The enchanting table, anvils, and villager trades all need overhauled at the same time and with regard for each other IMO. It also wouldnt be the end of the world for mojang to at least attempt to nerf villagers that stand in a hall indefinitely compared to free range villagers, but I would expect the community to stay ahead of them on that.
You know what I don't understand though? The 'Too Expensive' system. Why is it a necessary mechanic? The enchanting cost does get higher and higher, but the rate is not that fast, so you should be able to still grind the levels out. And if you think that's too easy for some reason, remember that it would still be going up each time so eventually you would have to grind 40, 50, 60 even hundreds of levels for one item anyway, essentially locking it off unless you get a real good farm. So why not leave it able to be grinded, albiet over hours of your time? (I'm hoping this post doesn't sound mad, I'm not, I've just never understood the need for the mechanic)
The way I see it, the 'Too Expensive' is a fun part of it, you either accept having less enchantments on your tools/armor or you have to learn about enchanting levels in order to get everything you want on them in a specific order, and it's not even that hard to do that. If there was no 'Too Expensive' feature, getting overpowered tools would be really easy, you would just be able to put on a new enchantment each at a time, making it easier than having to get everything you want, add it in specific books and then to your tools. I believe this logic is also why you can't enchant already enchanted tools on a table, so that it isn't so easy to get overpowered stuff so fast and early in the game.
Speaking of the "too expensive feature", why does anvil break? they're the only workbenc type block that has a durabillity. Imagine if the furnace or crafting table did so too.... And if one wants to keep breakable anvils as a feature of the game, then at least add an alternative that don't break. Be it an upgraded anvil or enchanted anvil or whatever.
An idea I really REALLY love that has spawned from these villager changes is letting players transport villages via Llamas, to finally give llamas a use! That would be so cool and meshes well with mojang wanting you to build your own villages at Jungles and Swamps
Mojang could add an achievement for breeding every type of villager with a counter on the side and name it something like "From the Highest of Trees to the Lowest of Marshes" or something like that to hint at the two secret villager types.
I like this update, incentivizes the usage of the enchantment more early in the game, tunes down the villagers and to make a trading hall is like 10x more difficult but way cooler if you have a fool trading hall setup because of all the biomes you need to go too. I think enchanting table should be kinda reworked and have higher levels than 30 like up to 50 which can give you max level enchantments like efficiency 5 or prot 4 and i wish they added newer rare enchantments like mending where one gives more experience orbs from stuff you do or experience can heal you or something because it feels like experience in general is only used for anvil and book combining
I really like the balance with the villagers, but I do agree with the point there should be something in-game hinting at biome specific trades. The igloo basement is a perfect show not tell tutorial, I hope they can accomplish something similar for this.
Some insanely good takes! As someone that always has an enchantment table at No.1 priority early game, it's damn near deranged to me just how many people appear to have literally forgotten it exists due to villagers being so insanely broken... I love the changes, (particularly the new explorer maps) but naturally there's some things I think they could use : - Anvils need some changes... you mentioned too expensive, which I wholeheartedly agree with, but equally now is the time to make anvil repairing a viable option for tool repair (remove the XP cost in totality, and thus also cumulative repair cost growth, then simply balancing off material consumption), which would cushion the new "restriction" of mending and finally make that feature even vaguely useful. - Some form of village ruins in Jungles and Swamps, vague enough in style to allow players to do their own thing with restoring them if they want to, but clearly village-like to convey that villagers can come from these biomes as well. - An advancement for trading with a master level librarian from each unique villager type, in order to naturally indicate to players that trades (especially those of librarians) can vary by biome.
Right! Every world I made, my first goal was to get 5 diamonds and use them to make an enchanter. In doing this, I've already gathered some lapis to enchant with. I'll add a grindstone and enchant my pick with fortune, then go back to get more diamonds. It's always felt like a necessity to make an enchanting setup. About the villagers, I like that Mojang is now forcing to players to actually explore the world and experiment with the villagers to see what trades they have (though at the expense of superflat players). You don't have to always speedrun max gear. Mojang should add more advancements for villagers honestly. Like what you said about the master level librarians, you should also be able to find out from the advancements tab that you should try to breed villagers in a swamp or jungle and trade with them.
The biggest problem with the enchanting table is certain enchantments like Mending are inexplicably unavailable. Literally no reason for this weird division of enchantments
Mending is considered a "treasure enchantment," meaning they think it's too valuable to be readily available through the enchanting table. They want you to loot structures or fish for it.
@@Conoratorexcept repairing items increases cost, so if you don't get a mending book very soon, your items will soon be "too expensive" and impossible to fix. This makes an easy source for mending extremely important to get early-game
@@legathar8558 They didn't say anything incorrect. Mojang intended for Mending to be a treasure enchantment... Regardless of how much that makes sense, its simply how it was implemented.
I'm with you. Currently villages are basically a slave labor force. To heck with that. I don't zombify my villagers. I pay full price for stuff. And I build them a nice places to live, safe from zombies and pillagers and let them wander around. I've made villages safe, built an entire custom version of their village with surrounding areas and lore and let them wander around freely. Even back in 1.10, I had a free-range village and moved villagers around to staff all the buildings. Like a blacksmith shop. A barbecue joint. A temple with clerics and an upstairs library in the temple with librarians. Not to trade with, just to staff the place. Their village had a mall. I had an administration building, with desks and filing cabinets full of "contracts" and "forms" fully staffed with nitwits. Fields of sheep with shepherds. A port with fishermen. Make villagers less important, so we can go back to having them for fun stuff, not slavery.
This is an example of your style of using villagers. People have different takes. People kill villagers. People can use villagers for fun. People mostly use villagers for trading to get OP items and books. Let people play the game how they want. Minecraft is a sandbox game.
The thing with this change or suggesting using the enchanting table, is that it leaves things to RNG, and people hate rng, that's the point of a farm, eliminating that. A trade hall with the 38 possible book trades takes so long to do, that the dissuasion against doing it is on the amount of time kt takes to set up, because Villagers's IA sucks. Imagine travelling 4 thousand blocks, only for there to not be a village in the desert + the temples having awful loot, you imvested a lot of time for nothing. And lets not bring in the emchanting table, the definition of rng, wasting exp to get a bane of artrhopods sword. I don't like having to let up my "fun" or enjoyment in the hands of rng.
Well, the current system is also up to RNG. I've spent countless hours Place. Check. Break. Place. Check. Break. Just to get mending for like, 24 emeralds and decide whether or not I wanna keep it and just convert it later. Yes, by the end it eliminates, RNG, but so does the new system. If anything, transporting villagers (most likely through the nether on ice) isn't too bad late game. And early game, you can just find one, then cure it. These changes are more geared for the late game instead of early game, because as he said in the video, villager trading halls are one of the first things to be made. As for the enchantment table problem, the only RNG is not seeing what other trades are on the item. It shows you one guaranteed trade, then a chance for extras. Honestly if you see bane of arthropods, what do you do? Normally I check anything else in enchanting, if something is good I enchant it then check again. If not, I waste one level, grindstone it, then check again
@@beigejungle5712 it also is rng, but you do that on a controled environment, and is a pain that is only done once. This new system would introduce the biome or infected zombie rng, to then do the old system, ONLY FOR THEN facing the issue of the anvil. Honestly a lot of the issues come down to the anvil being garbage, that's the reason why mending became so OP to begin with. I disagree about the statement of the trading hall, because from what I see, an iron farm (which mojang also despises bare in mind) is the first thing you would set up, since it yields better results for trading than using sticks and fletchers. I don't see why the players should be punished by investing the massive amount of time it takes to set up a villagers infrastructure. If they wanted to move books like mending to treasures, I would support that, guarantee (not that you "might find" but GUARANTEE) that temples or structures like that would contain a high level enchantment, and I would be compelled to explore again. As for the table, now think that you did all that effort, only for the item to get destroyed or lost, needing all that effort...again. That's the point of villagers, removing the necessity to do that hassle every time, with the tradeoff of requiring hours to set up.
@@fallshimjager1 I'm sure we all agree the anvil is hot garbage is it's why mending+unbreaking is the best combo in the game. Also, bringing a villager to a biome for a certain enchantment (mending, unbreaking) is the same case. A one and done. Bring the villager, access to the enchantment. Also as someone who likes to build, this is just my personal opinion so holds no weight but I would love to design jungle and swamp villages that work around all the terrain. As for farms, yes Iron farms are absolutely broken, and try as they might Mojang just can't get rid of designs for it, but there are plenty of other better ways to trade, especially a really good pumpkin/melon farm is a really amazing way to get emeralds really quickly, especially after curing villagers. I do think if they gave treasure enchantments a high chance of spawning naturally, maybe buried treasure, desert temples, especially jungle temples with how useless they are atm, it would help with one part of the issue, but then if they did that, wouldn't it be better to remove villager enchantments and say, "Oh you want mending? Guaranteed in jungle temples. Gl;hf. It's not intuitive, and doesn't solve the issue of villagers being out of wack. As for the enchantment table, if you're enchanting high level gear, chances of dying go down a lot. Even then, enchanting gear would take less levels than the current Prot 3 + prot 3 prot 4 Prot 4 unb 3 Prot 4 unb 3 mend Add to chest plate
after giving the villager changes some thought, its no different than the netherite upgrade template. it makes villagers less busted but more annoying to get the books you want on demand, the template does the exact same thing for upgrading your gear, a full trading hall should be mid game and not 5 minutes into a new world. some people forget that you can get mending from fishing aswell
The only solution they need to implement for the anvil is *removing the increased cost of enchanting with a book after having combined multiple of the same enchantment to raise the level.* That way, you won't have to grind and grind and grind for a max level book, and can just, let's say, combine four power 3 books without having to pay exponentially more experience to add that to a bow. That's the number one problem with the new villager trades, the lower level variants of normal enchantments are completely useless. Nobody is going to want to buy four efficiency 3 books to get efficiency 5, they're going to have to grind a ton to find one in a stronghold library, or maybe fish one from a body of water. Combining for unbreaking 3 and then combining for protection 4 will end up with fully enchanted boots costing too much. I think if this villager update moves out of the experimental features and makes it into the base game, fishing, looting structures, and enchanting and combining tools with the enchantment table will overtake villager trading almost entirely, and people will need to spend hours transporting villagers to a swamp. Because now that villager trading is so insanely inconvenient compared to every other method, the only book worth trading for is going to be the book you can only really get from trading. My main problem with this update is not that they've made the better books harder to get, but that they've now put a pointless hard limit on how far you can go with villager trading. You cannot get good enchantments other than mending, aqua affinity, and silk touch from villager trading anymore, without it costing an amount of experience that isn't worth it. And this isn't necessarily that much harder than the re-rolling anyway, it just requires traveling thousands of blocks to find specific biomes like swamps and jungles, which is not difficult, just time consuming. And transporting the villagers there is either the boring process of placing hundreds of rails and using a furnace minecart, or the even more boring process of boating a villager across. Mojang is acting like this update encourages exploration, but in my opinion, it only adds an incentive for players to make all their bases in swamp biomes instead of any other, so they don't need to deal with the inconvenience of their base being super far from their trading setup, or needing to transport villagers all the way to swamps and then all the way back. Their priority should not be to nerf villager trading, it should be to improve the other systems first so that villager trading isn't the only reasonable option. The reason nobody uses enchantment tables or combines books they get from structures anymore is because of how scuffed the systems around them are, and how luck based and grindy they are, even compared to villager trading in 1.14-1.20.1. Something else to add: The end of the video was legitimately difficult for me to watch. If you want to genuinely reason with people and convince them that this system is better for the game, mocking them like that is not the way to do it. I wasn't necessarily offended by your viewpoints, but more completely repulsed by the way you were mocking the reviewers.
