you know.
@@jayson9999ful I mean profs are optional and in my opinion getting a good wynncraft build is more complicated then sb
@@jayson9999ful Unlike in skyblock, skills are completely optional. Sure, they can make money, but you can also just lootrun instead, and they help you craft items, but you can also just get someone else who's already leveled them up to do it for you
6:53 I feel like simply adding custom crops, crops with updates, more pests, a skill tree, more visitors, etc. is a very simple way of adding more into it.
I feel as from every point to use for this garden is the worst one
23:34 Pro tip: mine the gifts in the ice with a pickaxe instead of a drill, you insta mine it. Mining speed doesn't work properly on ice for some reason, or smth.
jerry island uses vanilla mining.
The connections you made to whole other MMORPG's or even in Minecraft such as Wynncraft was made close to perfect. I agree with about 90% said in this video but i think making powder for EVERY mining ressource might be cool but restarting a whole new powder everytime (about 5 times( might be a bit annoying, but making sth really complex which is hard to get good at and therefore making it really fun to repeat trying or even making it would be really great. Dungeon used to be like this and even think before master mode it even is still. One of my favorite content types to make sth really hard and then having to try, try and try it again and ending up becoming good at its is REALLY GOOD.
Yeah, I think adding a whole lot of new powder types could lead to some feature bloat, its something that'd need to be planned out and balanced before a full design was drawn up
One fine-ish Alchemy rework is that you casually open potion effecs in godpot for every level you go.
I think they could still do the mining thing and farming with seeds ect. It can’t be too hard for them to enhance collections and place some minerals to break as well as making seeds in the way they work in 90% OF EVERY MMORPG EVER. Pogers video btw ❤
in skyblocks defence, no one was ever meant to max out a skill.
unfortunately the playerbase made it a requirement to max out every skill once too much content drought gave us nothing else to do
12:12 I had no idea there was a new gemstone on the crimson island because I've always thought it's the combat island, not a mining one lol
I think the best way to improve enchanting would be to add little rooms that are placed on each island that you can go to once a day for xp were you fight wizards and magical creatures.
I find it interesting how Slayers are some of the most well implemented features in Skyblock in terms of connecting content, considering that back before dungeons were out, slayers were considered the absolute worst part of the game.
Yeah, they were considered the worst because of how grindy they were before. Now they're still grindy, but so is everything else, so it doesn't even feel that bad.
@@HellCastleYT the only slayer that still feels bad is sven
at least from my perspective
@@kirisaiMy main issue with Sven is the spawning of it. I believe it takes the most combat xp to summon, but also the wolves give the least combat xp compared to zombies in spiders in their respectable zones (Crypts and Arachne Cave). The howling cave just gives barely more combat xp than the ruins, but with less wolves and more people desperately trying to level up wolf slayer. So the ruins tends to be a better place to grind for it, going completely against the point of the howling cave.
I think the main issue with skyblock is that everything is time-locked, and the only way to get ahead of that time-lock is with coins. You stop getting significant hotm xp after your dailies, there are resources that you can't really get your hands on except if you wait for minions, you're forced to wait a long time for stuff to forge, events only happen every so often, and more. It sucks, theres so much potential in skyblock's content, but ultimately the game steps all over your ability to do whatever you want and tries to pidgeonhole you into a specific progression. The only way to get around this is with coins, and nobody wants to mindlessly bazaar flip or farm all day for an achievement that ends up being pointless
this channel continues to be the best skyblock channel on youtube by a long shot, great watch and puts into words a lot of my frustrations with the game
This video made me think. How do I have 700 hours in this games and only be considered midgame?
I have been playing sb since release and have had many friends quit and seen new people join. The way I see it players have an amount of time they will give per day and a max amount of time per grind they will do. The farther into the game you get the longer the grinds get and people just leave. I felt I’ve finnaly reached this point recently and it makes me sad. I hope to see more updates and am glad to see people with influence speaking out on this issue :D
Just a thought I wanted to share: I really hope the foraging island isn't just a foraging island. I hope we get to fight a cool tree boss to unlock part of the island, or that you can fish up certain sea creatures. And halfway through writing this comment I realized something. What if the foraging island has the forest dungeon in the right of the dh? like we know it says not coming soon but so is the foraging island
For me the best update they ever realesed was the rift, they should continue the same ideas in the next update
I think the rest of the game needs to take notes from just how impactful having good, quirky quests in an area is, that's what the rift does best
I remember thinking about playing this game and coming back to seeing the Dwarven mines. I played an ironman style, and found the whole crystal bit to be completely unintelligible, as well as the garden being such a massive project that wouldn't seem fun to tackle.