a change that might make everyone happy is allowing zombie villagers to spawn in different biome variants wherever you are. that way you don't always have to cart villagers in but you can't just grab any zombie villager.
You can still get every enchant in super flat because diamonds spawn in blacksmith chests, and water and lava can be obtained along with books so even still every enchant is available and just takes time. This is a great video pointing out several pros and cons to this change and showing that this change has a purpose other than “villager powerful, nerf.” Keep up with the good content my man
@@Burger14 Water and lava to make obsidian for an enchantment table. Also for a nether portal, to get soul speed. Though swift sneak is not obtainable in superflat.
There are multiple enchantments that are just not available through the enchanting table. Only through looting structures (not in superflat), finding buried treasure (not in superflat), and/or trading (will be gone from superflat with this new update). I guess you could try and get them through fishing, but still idk if all the enchantments are available through fishing. Also some are now exclusive to structures like breach and density from trial chambers, swift sneak from ancient cities, etc. I think some sort of change atleast for superflat should come to address these constraints ya feel me
I think they should mainly get rid of making villagers able to trade in a 1 by 2 space. Making a little city for villagers to live in around my base was pretty fun and took a lot of time. Making it so their trades depend on the size of their village would be cool.
All good points. I think that having a guaranteed mending book for the cost of a few thousand blocks would be a great change than spending hours grinding a villager
The problem is that finding a swamp often takes much longer than simply rolling villager trades until you get mending. And there's also the possibility that you finally get a swamp villager and level it up, and then mending is 33 emeralds or something. And since you can't cure more than once, you'll only be able to get it down to like 22.
Imagine starting a hardcore world and falling in love with it. Only to realize that your nearest swamp is 1k blocks away from the nearest village. You'd have to move villagers that distance and start a whole process just to get mending. Nothing screams fun to me like moving villagers all across the world
Everything you’ve said in this video are exactly my thoughts. This change is a needed one for sure. Enchanting tables need to be utilized more and I agree that the anvil or levels system entirely needs to be reworked.
Honestly, this is an amzing take in favor of the update, (I personally dont really care as much since I dont abuse the villagers that much unless i want a totem farm and even then i dont make those that often), making the enchant table as/more powerful than the 10sec villager trading hall is a really nice change as it means youll spend less time abusing game mechanics and speeding up the time from start of the game to end game loot and can finally just take in the game for what it is. this also gives Mohjang the ability to add more to the game with out ruining the pacing and making the game feel too short or too long, in short this change was needed as players can really change how they want to progress in two vaslty different ways as it takes just as long to get a top tier enchant table as it does to get a fully stacked trading hall with all the different villagers. W change imo.
The issue i have is that i dont like displacing villagers and make breeding farms for them because it feels inhumane, and since i mostly use the enchanting table I only ever trade for mending i wish there was a way to increase zombie villager spawns or something so you could create a village somewhere from start
imo it would be cool if zombie villagers spawned slightly more often in Swamps and Jungles, thus being a way of telling the player that those types of villagers exist.
Even with village and pillage i was using the enchantment table bc its so much cheaper to spend 3 levels and some luck to possibly get some max levels on the first try than it is to grind out many hours for a trading hall.
i legit dont understand the argument that the enchanting table is currently useless, when its literally the first step to fully enchanting any piece of equipment, i have never used books on anything that i didn't first put in the enchanter
They could maybe add some mechanic to make unlocking master have more gameplay than just spamming whatever trade is freeiest to the players setup. Like an actual specific trade being required to progress, not a certain amount of xp that can be obtained arbitrarily from just selling paper or buying bookshelves. This added difficulty would balance them being able to sell top tier level books. This could even be from delivering an item from one next to top level librarian to another of a different biome. This change would allow them to maintain close to their current balance while making the journey to that ceiling more engaging and less RNG. The uniting of your worlds villages being the key to a fully furnished trading hall tells a much better story and is far more fun than playing the lectern lottery for hours on end before you can’t take anymore and settle.
Personally I don’t like the change just for the added tedium, but the discussion has inspired me to kidnap villagers from every biome even if its just for decoration.
I almost exclusively play on Large Biomes worlds though which means literally traveling 15K+ blocks in a single direction to reach the biome I want... This change is so tedious for worlds like this it makes me want to start in an older version to get all the villagers then update which I don't think I should be required to do. I am overall fine with the change (for a normal world) but they could definitely find a better solution for those who play on non-default worlds.
Feels like a biome seed thing could have some use. I have no idea how it could balance itself in the game(this is a dirty lie, i have ideas), but it's quite strong and affects the world kind of invisibly which is something minecraft avoids. Biomes are 3d things now too, it won't just convert the entire y axis of a specific coordinate, it's really hard to figure out exactly how to make it function reasonably.
I think it really depends on what type of player the person playing the game is. To me building farms and setting up a villager trading hall is a chore to build, this update will just add extra steps. A lot of people just don't have all day to grind for hours to get good enchants. The game didn't become any more interesting or difficult, just more time consuming. To make this more interesting, you actually have to implement those village types and overhaul other mechanics in order for this update not to be a nuisance. I'd say good idea but bad execution.
I still have two big issues with the villagers (even after the changes): 1. There are no efficient* alternatives to getting enchanting books en masse (*fishing and exploring; fishing is slow and unfun, while exploring structures just isn't worth the time, especially since you aren't guaranteed to get the enchants you want, if any). The next best option is the enchanting table, which lacks level 5 enchantments and mending, practically making villagers a necessity for these enchantments. 2. The villager trading system is too easy to exploit (in my opinion). I would love to utilize the different villager types to trade a variety of materials for emeralds (a good way to encourage farm-building and exploration), however "exploits" such as simple emerald farms, villager curing setups, or just trading insane amounts of one resource (like pumpkins or melons) just takes the fun out of it. Why actually involve yourself in the trading system when you can set up one of these overpowered systems in 30 minutes to get unlimited emeralds? Here are some solutions I can think of: 1. Give structures more and better loot (especially enchanting books). Additionally, they could rework certain structures like the woodland mansion or stronghold (both containing libraries) to be more like the upcoming trail chambers, and include vault blocks with a higher chance to gift enchantment books. This would be a great alternative to villagers that more combat-enjoying players could use to farm books. Solution 2: Rework villagers so you can't give them 1000lbs of paper (for example) with no drawbacks. Think about it; as supply increases, the price of anything you sell en masse should be much lower. Plus, what is a villager going to do with that much of one item? It just doesn't make sense. Here's how the new system could work: a) you would be able to sell much less of an item at a time, and they would no longer refresh trades twice a day. b) in order to refresh their trades, you will have to trade with other villager types c) curing villagers for better trades will still work, but at most be only 50% of the original price or item selling amount. Solution 3: heavily nerf pure-emerald farms that use raids. It's okay if you disagree with this, but even if the other changes I suggested were implemented, people would still be able to build raid farms and ignore the whole point of my rework idea Counterpoints: "Wouldn't this just make villagers unnecessarily difficult?" First of all, is that even a bad thing? Villagers are overpowered right now. Also, it wouldn't be hard to explain and learn how the new system would work. Also, if implemented correctly, the player could get the same (if not more) amount of emeralds as before, but this time it would encourage trading with all the different villager types. "What about the players that would rather just have huge farms and skip the trading system all-together?" Players would still be able to farm items for lots of emeralds, they would just be rewarded for having a variety of different farms. This would also be good for more casual players who would rather build a variety of smaller farms, rather than massive, ultra-efficient and single-item-producing farms. If that still isn't good enough, raid farms would still allow those kinds of players to get emeralds easily. Conclusion: At this current time, villager trading halls feel like the only option to get a lot of good enchantments, and they are too easy to exploit. This is bad because villagers are annoying to set up, and honestly feel a bit like cheating to use in some cases. Mojang can't just nerf villagers; they need to buff existing systems like the anvil/enchanting table or structure loot, or (especially) add new ways of getting books (like I suggested with the vault block). Maybe my villager rework is a terrible idea, but right now I have no real incentives to use the trading system as intended, as it is much easier to trade with one or two different villager types or build an emerald farm. Side-Note: I'd like to add that I think biome-specific trades are a great idea that encourages exploration. The downsides? You spend even more time setting up a villager trading hall. Now this wouldn't be a bad thing if there were good alternatives to getting enchanted books, but as it stands nerfing them is only making the problem worse. Let me know if you agree or disagree with me, and if you have any ideas that could help fix the enchantment problem!
The change was maddening for me specifically… because I USE the enchantment table. I have my entire enchantment setup in the End with an XP farm and I find it so much easier to just grind XP, enchant with max levels, lapis, and bookshelves, grind off bad ones, end up with two busted swords, combine them, and then gently bestow upon it mending from a villager and the one singular book it’s missing (also gotten from enchanting). The setup took me like 20 minutes, fully enchanting a piece of armor is easy as heck, and I only had to deal with one villager, my mending guy. Now I’m out here booking it through the woods trying to find a swamp for my one singular villager to cart him all the way back to my end portal. It’s a perfectly fine fix for people who did use villagers to fully enchant, so I understand it, but it was a massive middle finger for me, who never really abused villagers at all. That’s one issue with a lot of the nerf changes they make - they nerf one play style but sometimes it totally screws over another. I just wanna use my enchantment table in the corner, Mojang. Please. If they just let mending stay on any biome villager, I would never say a bad word about this change. :(
Superflat players can still get the enchants they need from fishing. AFK fish farms while having been nerfed to be more difficult to make, are still very much possible.
I do like this biome related system, but I do think its a bit to restrictive, like can we have a bit of overlap between what enchantments are in what biomes? like sure to get all the enchantment options you'll need all the village types, but overlap the basic ones a bit more. and maybe rework the level system for the enchanting table, it just seems weird you need to be some level to get some enchants, and it then takes a bunch of levels for the enchant, and then you're to low level for the enchants, I get why this is, so you can't just enchant infinitely, but the cost feels to high, really if you want to enchant anything it takes having some fast xp farm like an enderman farm, at which point xp is worthless and its just a time sink. so a rebalance of levels/xp would be nice, like your mentioned change to the weird directional enchantment cost at anvils thing, that could go cause as it is it just feels random and annoying. but I do really like the idea of this change, making a little enchanting place in each of these biomes and collecting up books and making enchantments, and then either taking the books back to a main base for later use, or for the more big project players bringing all the types of villager together for a grand trading hall, and having it be an actual achievement and not just a time sink of breaking lecterns. also remember that biomes have edges and in every village I've ever made I've always ended up with atleast two types of villager running around (and three isn't that hard, I'm looking at you plains, savannah, and dessert villagers) and remember you only need one villager of each type and then when you breed them there's a chance the baby will be the type of one of the parents, or the type of the biome, and a room of beds and bread will easily get you plenty of all the possible types for your set up, so its not seven villages, its more like four, or some boat rides in the nether for that grand trading hall.
I love you. Someone FINALLY gets it. Enchantment books from villagers SHOULD be hard to get. People who want to deal with villagers can go through the hassle while other peoppe go exploring and others just enchant.
i’d like for wandering traders to have a chance to get treasure enchantments that’d make it even more exciting for them to spawn along side the trade buffs to them
I don't have any issues with the removal of enchantments, reduction in the level of the remaining enchantments, or even the requirement for master-level librarians. What I have an issue with is the villagers without naturally-spawning villages gaining exclusivity for trades. For those unaware, here's how villagers work: You must have two parent villagers, with excess beds in their village, and food. Then, when they make a new villager, that villager isn't guaranteed to be the type for the biome they were created in. Villagers have a 25% chance to retain one parent's biome, another 25% for the other parent, and a 50% to become the type they're created in. This means that you can (theoretically) infinitely create villagers that never adopt the biome they're created in due to the 50% chance based on parenthood, since Swamp and Jungle villagers don't naturally exist. If there were naturally-occurring Swamp and Jungle villages, I would have no issues with this change, simply because the difficulty becomes finding and transporting those villagers, instead of the tedium of continually never seeing a Swamp or Jungle villager because of that 50% chance.
11:05 i think a good way to point players in the direction of making a village in the swamp or jungle, is have abandoned villages in those biomes it would give them the idea that villagers COULD be in those biomes, and have neat structures to renovate along with it! alternatively, they could make zombie villagers spawn more frequently in those biomes. either way, i highly agree that there should be at least a hint for it ^^
10:00 people who dont have time to get villagers with the biome villagers will also not have enough time to create an experience mob farm to be able to enchant and use the anvil and the reason people want villagers with all the enchants is so they save time mining resources and flying with thier not broken elytra
i think we oughta accept item loss and have enchanting have like, less focus on… have less put into individual items. like if youre gonna lose stuff,, maybe. maybe we could make that a regular thing! let you only put a tiiny little bit of enchants on your tool just so you can accept losing them
I have so many thoughts that just boils down to: A - gamerule the number of conversions 0-5, default 1 B - datapack the villager trades, including nbt for specific books and other methods for randomly enchanted gear (it uses JSON, and I’ve found a mod that I can customize the trades via datapack to the point my fix is Expert/Master trades give the best books split to about 5% odds each time; i.e. you don’t have to randomize through the entire list BUT you do have to hope for good luck with that one villager since re-rolls are virtually pointless… and aren’t guaranteed 1 emerald book trades even at FIVE conversions)
The enchantment table is the one station in the game that needs the biggest overhaul. Some people might point to the fletching table, but you can't overhaul something that still doesn't have a function. In all my time of playing Minecraft, I have never even enchanted anything with the table because villager trading and the anvil is just more reliable. I don't want random, crappy enchants. Minecraft in general needs to overhaul its magic system. How I think Mojang should overhaul it is by actually using the enchantment table for enchanting. Why do we combine books and use them to enchant items in the anvil? That should be the enchantment tables function instead. All Mojang would have to do is change the interface; just add an output slot. The current enchanting table already has two slots: one for an item and the other for lapis. But those slots could also be used to combine books and enchant tools, weapons, and armor with those books. I think the enchanting table would still be useless for normal enchanting, but at least this change would mean I have to interact with it occasionally. Since updating the anvil was mentioned, I want to put my thoughts out there. Above, I basically said the enchanting table should be used for about half of the use anvils get. So, what would anvils be used for? I don't think the anvil needs major changes. They would still be primarily used for repairing items. However, any other change for the anvil I feel would fit better with the smithing table. I think it would be cool if weapons, tools, and armor had different stats that could be modified, but this feels like a feature for the smithing table- which currently only has two uses: netherite and armor trims. Maybe the anvil could be used to repair tools but also to remove the stat modifications (like how the grindstone removes enchantments). This would also create a connection between the anvils and smithing table. Back to the enchantment table, if we really want more of an overhaul, I think giving players more control over the random enchants would be a good step. As I said, the random crappy enchants are a big reason I don't use the enchanting table. Mojang could use this to give players another reason to explore. An item like an enchanted scroll could be found in chests and when placed in the enchanting table it makes a certain enchantment more likely. The only way to make this work IMO would be to add new enchantments that are exclusive to the enchantment table; I swear there use to be enchantments like this too. This would not work with the current system because enchanting is just too unreliable. Hell, there are even enchantments (mending) that can't even be obtained from the enchantment table! It seems counterproductive imo. All the complaints are unfounded since these villager changes don't make them worse. It still will be easier to use villagers than the enchanting table.
You can accomplish your goals by tweaking the enchanting table and anvil without killing villager trading halls. There are several mods that already to this. Fuzs has some one that I like. You can reroll trades for a cheaper cost, you can repair anvils, and the "too expensive" limit is greatly raised. I like the new maps, I don't like the breaking of the Librarians. Even if you start a trading hall early on, by the time you get cooking with it, you're solid mid game, maybe late game, especially if you have a bunch of villagers. The infrastructure to make good use of that is all late game stuff.
well, i already use the enchanting table for every normal enchantment on tools and armor, and only villagers for mending (in my current world i used a second villager for thorns). stuff like soul speed or faster chrouch walking is loot chest only already, so they dont count. and for the enchanting table i use a plain old zombie or skeletton farm (from a spawner, stuff like nether gold/xp farm or end xp farm is reserved for after i have my good tools and armor - atleast thats how i do it). so yeah, i dont really like villager trading halls, and only have a couple to get emeralds from sticks, and then to get mending and now thorns. and i dont like the biom specific change at all. it is already extremely tideous to get full netherrite (full diamond is grindy too, but not that grindy). you have to grind for ancient debris (which takes a couple of hours to get all of it) and now you have to grind for the smithing upgrade template too. I already dislike the need of the smithing upgade and i am glad i got most of my netherrite stuff befor the nerf. but now i have to grind for another thing too?! im sorry but just no. especially not with the current anvil system. mayby its time for afk fishing farms to become a must again, just like befor 1.14?!
I've played on and off and I've always used enchanting tables be it the villagers were OP or not. Getting just two enchantments on a pickaxe, for example Unbreaking 3, Efficiency 4, then adding the rest via books has always been a no-brainer to me, and combining said pickaxe with another pickaxe that had the rest of what I wanted could also work out just as well. (The latter example making more sense before grindstones, all though it's still a good way to get what you want imo) This change is nowhere near as bad as when an entire enchantment took 30 entire levels, not just 3 meanwhile having 0 idea of what you might get, or how the old villagers were (as mentioned in the video)
imagine of you could enchant book in the enchanting table, i know its a crazy idea, but maybe mojang will add a feature like that I know that this feature exists, i was being sarcastic
I started in 2019 and I will be honest: I thought this change sucked, but then I remembered all my current worlds already have trading halls and I have every single book so I can't care. For future worlds, it will be important for me to find a village close enough to multiple biomes where I can possibly abuse having all of these/most of these villagers setup in a single village still. Might not be the easiest but it's certainly possible.
I definitely agree with your point that most people who don't like these changes are probably newer players. I also think that most of them either don't care about, or are delusional on how broken mending is. It's good that we'll have to jump through some hoops now to get it instead of 15 minutes into a new world.
I dislike the changes, but I'm not necessarily against added difficulty or added steps. Just the way that they've done it is less added difficulty, and more added time consumption. They chose a method that would take longer, and not the fun type of grind either. And if they're going to put hard limits on the book levels, like efficiency 3 instead of 5, knowing that combining low level books is useless due to the broken anvil system, they might as well just limit villager books to mending, silk touch, and aqua affinity. They've sort of halfway changed it, leaving the old possibilities just barely out of reach to taunt players. Oh, you can still get efficiency 5, but you're going to have to combine 4 books and spend tens more levels, possibly even being too expensive if you add it on an item you've already put other enchantments on or repaired in the past.