My favourite part of fishing is when it goes from u needing enough dmg to not get kill stolen to requiring to have a hype. Reindrake is epic tho, 1st time i dont wish that 3 goobers end their lives after fishing up a rare sea creature, more of reindrake pls
Wynncraft isn't a good example for this kind of design philosophy tho. Professions are not recommended for the general playerbase, and even those done with the actual game almost never level more than 1 or 2 professions. Also they aren't interconnected at all, you get tools for a profession by leveling up that same profession and by progressing outside of professions.
tbh i agree with everything, except godpots, while yes i do think godpots are just a placeholder item. but i personally disliked the old splash system since it felt like a chore u had todo.
(and yes godpots also dont fixed the chore issue its still a semi daily chore...)
my biggest hope for an alch rework is, to not make it feel like a chore and a actual feature in the game.
God splashes were the sorta flaw i was referring to in the old system, a good system would have very impactful but very personal potion effects. I think we're all too used to the mobility provided by god pots though, maybe that could stay as a cool potion effect
Maybe each island could have a mining area where instead of gemstones you mine to make something which can be put into a weapon to change its utility or ability entirely, like applying a stone to hype which freezes or something more interesting than that
This video really encapsulates why I can't get back into skyblock tbh. The progression is so.. annoying and grindy. Skyblock was fun to grind--but not when you HAD to grind it constantly. Also why fishing was my favorite skill to grind, it was just geneuinely casual fun and I never felt like I'd either have to pay a ton of money (which you have to grind anyways) or grind gear to get a decent fishing set up. Plus, it's much more communal than even PVE like dungeons imo.
For context, I took a break from skyblock around the time (aka a little before) dungeons was released. I was late midgame at that time, and the meta changed so vastly that I really had no real clue how to progress. Hell, I don't even understand how reforges work anymore. The answer was basically "buy gear do dungeons buy better gear" and I really lost interest tbh. This video made me realize why grinding in early sb was so fun, sure I was grinding money for my strong drag armor but I had a ton of fun doing a bunch of different skills whilst grinding for things like the treecapitator. Now when I try to play skyblock I'm blasted with a bunch of new stuff that is so overwhelming because the meta is really just to buy stuff or be carried imo. + the need to have like 10 different mods for optimized playing.
This might be controversial but imo this is also an issue with dungeons. It just feels very beginner unfriendly with such an established meta and no proper divide between skill levels. There's going to be at least 1 person in your party blasting through dungeons, solving puzzles with mods, while you're just trying to figure out what's going on, and that's not fun (although I know some form of dungeon solo mode exists now, I haven't tried it out).
tldr: game too overwhelming for new and returning players, content is not beginner friendly and (imo) in the push for late/end-game content, beginner and midgame players are being left in the dust.
Idea: add foraging items to the forest dungeon, and make it so you have to forage for secrets, and maybe plant based mobs which also gives foraging exp, and do something like crystal hollows where you can damage ice walkers more with pickaxes, make the mobs take like 1.5x bonus from axe weapons, then add like a axe which you swing circularly, like a Hyperion, but without the teleportation ability for clearing, and another skill that sends a shockwave in the direction you’re facing.
When you used chirp as the background song of the intro, I was put in like a wave of nostalgia. I would like to thank you for that.
while playing as an ironman, anything besides farming is related to other parts of the game(foraging wil get a new update soon which will do exactly this)
want an armor set only acquirable through dungeons? do some slayers and then mine to craft the slayer drop that you can then use to level up your combat skill which will help with doing dungeons faster to get that armor set you want
want a better mining set? start foraging and doing slayers or do Kuudra runs after leveling up your combat level, mine a bunch of glowstone, do dungeons and/or to farm nucleus items faster
I think the funniest thing is how you need at most 6 items and like 3 armor sets to complete everything in combat, the most "fleshed and main focus" skill. Every other item for combat is outright useless. Maybe some items can speed up dungeons/slayers by a couple seconds but outside of that stuff, there's no need for any other item
Exactly. Combat may be one of the stronger aspects of skyblock in some ways, but there is literally no diversity in play style or different metas, which makes it al very.. bland.