I just wish finding biomes was easier. It might be a very niche issue, but me and my gf play on aternos where the render distance is ofc limited. So when we're done planting trans flags everywhere on the gigantic plains biome and wanna get something like mud, we just use biome finder command bc I deadass made a 5x5 grid of level 4 maps at some point to map out our closeby world (before we even got our elytras) and there is nothing for 2.5k blocks from our base other than 1x taiga, 1x plains and 1x savannah. I don't count cold and pisswarm oceans bc they could as well be both voids of nothing there is so little to explore in them, ofc nearest warm ocean is 4k blocks away. Also nearest "desert" biomefinder found was 3k blocks away and it was a 50x50 block peninsula, with basically less sand than an average beach, also nearest badlands ended up being smaller than 10x10 blocks. I just want more interesting overworld generation. I just remembered that the mapped area I talk abt consists 30% of dark oak forests with not a single mansion too. It's so boring and ugly that my mind literally repressed it.
come on, there was always a good reason to get enchanting tables. The had a unique hitbox size. I mean, their functionality for enchanting was rendered useless, but not the block itself. Also, there's another use forLapis that I used them for a lot more. Blue dye. As for best enchantments in the game (tiered system, since personal preferences matter): 1.: the GOAT: Mending 2.: depending on persnal preference of course, but usually these are needed by everyone: silk touch, fortune, unbreaking, efficiency 3.: your personal favorite quality of life / utility enchantments: feather falling, aqua affinity, respiration, depth strider, swift sneak, soul speed, infinity, looting 4.: The less popular utility enhancements, and the enhancements that are for less used items, or enhancements that only improve stats like damage done, or decrease stats like damage taken: power, sharpness, protection, frost walker, thorns, etc. I should have probably separated out the last tier into 2, by having plain old stat boosting and unpopular utilities separate, but their importance is similarly low. Maybe except for protection, if you want to go build a guardian farm, because damn those lasers can hit like a truck, when multiples focus on you at once. As for my take on the villager trades for books, I have 1 problem with it. Namely: The books from a specific location have nothing to do with each other whatsoever. If I were to put enhancements in specific location, I'd at least put enhancemnts that are a.: go on the same type of equipment in the same area b.: types to are useful in the same environment go in the same area. Like, Aqua Affinity, Respiration, and Depth Strider would make a good combinaion for underwater exploration, underwater building, raiding ocean monuments, etc, but I'd pe perfectly fine with seeing stuff like Sharpness come in the same location as smite, bane of artropods, fire aspect, looting, knockback, and sweeping edge, as they're all enhancements meant for the sword. Since some of them also can go on axes, I'd split them like this: Sharpness + Smite + Bane of Artropods + 1 generally unpopular pick Looting + Knockback + Fire Aspect + Sweeping Edge Other combinations could be: crossbow enhancements (there were a total of 4 crossbow specific ones as I recall) trident enhancements (there were a total of 4 of these too I believe) Bow enhancements: Infinity + Power + Punch + Flame Protection types: Protection + Fire Protection + Blast Protection + Projectile Protection To be frank, I'd really send those new villager trades for a revision. Let's assume that a villager can unlock up to 4 enchanted book trades still, like they have until now (3-4 each), and let's assume that Mojang will at least pay attention so they won't get the same enhancement type multiple times. This means that with trades separated by location, this could be a HUGE IMPROVEMENT over the old system, as all we'd need is 1-1 villager with 4 book trades of every type, and we'll have access to every book trade. But the sheer fact that a ton of these have been removed, means that now it'll be a pain in the a$$ to get a half decent crossbow/trident. Like, getting lucky with the trident to get both loyalty and channeling at once, preferably alongside impaling? Just so we can add the rest on it manually later? come on... If they remove these options, the very least they could do is introduce another way to get those books renewably as well. Like more areas where villagers could be bred. Let's say, under the waterline in an ocean type biome, or in a beach biome for enhancments that were meant to be used on a trident, or something like that. Heck, I could totally imagine villagers born inside the bounding box of a pillager tower to have the option to get the crossbow enchantment book trades, or something like that... This is not there yet. Not necessarily a bad way to go about it, and I kinda like the changes they made to the cartographer as well with the new maps, but not there yet. I'd also include, that maps pointing to the closest of whatever is in question to the villager when the villager reaches the rank to get the specific trade in question would also be really handy, as that way we could transport a cartographer near an ocean monument we want to turn into our guardian farm / base, and get it to sell a map with the fancy ocean monument icon on it, for that specific ocean monument. (Same for woodland mansions, if someone wants to take one over as their base I guess, but as ocean monuments are the only way to farm prismarine shards and crystals, which are both needed for making sea lanterns, I think that most bigger servers have at least one of those set up. As sea lanterns are a great looking lightsource. Even with froglights and the glowing thing that grows in nether trees being a thing now.) Edit: As I run a server for a few friends sometimes, I'll probably just keep the villagers that are already in the world as they are, with their current sets of trades, so I can minimize lag by having as few villagers offer as many types of trades as they possibly can, with as little overlap as possible. Also, I may or may not have a few custom villagers selling custom map art on that server. 4x5 pictures in the form of 20 custom maps, with 20 glow item frames, all packed in a shulker, named what the picture inside shows. Thy sell these for special enchanted emeralds, which they also sell. 1 such emerald, for a stack of emerald blocks. You need 27 of these emeralds for one of these paintings. Essentially: a shulker worth of emerald blocks = 1 4x5 painting of a samurai themed RWBY character that I yoinked from the internet, as they go really nicely in the oriental japanese style buildings I like to make.Issue is, that their code is long, so I can only fit about 6 of these trades in 1 villager, before I reach the command length limit, and using the data command is a pain, so I just use multiple villagers with 6-6 of such paintings. Aptly namd them Leonardo, Donatello, Rafaello, and Michelangelo. (Also, I named a silverfish in a small cage next to them Master Splinter, for the lolz.)
This change doesn’t fix the overpoweredness of Villagers but it does help. But I am glad they removed the ability to stack the cost reductiond from curing villagers
My problem with it is that it incentivizes going to multiple biomes (an infamously annoying task without a tool like chunkbase, I have personally walked over 20k blocks in a single direction and not found a swamp), and the enchantment table sucks. I don't want to sit at an xp grinder all day to reroll enchantments until I get something good, rerolling is what a new system should remove! The old villagers at least needed only the initial cost, smooth sailing from there. I don't like the current system, but I still prefer it to this alternative. Also I like the "too expensive" system, and it's simple enough that you can freehand never getting the error, but the game NEVER tells you how it works. I've played this game for a large sum of my life and only in the last like 3 years have I learned how the system actually works because, simple as it may be, it is so obscure. I am still baffled that this hasn't been addressed.
I would really like it, if it either was a gamerule if you want to use the new villagers or at least make it rare but possible to get the highest Level of each book from the villagers.
Honestly i just want them to make Repairing not increase the cost, that's just obnoxious. Especially considering Anvils themselves have durability and i need materials for the repair.
nerf the villager, buff the enchanting table enchanting buffs option 1(re-enchant + buff reshufling): If u have already enchant something with an unbreaking 3 for example u can just enchant unbreaking 3 again with a diff gear without reshufling a bunch of times also make a new tab called learned enchantments. make the reshufling process cost lapis or other item(s) and if they want to use levels for reshufling then make the exp level constant on every level up. for example: going from lvl 1-4 and lvl 6-9 cost the same amount of exp. optionn 2(re-enchant + no learned enchantments in the reshufling tab) the re-enchant system but u cant get the same enchantments that u have already learned. option 3: make a table for copying enchantments
if you want swamp and jungle villagers, cure villager zombies. dont move villagers to the biome. I got my first jungle villager like that and on accident no less.
just give wandering traders a chance for an enchanted book of other bioms, then flat world players would have a way to get all enchants. it just need alot of time, but isn't it the reason for them to play on a flat world in the first place? the challange? i like the idea, giving swamp and jungle villagers a good use. it's more work yes, but if you finish a trading hall with villagers and trades like this, you will feel amazing
Mojang: *Introduces villager update* Players: *abuses the system until they're overpowerd* and then say ''Gosh, the game is too easy'' Mojang: *actually makes game harder while encouraging exploration* Players: *gets upset*
Why don’t Mojang just cap librarians to only have lvl 3 enchants as well as not selling treasure enchants and my idea for the enchanting table, have it be like a skill tree with branches and one or two treasure enchants per branch
I'm one of those bozos who uses villagers supplementary to the enchantment table. These changes will only change how I get mending is all. I'm weird, I know, but at least I'm prepared
Here’s what I think, make the new trades the default setting but give the option to switch back using game rules, and GET RID OF THE “Too Expensive” THING! I don’t care if my god armor takes 10,000 levels, I’m gonna do it. I personally like the current villager trading thing, because the amount of effort to get a trading hall full of all of the enchantments is what makes it worth it to me. *But!* I do think this change is overall more balanced, and better for the games future, I’m just biased to it, so I think they should do both. Again, keep the new trades as default, so new players will get it immediately and older players have a chance to choose, but I don’t think one or the other should be chosen. Just what saying what I think even though nobody really cares realistically and Mojang will probably just do what they want. Either way, I’m still gonna play the game lol
Tbh, even with zombie conversion prices should have a minimum of how low they can get. Tool and book prices get too low and emeralds aren't hard to obtain with trading. Yes the price is still going to be low, but without raid farms it isn't going to be negligible.
The only thing i hate is that they give not-full level enchantmrnt bc the Max lvl mechanic, i play since 1.4 and in that version i use a lot the enchanting table and books bc the e books were added in that version and dont have many spells that ruin crrtain combos. Or they fix the enchantmrnt sistem or im gone back to the era of Enderman farms and lots of books stored bc is faster overall
Im meen that we use villagers bc is faster than do a lot of enchanting but if they are biome selected (im fine with this) and give level 2 enchantmrnt its gona be hella slow, like the thing that is meta in the versión is generally the fastes and eficient, nobody wants to lose time to a enchantment guide
I think this is a cool change but honestly they should remove mending from villagers entirely. It was made to be a late game enchant and is now so easy to get
I think the isuue of levels needs to be adressed regardless. I've started using the enchantment table in my worlds and even with it I have to spend hours afk at a spawner just to get my first fortune 3. And after that? Its the same hours of mindless grinding just at a spwner instead of a village. I can at least use villagers to get both books and levels, and its a little more engaging that just waiting.
Now that we can move villagers in boats with leads in 1.21 how is moving them more tedious than rerolling? At least I feel like I'm making progress while moving them, rerolling is just a slot machine. Will I get mending in 1 minute or 60 or never? All outcomes are possible! Also hot take but I think the enchantment table should be the way to apply enchanted books not the anvil, make it cost a crap ton of lapis too. Anvil should be for renaming, repairing (they should make this cost 0 levels), and combining item enchants. Not for doing the enchanting.
Some friends and I started a realm. Nearest desert is 7k away from spawn/base. Id much rather place a lectern over and over to get what I want than travel that or make a village in a jungle or swamp. This proposed change would be horrible, annoying, and terribly confusing for new players and long time players who don't keep up with the latest minecraft news. You can make exclusive things for villagers but don't take away things from us that we can easily do now and I have hear no gamer complain about
I'd rather have pre 1.14 librarians than these new ones. I would mind spamming doors everywhere so they can breed and leveling up a bunch of them to get all the enchantments rather than going to all kinds of biomes and starting a colony there to spend even more time with villagers to not even get max level enchants as a result... I fully agree with the comment at 5:55, just change the prices and the discount mechanics instead...
The enchanting table, anvils, and villager trades all need overhauled at the same time and with regard for each other IMO. It also wouldnt be the end of the world for mojang to at least attempt to nerf villagers that stand in a hall indefinitely compared to free range villagers, but I would expect the community to stay ahead of them on that.
I did not expect to hear free range villagers today
Definitely anvil, having it break after like 7 usage is really annoying
yes and they are so expensive to make in the first place. Unless you have a iron farm.
@@Mr_Fugnugit makes me angry, they don’t deserve to have freedom. Their only function is to be living shops
@@Rookie-2552 exactly
You know what I don't understand though? The 'Too Expensive' system. Why is it a necessary mechanic? The enchanting cost does get higher and higher, but the rate is not that fast, so you should be able to still grind the levels out. And if you think that's too easy for some reason, remember that it would still be going up each time so eventually you would have to grind 40, 50, 60 even hundreds of levels for one item anyway, essentially locking it off unless you get a real good farm. So why not leave it able to be grinded, albiet over hours of your time? (I'm hoping this post doesn't sound mad, I'm not, I've just never understood the need for the mechanic)
Literally, the too expensive feature is just so bad
The way I see it, the 'Too Expensive' is a fun part of it, you either accept having less enchantments on your tools/armor or you have to learn about enchanting levels in order to get everything you want on them in a specific order, and it's not even that hard to do that. If there was no 'Too Expensive' feature, getting overpowered tools would be really easy, you would just be able to put on a new enchantment each at a time, making it easier than having to get everything you want, add it in specific books and then to your tools. I believe this logic is also why you can't enchant already enchanted tools on a table, so that it isn't so easy to get overpowered stuff so fast and early in the game.
Here is the thing, you can actually avoid "Too expensive" by combining the books first and then adding them to the peice of gear.
I just use a mod, Magic Anvil, it deletes the "Too Expensive" feature
Speaking of the "too expensive feature", why does anvil break? they're the only workbenc type block that has a durabillity. Imagine if the furnace or crafting table did so too....
And if one wants to keep breakable anvils as a feature of the game, then at least add an alternative that don't break. Be it an upgraded anvil or enchanted anvil or whatever.
An idea I really REALLY love that has spawned from these villager changes is letting players transport villages via Llamas, to finally give llamas a use! That would be so cool and meshes well with mojang wanting you to build your own villages at Jungles and Swamps
Oh you are definitely onto something. I like this idea 👍
Also fits with the wandering trader & how he uses llamas on his travels! Plus, it would be less tedious than using boats on land.
Mojang could add an achievement for breeding every type of villager with a counter on the side and name it something like "From the Highest of Trees to the Lowest of Marshes" or something like that to hint at the two secret villager types.
I like this update, incentivizes the usage of the enchantment more early in the game, tunes down the villagers and to make a trading hall is like 10x more difficult but way cooler if you have a fool trading hall setup because of all the biomes you need to go too. I think enchanting table should be kinda reworked and have higher levels than 30 like up to 50 which can give you max level enchantments like efficiency 5 or prot 4 and i wish they added newer rare enchantments like mending where one gives more experience orbs from stuff you do or experience can heal you or something because it feels like experience in general is only used for anvil and book combining
I really like the balance with the villagers, but I do agree with the point there should be something in-game hinting at biome specific trades. The igloo basement is a perfect show not tell tutorial, I hope they can accomplish something similar for this.
Some insanely good takes!
As someone that always has an enchantment table at No.1 priority early game, it's damn near deranged to me just how many people appear to have literally forgotten it exists due to villagers being so insanely broken...
I love the changes, (particularly the new explorer maps) but naturally there's some things I think they could use :
- Anvils need some changes... you mentioned too expensive, which I wholeheartedly agree with, but equally now is the time to make anvil repairing a viable option for tool repair (remove the XP cost in totality, and thus also cumulative repair cost growth, then simply balancing off material consumption), which would cushion the new "restriction" of mending and finally make that feature even vaguely useful.
- Some form of village ruins in Jungles and Swamps, vague enough in style to allow players to do their own thing with restoring them if they want to, but clearly village-like to convey that villagers can come from these biomes as well.
- An advancement for trading with a master level librarian from each unique villager type, in order to naturally indicate to players that trades (especially those of librarians) can vary by biome.
Right! Every world I made, my first goal was to get 5 diamonds and use them to make an enchanter. In doing this, I've already gathered some lapis to enchant with. I'll add a grindstone and enchant my pick with fortune, then go back to get more diamonds. It's always felt like a necessity to make an enchanting setup.
About the villagers, I like that Mojang is now forcing to players to actually explore the world and experiment with the villagers to see what trades they have (though at the expense of superflat players). You don't have to always speedrun max gear.
Mojang should add more advancements for villagers honestly. Like what you said about the master level librarians, you should also be able to find out from the advancements tab that you should try to breed villagers in a swamp or jungle and trade with them.
10:38 I think a great way to implement this would be to rarely spawn zombie villages in swamps/jungles
The biggest problem with the enchanting table is certain enchantments like Mending are inexplicably unavailable. Literally no reason for this weird division of enchantments
Mending is considered a "treasure enchantment," meaning they think it's too valuable to be readily available through the enchanting table. They want you to loot structures or fish for it.
@@Conorator ENCHANTMENTS ARE SUPPOSED TO BE STRONG
@@rea1cyru5 What? I never said anything about enchantment strength.
@@Conoratorexcept repairing items increases cost, so if you don't get a mending book very soon, your items will soon be "too expensive" and impossible to fix. This makes an easy source for mending extremely important to get early-game
@@legathar8558 They didn't say anything incorrect. Mojang intended for Mending to be a treasure enchantment... Regardless of how much that makes sense, its simply how it was implemented.
I'm with you. Currently villages are basically a slave labor force. To heck with that. I don't zombify my villagers. I pay full price for stuff. And I build them a nice places to live, safe from zombies and pillagers and let them wander around. I've made villages safe, built an entire custom version of their village with surrounding areas and lore and let them wander around freely. Even back in 1.10, I had a free-range village and moved villagers around to staff all the buildings. Like a blacksmith shop. A barbecue joint. A temple with clerics and an upstairs library in the temple with librarians. Not to trade with, just to staff the place. Their village had a mall. I had an administration building, with desks and filing cabinets full of "contracts" and "forms" fully staffed with nitwits. Fields of sheep with shepherds. A port with fishermen. Make villagers less important, so we can go back to having them for fun stuff, not slavery.
man is playing sims lmao
This is an example of your style of using villagers. People have different takes. People kill villagers. People can use villagers for fun. People mostly use villagers for trading to get OP items and books. Let people play the game how they want. Minecraft is a sandbox game.
The thing with this change or suggesting using the enchanting table, is that it leaves things to RNG, and people hate rng, that's the point of a farm, eliminating that.
A trade hall with the 38 possible book trades takes so long to do, that the dissuasion against doing it is on the amount of time kt takes to set up, because Villagers's IA sucks.
Imagine travelling 4 thousand blocks, only for there to not be a village in the desert + the temples having awful loot, you imvested a lot of time for nothing.
And lets not bring in the emchanting table, the definition of rng, wasting exp to get a bane of artrhopods sword.
I don't like having to let up my "fun" or enjoyment in the hands of rng.
Well, the current system is also up to RNG. I've spent countless hours
Place. Check. Break. Place. Check. Break.
Just to get mending for like, 24 emeralds and decide whether or not I wanna keep it and just convert it later. Yes, by the end it eliminates, RNG, but so does the new system. If anything, transporting villagers (most likely through the nether on ice) isn't too bad late game. And early game, you can just find one, then cure it.
These changes are more geared for the late game instead of early game, because as he said in the video, villager trading halls are one of the first things to be made.
As for the enchantment table problem, the only RNG is not seeing what other trades are on the item. It shows you one guaranteed trade, then a chance for extras. Honestly if you see bane of arthropods, what do you do? Normally I check anything else in enchanting, if something is good I enchant it then check again. If not, I waste one level, grindstone it, then check again
@@beigejungle5712 it also is rng, but you do that on a controled environment, and is a pain that is only done once.
This new system would introduce the biome or infected zombie rng, to then do the old system, ONLY FOR THEN facing the issue of the anvil. Honestly a lot of the issues come down to the anvil being garbage, that's the reason why mending became so OP to begin with.
I disagree about the statement of the trading hall, because from what I see, an iron farm (which mojang also despises bare in mind) is the first thing you would set up, since it yields better results for trading than using sticks and fletchers.
I don't see why the players should be punished by investing the massive amount of time it takes to set up a villagers infrastructure.
If they wanted to move books like mending to treasures, I would support that, guarantee (not that you "might find" but GUARANTEE) that temples or structures like that would contain a high level enchantment, and I would be compelled to explore again.
As for the table, now think that you did all that effort, only for the item to get destroyed or lost, needing all that effort...again. That's the point of villagers, removing the necessity to do that hassle every time, with the tradeoff of requiring hours to set up.
@@fallshimjager1 I'm sure we all agree the anvil is hot garbage is it's why mending+unbreaking is the best combo in the game. Also, bringing a villager to a biome for a certain enchantment (mending, unbreaking) is the same case. A one and done. Bring the villager, access to the enchantment. Also as someone who likes to build, this is just my personal opinion so holds no weight but I would love to design jungle and swamp villages that work around all the terrain.