I feel like that's a bit disingenuous of a statement, as many players use more than 6 items and 3 armour sets in the clear section of dungeons alone, but the underlying idea of "yeah, this is the best we've got, and it's not great" is completely true
I think the current dungeons are combat based and can then make new mixed dungeon path for every other skill. it could make grinding every skill more interesting if you had dungeon based rooms where you need to take out some mobs then mine some ore or chop a tree before continuing. then level it up like the other dungeons to make them scaling
hello random person reading this
hello sun
hi
Hello there
*general grievous intensifies*
Hello random person who wrote rhis
hello random person liking this reply
Really excellent video. Agreed with all your points. Hopefully this helps internally with stuff moving in the right direction!
So true
I have 800-900 hours of playtime, with 3b NW which over 2/3 of it is my mining gear, and I did not ever need to go off of my way to touch an other skill in order to make progress in mining.
A few days ago when my divan's drill was forging, I tried some farming in the garden and it was in no way connected to any other part of the game, just farm, get better tools, farm more, win silver in contest, farm more to win more contest and that's it, just farm to farm more.
It would be so awesome of if there was a new mining area in the crimson isles, where you would need netherwart boots to protect you from dying, and crimson Isle mining gear which you would get from kudra with new mining attributes, and you could upgrade it's speed, fortune and pristine further than gemstones with trophy fishes to mine glowstone powder, which farmers can spray on their plots to gain some more fortune, or quarts/obsidian/netherack something that would buff your strength in the catacombs or speed up fishing.
It would be so great if skyblock was like that. I hope it gets there some day
it wouldnt be a popular decision, but i feel like skyblock needs to remove like 10% of its current content in order to bring the game together. it feels like the game has fifty people each working on their own, separate projects without any communication for a larger plan with where they want the updates to go
I have 450m obsidian collection and can confirm end is not just a combat island
As a leader of an mmorpg, i agree with you completely. we try to add many things to do for all kinds of players in each island. we strive for diversity, something i wish skyblock would do.
my problem with skyblock is that everyone plays everything, and there is no reason to be unique.
A point brought up during mining that suggests an upgrade of the treecap made from neatherite wouldn’t work has the vast majority of skyblocks players are playing on a version from before the addition of neatherite.
13:00 this is genuinely one of the best update suggestions I've ever heard.
I strongly agree with your point on dungeons being in its own bubble, it's always seemed just so pointless to have it disconnected from kuudra and also having giant stat increases in dungeons instead of balancing around normal stats
At this point I don’t trust any development thread/discussion anymore for Skyblock.
I got so excited the first time for new stuff they promised to make skills fun and interesting but in the end they completely ignore the main points they made in the past and continue to do so. This is just a glorified clicker game with a fucked up economy.
"unless you wanted to build an extra dedicated cave system island" aged well
Bro can see the future
When you were talking about the posiblilities of mining areas in every island with their own hotm levels and powders made me realize what we could have had.. hopefully this changes
I agree not enough content is interconnected. It's like they are leaving it all till later on when they figure out how to do so.
The upload schedule is bad but every time its always a banger video
I haven't played skyblock in a while because I'm stuck in a weird place. My mining level is super high because I like doing that, my combat level is okay, and my dungeons level is barely anything. I have tier 12 perfect armor, which can tank a bunch, but in dungeons it doesn't even work. I don't know if it was a glitch, but I was using it just fine until the pest update. I have no idea what armor to use because my progression is all messed up and I don't wanna grind wvery set to see which one would be best. So now I'm stuck in this limbo state which sucked out all the fun
It's not worth it, the only thing you can do even later on is just grind endless things, stopped being fun a long time ago for me
Finally you spoke on this matter, it’s getting wild now specially for old players who left. I lest Skyblock over a year ago and now get back on cause too much has changed😅
Hi Hellcastle and tylerrrr, I was wondering if you could unlist some floor 7 streams from december 2020. I have a memory that I believe is in one of those floor 7 streams and I would like to see if I can find it again
thanks
I've been thinking a similar thing to this (kinda)
Skill Bestiary (basically every skill should have a bestiary)
Combat Skill Bestiary (the current one): Kill Mobs (Milestones)
Farming Skill Bestiary: Break Crops (Milestones)
Mining Skill Bestiary: Break Ores & Gemstones (Milestones)
Foraging Skill Bestiary: Break Logs (Milestones)
Fishing Skill Bestiary: Fish Up items from the Fish Collection (Milestones)
Alchemy Skill Bestiary: Brew every potion that has a Recipe (Milestones)
I've excluded Enchanting since it's really easy to level up with Experimentation table
Skyblock 2019 = Fun, interesting game
Skyblock 2024 = Roblox simulator game in minecraft
13:21 PopBob? The myth, The legend from 2b2t
I think the runescape comparison had a REALLY good thing to bring up. And could've been a good comparison. All of runescapes skills feed into each other in one way or another. You level farming to make herbs and potions. You make potions for combats then you need gear from mining and smithing. Then you need food from fishing or combat. Cooking needs logs which need firemaking. And then you spend that combat to make gold that spend to help increase OTHER stats. Every skill feeds into each other and requires other skills.