As for farms, yes Iron farms are absolutely broken, and try as they might Mojang just can't get rid of designs for it, but there are plenty of other better ways to trade, especially a really good pumpkin/melon farm is a really amazing way to get emeralds really quickly, especially after curing villagers.
I do think if they gave treasure enchantments a high chance of spawning naturally, maybe buried treasure, desert temples, especially jungle temples with how useless they are atm, it would help with one part of the issue, but then if they did that, wouldn't it be better to remove villager enchantments and say, "Oh you want mending? Guaranteed in jungle temples. Gl;hf. It's not intuitive, and doesn't solve the issue of villagers being out of wack.
As for the enchantment table, if you're enchanting high level gear, chances of dying go down a lot. Even then, enchanting gear would take less levels than the current
Prot 3 + prot 3 prot 4
Prot 4 unb 3
Prot 4 unb 3 mend
Add to chest plate
my sibling in christ the entire game world is rng-based. if you really hate it that much, just play a different game
after giving the villager changes some thought, its no different than the netherite upgrade template. it makes villagers less busted but more annoying to get the books you want on demand, the template does the exact same thing for upgrading your gear, a full trading hall should be mid game and not 5 minutes into a new world. some people forget that you can get mending from fishing aswell
The only solution they need to implement for the anvil is *removing the increased cost of enchanting with a book after having combined multiple of the same enchantment to raise the level.* That way, you won't have to grind and grind and grind for a max level book, and can just, let's say, combine four power 3 books without having to pay exponentially more experience to add that to a bow. That's the number one problem with the new villager trades, the lower level variants of normal enchantments are completely useless. Nobody is going to want to buy four efficiency 3 books to get efficiency 5, they're going to have to grind a ton to find one in a stronghold library, or maybe fish one from a body of water. Combining for unbreaking 3 and then combining for protection 4 will end up with fully enchanted boots costing too much. I think if this villager update moves out of the experimental features and makes it into the base game, fishing, looting structures, and enchanting and combining tools with the enchantment table will overtake villager trading almost entirely, and people will need to spend hours transporting villagers to a swamp. Because now that villager trading is so insanely inconvenient compared to every other method, the only book worth trading for is going to be the book you can only really get from trading.
My main problem with this update is not that they've made the better books harder to get, but that they've now put a pointless hard limit on how far you can go with villager trading. You cannot get good enchantments other than mending, aqua affinity, and silk touch from villager trading anymore, without it costing an amount of experience that isn't worth it. And this isn't necessarily that much harder than the re-rolling anyway, it just requires traveling thousands of blocks to find specific biomes like swamps and jungles, which is not difficult, just time consuming. And transporting the villagers there is either the boring process of placing hundreds of rails and using a furnace minecart, or the even more boring process of boating a villager across. Mojang is acting like this update encourages exploration, but in my opinion, it only adds an incentive for players to make all their bases in swamp biomes instead of any other, so they don't need to deal with the inconvenience of their base being super far from their trading setup, or needing to transport villagers all the way to swamps and then all the way back.
Their priority should not be to nerf villager trading, it should be to improve the other systems first so that villager trading isn't the only reasonable option. The reason nobody uses enchantment tables or combines books they get from structures anymore is because of how scuffed the systems around them are, and how luck based and grindy they are, even compared to villager trading in 1.14-1.20.1.
Something else to add: The end of the video was legitimately difficult for me to watch. If you want to genuinely reason with people and convince them that this system is better for the game, mocking them like that is not the way to do it. I wasn't necessarily offended by your viewpoints, but more completely repulsed by the way you were mocking the reviewers.
a change that might make everyone happy is allowing zombie villagers to spawn in different biome variants wherever you are. that way you don't always have to cart villagers in but you can't just grab any zombie villager.
You can still get every enchant in super flat because diamonds spawn in blacksmith chests, and water and lava can be obtained along with books so even still every enchant is available and just takes time. This is a great video pointing out several pros and cons to this change and showing that this change has a purpose other than “villager powerful, nerf.” Keep up with the good content my man
Water and lava??? Why would you need those to enchant?
@@Burger14 Water and lava to make obsidian for an enchantment table. Also for a nether portal, to get soul speed. Though swift sneak is not obtainable in superflat.
There are multiple enchantments that are just not available through the enchanting table. Only through looting structures (not in superflat), finding buried treasure (not in superflat), and/or trading (will be gone from superflat with this new update). I guess you could try and get them through fishing, but still idk if all the enchantments are available through fishing. Also some are now exclusive to structures like breach and density from trial chambers, swift sneak from ancient cities, etc. I think some sort of change atleast for superflat should come to address these constraints ya feel me
I think they should mainly get rid of making villagers able to trade in a 1 by 2 space. Making a little city for villagers to live in around my base was pretty fun and took a lot of time. Making it so their trades depend on the size of their village would be cool.
All good points. I think that having a guaranteed mending book for the cost of a few thousand blocks would be a great change than spending hours grinding a villager
The problem is that finding a swamp often takes much longer than simply rolling villager trades until you get mending. And there's also the possibility that you finally get a swamp villager and level it up, and then mending is 33 emeralds or something. And since you can't cure more than once, you'll only be able to get it down to like 22.
@@Conorator dont the new villager trades give the map trades that direct to other villages
@@stinkynoodles8312 They give you maps that direct to woodland mansions and ocean monuments. They don't give you swamp village maps.
@@Conorator now they do. With experimental villager rebalance, they sell maps to village huts
Imagine starting a hardcore world and falling in love with it. Only to realize that your nearest swamp is 1k blocks away from the nearest village. You'd have to move villagers that distance and start a whole process just to get mending. Nothing screams fun to me like moving villagers all across the world
This is satire right?
so much more fun than placing a lectern a few times. But real talk, its truly baffling that this change was even proposed
How lazy you are to be crying over moving villagers 1k blocks (125 in the nether)
@@locko5895bro moving villagers is tedious as fuck
Just put the villagers in a boat and put a portal down
Everything you’ve said in this video are exactly my thoughts. This change is a needed one for sure. Enchanting tables need to be utilized more and I agree that the anvil or levels system entirely needs to be reworked.
Honestly, this is an amzing take in favor of the update, (I personally dont really care as much since I dont abuse the villagers that much unless i want a totem farm and even then i dont make those that often), making the enchant table as/more powerful than the 10sec villager trading hall is a really nice change as it means youll spend less time abusing game mechanics and speeding up the time from start of the game to end game loot and can finally just take in the game for what it is. this also gives Mohjang the ability to add more to the game with out ruining the pacing and making the game feel too short or too long, in short this change was needed as players can really change how they want to progress in two vaslty different ways as it takes just as long to get a top tier enchant table as it does to get a fully stacked trading hall with all the different villagers. W change imo.
will wood jumpscare at 2:17 that unironically spooked me
I LOVE WILL WOOD
The issue i have is that i dont like displacing villagers and make breeding farms for them because it feels inhumane, and since i mostly use the enchanting table I only ever trade for mending i wish there was a way to increase zombie villager spawns or something so you could create a village somewhere from start
imo it would be cool if zombie villagers spawned slightly more often in Swamps and Jungles, thus being a way of telling the player that those types of villagers exist.
Even with village and pillage i was using the enchantment table bc its so much cheaper to spend 3 levels and some luck to possibly get some max levels on the first try than it is to grind out many hours for a trading hall.
i legit dont understand the argument that the enchanting table is currently useless, when its literally the first step to fully enchanting any piece of equipment, i have never used books on anything that i didn't first put in the enchanter
@@shadowdemonzero same here, it just seems way more efficient to try the table first
They could maybe add some mechanic to make unlocking master have more gameplay than just spamming whatever trade is freeiest to the players setup. Like an actual specific trade being required to progress, not a certain amount of xp that can be obtained arbitrarily from just selling paper or buying bookshelves. This added difficulty would balance them being able to sell top tier level books.
This could even be from delivering an item from one next to top level librarian to another of a different biome.
This change would allow them to maintain close to their current balance while making the journey to that ceiling more engaging and less RNG.
The uniting of your worlds villages being the key to a fully furnished trading hall tells a much better story and is far more fun than playing the lectern lottery for hours on end before you can’t take anymore and settle.
Personally I don’t like the change just for the added tedium, but the discussion has inspired me to kidnap villagers from every biome even if its just for decoration.
I kinda forgot about villagers and how powerfull they are i mean i only used them for mending the rest was Nether and my enchanting table
I almost exclusively play on Large Biomes worlds though which means literally traveling 15K+ blocks in a single direction to reach the biome I want... This change is so tedious for worlds like this it makes me want to start in an older version to get all the villagers then update which I don't think I should be required to do. I am overall fine with the change (for a normal world) but they could definitely find a better solution for those who play on non-default worlds.
Feels like a biome seed thing could have some use. I have no idea how it could balance itself in the game(this is a dirty lie, i have ideas), but it's quite strong and affects the world kind of invisibly which is something minecraft avoids. Biomes are 3d things now too, it won't just convert the entire y axis of a specific coordinate, it's really hard to figure out exactly how to make it function reasonably.
The will wood came out of nowhere
I think it really depends on what type of player the person playing the game is. To me building farms and setting up a villager trading hall is a chore to build, this update will just add extra steps. A lot of people just don't have all day to grind for hours to get good enchants. The game didn't become any more interesting or difficult, just more time consuming. To make this more interesting, you actually have to implement those village types and overhaul other mechanics in order for this update not to be a nuisance. I'd say good idea but bad execution.
I still have two big issues with the villagers (even after the changes): 1. There are no efficient* alternatives to getting enchanting books en masse (*fishing and exploring; fishing is slow and unfun, while exploring structures just isn't worth the time, especially since you aren't guaranteed to get the enchants you want, if any). The next best option is the enchanting table, which lacks level 5 enchantments and mending, practically making villagers a necessity for these enchantments. 2. The villager trading system is too easy to exploit (in my opinion). I would love to utilize the different villager types to trade a variety of materials for emeralds (a good way to encourage farm-building and exploration), however "exploits" such as simple emerald farms, villager curing setups, or just trading insane amounts of one resource (like pumpkins or melons) just takes the fun out of it. Why actually involve yourself in the trading system when you can set up one of these overpowered systems in 30 minutes to get unlimited emeralds?
Here are some solutions I can think of: 1. Give structures more and better loot (especially enchanting books). Additionally, they could rework certain structures like the woodland mansion or stronghold (both containing libraries) to be more like the upcoming trail chambers, and include vault blocks with a higher chance to gift enchantment books. This would be a great alternative to villagers that more combat-enjoying players could use to farm books. Solution 2: Rework villagers so you can't give them 1000lbs of paper (for example) with no drawbacks. Think about it; as supply increases, the price of anything you sell en masse should be much lower. Plus, what is a villager going to do with that much of one item? It just doesn't make sense. Here's how the new system could work: a) you would be able to sell much less of an item at a time, and they would no longer refresh trades twice a day. b) in order to refresh their trades, you will have to trade with other villager types c) curing villagers for better trades will still work, but at most be only 50% of the original price or item selling amount. Solution 3: heavily nerf pure-emerald farms that use raids. It's okay if you disagree with this, but even if the other changes I suggested were implemented, people would still be able to build raid farms and ignore the whole point of my rework idea
Counterpoints: "Wouldn't this just make villagers unnecessarily difficult?" First of all, is that even a bad thing? Villagers are overpowered right now. Also, it wouldn't be hard to explain and learn how the new system would work. Also, if implemented correctly, the player could get the same (if not more) amount of emeralds as before, but this time it would encourage trading with all the different villager types. "What about the players that would rather just have huge farms and skip the trading system all-together?" Players would still be able to farm items for lots of emeralds, they would just be rewarded for having a variety of different farms. This would also be good for more casual players who would rather build a variety of smaller farms, rather than massive, ultra-efficient and single-item-producing farms. If that still isn't good enough, raid farms would still allow those kinds of players to get emeralds easily.
Conclusion: At this current time, villager trading halls feel like the only option to get a lot of good enchantments, and they are too easy to exploit. This is bad because villagers are annoying to set up, and honestly feel a bit like cheating to use in some cases. Mojang can't just nerf villagers; they need to buff existing systems like the anvil/enchanting table or structure loot, or (especially) add new ways of getting books (like I suggested with the vault block). Maybe my villager rework is a terrible idea, but right now I have no real incentives to use the trading system as intended, as it is much easier to trade with one or two different villager types or build an emerald farm.
Side-Note: I'd like to add that I think biome-specific trades are a great idea that encourages exploration. The downsides? You spend even more time setting up a villager trading hall. Now this wouldn't be a bad thing if there were good alternatives to getting enchanted books, but as it stands nerfing them is only making the problem worse.
Let me know if you agree or disagree with me, and if you have any ideas that could help fix the enchantment problem!
just got recommended this video, definitely subbing love your style
The change was maddening for me specifically… because I USE the enchantment table. I have my entire enchantment setup in the End with an XP farm and I find it so much easier to just grind XP, enchant with max levels, lapis, and bookshelves, grind off bad ones, end up with two busted swords, combine them, and then gently bestow upon it mending from a villager and the one singular book it’s missing (also gotten from enchanting). The setup took me like 20 minutes, fully enchanting a piece of armor is easy as heck, and I only had to deal with one villager, my mending guy. Now I’m out here booking it through the woods trying to find a swamp for my one singular villager to cart him all the way back to my end portal.
It’s a perfectly fine fix for people who did use villagers to fully enchant, so I understand it, but it was a massive middle finger for me, who never really abused villagers at all. That’s one issue with a lot of the nerf changes they make - they nerf one play style but sometimes it totally screws over another. I just wanna use my enchantment table in the corner, Mojang. Please. If they just let mending stay on any biome villager, I would never say a bad word about this change. :(
2012 instrumental by will wood??? No way!
I LOVE WILL WOOD
Superflat players can still get the enchants they need from fishing. AFK fish farms while having been nerfed to be more difficult to make, are still very much possible.
I do like this biome related system, but I do think its a bit to restrictive, like can we have a bit of overlap between what enchantments are in what biomes? like sure to get all the enchantment options you'll need all the village types, but overlap the basic ones a bit more.
and maybe rework the level system for the enchanting table, it just seems weird you need to be some level to get some enchants, and it then takes a bunch of levels for the enchant, and then you're to low level for the enchants, I get why this is, so you can't just enchant infinitely, but the cost feels to high, really if you want to enchant anything it takes having some fast xp farm like an enderman farm, at which point xp is worthless and its just a time sink. so a rebalance of levels/xp would be nice, like your mentioned change to the weird directional enchantment cost at anvils thing, that could go cause as it is it just feels random and annoying.
but I do really like the idea of this change, making a little enchanting place in each of these biomes and collecting up books and making enchantments, and then either taking the books back to a main base for later use, or for the more big project players bringing all the types of villager together for a grand trading hall, and having it be an actual achievement and not just a time sink of breaking lecterns.
also remember that biomes have edges and in every village I've ever made I've always ended up with atleast two types of villager running around (and three isn't that hard, I'm looking at you plains, savannah, and dessert villagers) and remember you only need one villager of each type and then when you breed them there's a chance the baby will be the type of one of the parents, or the type of the biome, and a room of beds and bread will easily get you plenty of all the possible types for your set up, so its not seven villages, its more like four, or some boat rides in the nether for that grand trading hall.
I love you. Someone FINALLY gets it. Enchantment books from villagers SHOULD be hard to get. People who want to deal with villagers can go through the hassle while other peoppe go exploring and others just enchant.
Impailing 3 grind is real
i’d like for wandering traders to have a chance to get treasure enchantments that’d make it even more exciting for them to spawn along side the trade buffs to them
I like the balance changes, just make it so that combined books dont make you get the "Too expensive!" message faster.
I don't have any issues with the removal of enchantments, reduction in the level of the remaining enchantments, or even the requirement for master-level librarians. What I have an issue with is the villagers without naturally-spawning villages gaining exclusivity for trades.
For those unaware, here's how villagers work: You must have two parent villagers, with excess beds in their village, and food. Then, when they make a new villager, that villager isn't guaranteed to be the type for the biome they were created in. Villagers have a 25% chance to retain one parent's biome, another 25% for the other parent, and a 50% to become the type they're created in. This means that you can (theoretically) infinitely create villagers that never adopt the biome they're created in due to the 50% chance based on parenthood, since Swamp and Jungle villagers don't naturally exist.
If there were naturally-occurring Swamp and Jungle villages, I would have no issues with this change, simply because the difficulty becomes finding and transporting those villagers, instead of the tedium of continually never seeing a Swamp or Jungle villager because of that 50% chance.
11:05 i think a good way to point players in the direction of making a village in the swamp or jungle, is have abandoned villages in those biomes
it would give them the idea that villagers COULD be in those biomes, and have neat structures to renovate along with it!
alternatively, they could make zombie villagers spawn more frequently in those biomes. either way, i highly agree that there should be at least a hint for it ^^
You know what? Put a button in world creation to toggle these changes like now but it is default on so people have the option to choose 12:02
10:00 people who dont have time to get villagers with the biome villagers will also not have enough time to create an experience mob farm to be able to enchant and use the anvil and the reason people want villagers with all the enchants is so they save time mining resources and flying with thier not broken elytra
i think we oughta accept item loss and have enchanting have like, less focus on…
have less put into individual items.
like if youre gonna lose stuff,, maybe. maybe we could make that a regular thing!
let you only put a tiiny little bit of enchants on your tool just so you can accept losing them
man i just want mending
cant get that from the enchanting table
*Clears throat* afk fish farm for enchants (mainly mending)
I have so many thoughts that just boils down to:
A - gamerule the number of conversions 0-5, default 1
B - datapack the villager trades, including nbt for specific books and other methods for randomly enchanted gear (it uses JSON, and I’ve found a mod that I can customize the trades via datapack to the point my fix is Expert/Master trades give the best books split to about 5% odds each time; i.e. you don’t have to randomize through the entire list BUT you do have to hope for good luck with that one villager since re-rolls are virtually pointless… and aren’t guaranteed 1 emerald book trades even at FIVE conversions)
They should've removed the randomness from the enchanting table, replacing it with resource consumption. Thaumcraft does it right, for example.
The enchantment table is the one station in the game that needs the biggest overhaul. Some people might point to the fletching table, but you can't overhaul something that still doesn't have a function. In all my time of playing Minecraft, I have never even enchanted anything with the table because villager trading and the anvil is just more reliable. I don't want random, crappy enchants. Minecraft in general needs to overhaul its magic system. How I think Mojang should overhaul it is by actually using the enchantment table for enchanting. Why do we combine books and use them to enchant items in the anvil? That should be the enchantment tables function instead. All Mojang would have to do is change the interface; just add an output slot. The current enchanting table already has two slots: one for an item and the other for lapis. But those slots could also be used to combine books and enchant tools, weapons, and armor with those books. I think the enchanting table would still be useless for normal enchanting, but at least this change would mean I have to interact with it occasionally.
Since updating the anvil was mentioned, I want to put my thoughts out there. Above, I basically said the enchanting table should be used for about half of the use anvils get. So, what would anvils be used for? I don't think the anvil needs major changes. They would still be primarily used for repairing items. However, any other change for the anvil I feel would fit better with the smithing table. I think it would be cool if weapons, tools, and armor had different stats that could be modified, but this feels like a feature for the smithing table- which currently only has two uses: netherite and armor trims. Maybe the anvil could be used to repair tools but also to remove the stat modifications (like how the grindstone removes enchantments). This would also create a connection between the anvils and smithing table.
Back to the enchantment table, if we really want more of an overhaul, I think giving players more control over the random enchants would be a good step. As I said, the random crappy enchants are a big reason I don't use the enchanting table. Mojang could use this to give players another reason to explore. An item like an enchanted scroll could be found in chests and when placed in the enchanting table it makes a certain enchantment more likely. The only way to make this work IMO would be to add new enchantments that are exclusive to the enchantment table; I swear there use to be enchantments like this too. This would not work with the current system because enchanting is just too unreliable. Hell, there are even enchantments (mending) that can't even be obtained from the enchantment table! It seems counterproductive imo.
All the complaints are unfounded since these villager changes don't make them worse. It still will be easier to use villagers than the enchanting table.
i hear that will wood. subbed immediately (amazing vid too, thank you!)