Didn't know you were a GD Colon mod, I was pretty suprised when I saw you in chat during the first 2.2 livestream lol.
id actually come back to skyblock if they follow what he suggests
legit quit the game after being ratted on a 1.3k hour save, not because of money or anything but bcuz of every little thing i had to now progress. Ended a week off with decent combat and farming prog then realized i needed foraging and mining. another week spent doing that then remembered dungeons existed. atp was when i stopped playing cuz i most likely would need to spend another week optimising my build for a class then prog both class and cata level. this is some special type of repetitiveness that outmatches even the worst punishment in hell
I think things with recent dungeon updates are good. Making classes other than mage, archer, and tank playable, new rooms, etc. was a step in the right direction. Too bad those new rooms are exclusively for pre-existing dungeons, being catacombs e-m7
skyblock has slowly transitioned from a great example of what is possible in a minecraft server to a bunch of disconnected minigames that feel both rushed and excessive, I always wonder if the reason for this is that a large portion of the hypixel team is dedicated to making hytale and that if they just dedicated everyone to one thing they would be able to have more than one part of the game be worked on at a time, like we could have a new dungeons every 4-6 months, new crops, fishing enemies and mining progression and i really hope when hytale does release (in 2040 or whenever) they manage to make a game that can get updates at the rate where it feels like im not doing 400 hours of left clicking just to get a minor increase in that very stat all the way at the very end, with nothing to show for the journey
I'd say only about 1/3 of this I agree with. 1/3 I'm aware of, but think it's a good thing. And 1/3 I haven't experienced or have seen the opposite of. I'd have to make a reaction video to cover each detal though.
I love Hypixel Skyblock. Though I only play it once a week on stream. There's deffinately parts where grinding would be more effective, but the only part I'm really having trouble with is the Vanillite fish in particular.
admins listen to this!!
I kind of like the way the content is spread out into independent bubbles, makes it so I don't ever need to touch parts of the game I enjoy less.
Now with the glaciate caves it just feels natural to have a hot cave perhaps in a island that's associated with heat
the entire crystal hollows, dwarven mines and glacite caves are just under the deep caverns
Thank you for giving us an idea of what could've been... you should legitimately be hired by hypixel because your ideas are awesome!
If Hypixel listened to its players on ideas to implement, maybe even hire more people, then the game would go in such a good direction. Ive seen several coders capable of implementing new items, new weapons and even new bosses. At this point they should revamp the whole foundation of skyblock
Dungeon Crawler Mode (I wish) - Give everyone a chance to *use* but not *keep* tools and armor you randomly find. Start from 0 every time and allow for different playstyles, wether it be speed/health/damage/mage idk
I think it would be cool if they expanded the dungeon hub, and had maybe 5 floors, and their master mode variants, for each seperate dungeon. e.g. youd have the catacombs as it is now, then you could have the desert temple f1-5, and the woodland mansion f1-5, and maybe other variants as well. there would be different specialist gear for each different type of armor. for example, players couldnt use their necron armor in a desert temple dungeon, just as now you cant use crimson armor in the catacombs (viably). Obvs this would take a while to implement, but it would be cool and infinitely expandable, maybe with a new floor every 2-3 weeks, and opens up a lot of options for players to choose from.
THE LBP MUSIC OH MY GODDD DUDE
Oh BTW your next video is your 500th, got any special plans?
I completely agree with the fact that skills should be linked to each other and be fun. An example of this for me is only reason farming is above foraging is because it makes money
I don’t think god pots are bad… what they could do is add some extra potions that aren’t in the god pot.
Think they added God Pots to make god splashes not as inconvenient
I agree with many of your points, but I think they have been trying to scrape or tune most player bases when x, y, and z are within "meta" of done the most for a, b, and c reason. Like, they are more or less planning but also reacting in a manner that the axe is at their admin career each update once it needs getting fixed or things needed rushing. I think there needs to be flexibility to admins like one hour a day/week to work in groups and/or each admin to build some of the items nerds suggest if they cannot do it themselves to see how much worth or mechanic would end up being that wow factor within skyblock. Kind of like a spirit of life in the office during these times within the world.
24:53 literally lol also I never really thought about this but now that you mention it I agree , and that kind of skyblock honestly seems so much more fun
The fact the last major mining update was on my birthday in 2021 is wild (I loved mining back then)
I think a way to revamp enchanting is to make it where enchants are not powerful at enchanting level 1 and once you hit enchanting 50 you get the full power of the enchant. This would solve the issue with enchanting being its own mini game because it would be required for the early game and one you hit late game you can get small stat buffs (level 50-60 or higher give 1-2% better enchant effects) an example could be sharpbesss not doing anything at enchanting 25 it would be 50% as strong and at enchanting 50 it would be like it is now level 60 would be 10-15% more dmg
Hypixel does have a common system which is used in most skills to tie them together, talismen. You unlock some from most content in the game and they are useful for most skills, to get max strength for farming, you have to fish for all the talis, its not the best system to tie them together but to say that theres nothing from a skill like fishing that affects rest of the skills isnt quite right
2 or 3 minor talismans from a skill is not linking content, and i think the accessory system is genuinely one of the worst things about skyblock. its something thats on my radar to make another video about
@@HellCastleYT thunder ring p nice but fair
I think what they’re saying is that yes it requires grinding the different skills but it falls into the same problem as the rest of the stuff. You grind for hours to get a rare drop so you can continue grinding. The only overlap with them really is magic power, which ultimately is just points into combat traits and not much more
FINALLY SOMEOME SAYS IT!! It feels like so may people praise Skyblock nonstop, the few times I tried to talk about it people just shoot down all criticism, thank you
Agree with everything. One comment for hotm 8 and 9 is that it is probably important tonlink it to the pregression in that area, so maybe multiple trees that progress together somewhat and are shorter
And also agree content should be reusable and expandable to different areas
Progression should be integrated
Farming idea is crazy interesting to integrate into all other parts of game,
There could be an entire thing about farming seed having anpotential of co affecting eachother and doing something active that scales with skill instead of the farmibg fortune
Skyblock a biggest issue is it’s vast amount of things people need to know to get started and the vast amount of grinding you need to do for anything.
The thing that stopped me from getting back into skyblock is that somehow it's become so complex that beginners that know nothing about the game dont really have a chance in competing anymore. I watched a video on how a youtuber got an item and like half of the video he talked about stuff that i have never even heard of or even seen. This just feels like a prison gamemode now
Hypixel needs to hire you, like the mining ideas are so good. The hotm is too short other than maxing the perls with powder.
i agree greatly with the mining section of the video, the dwarven mines was my favorite expansion ever in the game because it made mining fun and I was able to remove the snow minions from my island, if they just kept adding mining like that I would have loved that I hate the crystal hollows
This is exactly why I keep restarting to replay the beginning of the game again. The first 100 hours of content are so much more enjoyable then all the last 10,000 combined.
Okay I agree with everything in this video and the great points, but for some reason when I started playing this game I loved it even it’s grinding and when I got bored and left, I leave for like a few months and then come back. For some reason skyblock just keeps me coming back even with its many flaws and made me play it for thousands of hours.
Why are the rants for the lazy skills so funny 😭
I think the god potion is a 'good' item to have in the game, but only if it gets nerfed. I like the convinence of being able to get speed, jump boost, critical, strength, and other must have potions very easily. What i dislike is the fact that A. It also gives you a million other effects you would never normally use and B. it is only possible to get one via microtransactions, or via. paying for someone elses item they got from microtransactions. If i was in charge, i would do the following for alchemy:
God potions now only give essential small effects, such as speed, jump boost, strenght, etc. They are only obtainable via brewing, and maybe as a rare drop from a dungeon boss or something.
All potions that are not included in the new god potion effect are completely removed. They are replaced by other god-potion like potions that combine the effects of similarly-themed potions into 1 super potion, which takes lots of resources to brew. This means to get all the effects you want, you will need to use 6-8 new potions that cost several mil each
Add new late game alchemy items that act as endless versions of the god potions.
I feel like the entire video was a build up to the last joke lmfao love ya guys
it kinda was!
Man I’m trying to sleep, it’s 3am, but I gotta watch this now, oh and also it’s Christmas Eve btw
TorBob_299 will allways be in our hearts
the Admins actualy have said why the skills are so seperate. The reason they gave is that they dont want to force people to do sertain contant to progress. they want players to have a choise what to play. So for example if someone doesnt like fishing they wont be forced to fish and still can reach the endgame of mining and farming