I RECOGNISED THE 2012 WILL WOOD WILL WOOD WILL WOOD WILL WOOD
nooooo I love breaking a lectern for minutes on end just to realize that I've broke the lectern when it had the trade I wanted
You can accomplish your goals by tweaking the enchanting table and anvil without killing villager trading halls. There are several mods that already to this. Fuzs has some one that I like. You can reroll trades for a cheaper cost, you can repair anvils, and the "too expensive" limit is greatly raised.
I like the new maps, I don't like the breaking of the Librarians. Even if you start a trading hall early on, by the time you get cooking with it, you're solid mid game, maybe late game, especially if you have a bunch of villagers. The infrastructure to make good use of that is all late game stuff.
maybe having old villager trading as an option in the create menu is a good middle ground
well, i already use the enchanting table for every normal enchantment on tools and armor, and only villagers for mending (in my current world i used a second villager for thorns). stuff like soul speed or faster chrouch walking is loot chest only already, so they dont count. and for the enchanting table i use a plain old zombie or skeletton farm (from a spawner, stuff like nether gold/xp farm or end xp farm is reserved for after i have my good tools and armor - atleast thats how i do it). so yeah, i dont really like villager trading halls, and only have a couple to get emeralds from sticks, and then to get mending and now thorns.
and i dont like the biom specific change at all. it is already extremely tideous to get full netherrite (full diamond is grindy too, but not that grindy). you have to grind for ancient debris (which takes a couple of hours to get all of it) and now you have to grind for the smithing upgrade template too. I already dislike the need of the smithing upgade and i am glad i got most of my netherrite stuff befor the nerf. but now i have to grind for another thing too?! im sorry but just no. especially not with the current anvil system.
mayby its time for afk fishing farms to become a must again, just like befor 1.14?!
I've played on and off and I've always used enchanting tables be it the villagers were OP or not. Getting just two enchantments on a pickaxe, for example Unbreaking 3, Efficiency 4, then adding the rest via books has always been a no-brainer to me, and combining said pickaxe with another pickaxe that had the rest of what I wanted could also work out just as well. (The latter example making more sense before grindstones, all though it's still a good way to get what you want imo)
This change is nowhere near as bad as when an entire enchantment took 30 entire levels, not just 3 meanwhile having 0 idea of what you might get, or how the old villagers were (as mentioned in the video)
maybe they could add abandoned villages to the jungle and swamp
imagine of you could enchant book in the enchanting table, i know its a crazy idea, but maybe mojang will add a feature like that
I know that this feature exists, i was being sarcastic
10:50 maybe they can have abandoned villages there? That would require making more structure tho so maybe even more ruinous than abandoned villages?
Tho I assume Cartographers giving Jungle and Swamp maps can make players guess that there might be a connection
Cartographers sell witch hut maps. You don't need to travel randomly
I started in 2019 and I will be honest: I thought this change sucked, but then I remembered all my current worlds already have trading halls and I have every single book so I can't care.
For future worlds, it will be important for me to find a village close enough to multiple biomes where I can possibly abuse having all of these/most of these villagers setup in a single village still. Might not be the easiest but it's certainly possible.
You sound smart
i barely trade anyway, im excited for the maps showing the biomes.
wonderful video bro, nice to see the views it deserves
though i dont play minecraft that much this was a good video with good editing good job guy
I definitely agree with your point that most people who don't like these changes are probably newer players. I also think that most of them either don't care about, or are delusional on how broken mending is. It's good that we'll have to jump through some hoops now to get it instead of 15 minutes into a new world.
I dislike the changes, but I'm not necessarily against added difficulty or added steps. Just the way that they've done it is less added difficulty, and more added time consumption. They chose a method that would take longer, and not the fun type of grind either. And if they're going to put hard limits on the book levels, like efficiency 3 instead of 5, knowing that combining low level books is useless due to the broken anvil system, they might as well just limit villager books to mending, silk touch, and aqua affinity. They've sort of halfway changed it, leaving the old possibilities just barely out of reach to taunt players. Oh, you can still get efficiency 5, but you're going to have to combine 4 books and spend tens more levels, possibly even being too expensive if you add it on an item you've already put other enchantments on or repaired in the past.
9:39 but they did make it so you could get to the end in superflat! Strongholds started spawning in superflat in 1.18.2
I just wish finding biomes was easier. It might be a very niche issue, but me and my gf play on aternos where the render distance is ofc limited. So when we're done planting trans flags everywhere on the gigantic plains biome and wanna get something like mud, we just use biome finder command bc I deadass made a 5x5 grid of level 4 maps at some point to map out our closeby world (before we even got our elytras) and there is nothing for 2.5k blocks from our base other than 1x taiga, 1x plains and 1x savannah. I don't count cold and pisswarm oceans bc they could as well be both voids of nothing there is so little to explore in them, ofc nearest warm ocean is 4k blocks away. Also nearest "desert" biomefinder found was 3k blocks away and it was a 50x50 block peninsula, with basically less sand than an average beach, also nearest badlands ended up being smaller than 10x10 blocks. I just want more interesting overworld generation.
I just remembered that the mapped area I talk abt consists 30% of dark oak forests with not a single mansion too. It's so boring and ugly that my mind literally repressed it.
cool video! subbed! some great points made, too
come on, there was always a good reason to get enchanting tables. The had a unique hitbox size. I mean, their functionality for enchanting was rendered useless, but not the block itself.
Also, there's another use forLapis that I used them for a lot more. Blue dye.
As for best enchantments in the game (tiered system, since personal preferences matter):
1.: the GOAT: Mending
2.: depending on persnal preference of course, but usually these are needed by everyone: silk touch, fortune, unbreaking, efficiency
3.: your personal favorite quality of life / utility enchantments: feather falling, aqua affinity, respiration, depth strider, swift sneak, soul speed, infinity, looting
4.: The less popular utility enhancements, and the enhancements that are for less used items, or enhancements that only improve stats like damage done, or decrease stats like damage taken: power, sharpness, protection, frost walker, thorns, etc.
I should have probably separated out the last tier into 2, by having plain old stat boosting and unpopular utilities separate, but their importance is similarly low. Maybe except for protection, if you want to go build a guardian farm, because damn those lasers can hit like a truck, when multiples focus on you at once.
As for my take on the villager trades for books, I have 1 problem with it. Namely: The books from a specific location have nothing to do with each other whatsoever.
If I were to put enhancements in specific location, I'd at least put enhancemnts that are
a.: go on the same type of equipment in the same area
b.: types to are useful in the same environment go in the same area.
Like, Aqua Affinity, Respiration, and Depth Strider would make a good combinaion for underwater exploration, underwater building, raiding ocean monuments, etc, but I'd pe perfectly fine with seeing stuff like Sharpness come in the same location as smite, bane of artropods, fire aspect, looting, knockback, and sweeping edge, as they're all enhancements meant for the sword. Since some of them also can go on axes, I'd split them like this:
Sharpness + Smite + Bane of Artropods + 1 generally unpopular pick
Looting + Knockback + Fire Aspect + Sweeping Edge
Other combinations could be:
crossbow enhancements (there were a total of 4 crossbow specific ones as I recall)
trident enhancements (there were a total of 4 of these too I believe)
Bow enhancements: Infinity + Power + Punch + Flame
Protection types: Protection + Fire Protection + Blast Protection + Projectile Protection
To be frank, I'd really send those new villager trades for a revision. Let's assume that a villager can unlock up to 4 enchanted book trades still, like they have until now (3-4 each), and let's assume that Mojang will at least pay attention so they won't get the same enhancement type multiple times. This means that with trades separated by location, this could be a HUGE IMPROVEMENT over the old system, as all we'd need is 1-1 villager with 4 book trades of every type, and we'll have access to every book trade. But the sheer fact that a ton of these have been removed, means that now it'll be a pain in the a$$ to get a half decent crossbow/trident. Like, getting lucky with the trident to get both loyalty and channeling at once, preferably alongside impaling? Just so we can add the rest on it manually later? come on... If they remove these options, the very least they could do is introduce another way to get those books renewably as well. Like more areas where villagers could be bred. Let's say, under the waterline in an ocean type biome, or in a beach biome for enhancments that were meant to be used on a trident, or something like that. Heck, I could totally imagine villagers born inside the bounding box of a pillager tower to have the option to get the crossbow enchantment book trades, or something like that...
This is not there yet. Not necessarily a bad way to go about it, and I kinda like the changes they made to the cartographer as well with the new maps, but not there yet.
I'd also include, that maps pointing to the closest of whatever is in question to the villager when the villager reaches the rank to get the specific trade in question would also be really handy, as that way we could transport a cartographer near an ocean monument we want to turn into our guardian farm / base, and get it to sell a map with the fancy ocean monument icon on it, for that specific ocean monument. (Same for woodland mansions, if someone wants to take one over as their base I guess, but as ocean monuments are the only way to farm prismarine shards and crystals, which are both needed for making sea lanterns, I think that most bigger servers have at least one of those set up. As sea lanterns are a great looking lightsource. Even with froglights and the glowing thing that grows in nether trees being a thing now.)
Edit: As I run a server for a few friends sometimes, I'll probably just keep the villagers that are already in the world as they are, with their current sets of trades, so I can minimize lag by having as few villagers offer as many types of trades as they possibly can, with as little overlap as possible. Also, I may or may not have a few custom villagers selling custom map art on that server. 4x5 pictures in the form of 20 custom maps, with 20 glow item frames, all packed in a shulker, named what the picture inside shows. Thy sell these for special enchanted emeralds, which they also sell. 1 such emerald, for a stack of emerald blocks. You need 27 of these emeralds for one of these paintings. Essentially: a shulker worth of emerald blocks = 1 4x5 painting of a samurai themed RWBY character that I yoinked from the internet, as they go really nicely in the oriental japanese style buildings I like to make.Issue is, that their code is long, so I can only fit about 6 of these trades in 1 villager, before I reach the command length limit, and using the data command is a pain, so I just use multiple villagers with 6-6 of such paintings. Aptly namd them Leonardo, Donatello, Rafaello, and Michelangelo. (Also, I named a silverfish in a small cage next to them Master Splinter, for the lolz.)
This change doesn’t fix the overpoweredness of Villagers but it does help. But I am glad they removed the ability to stack the cost reductiond from curing villagers
WILL WOOD JUMPSCARE JFC
My problem with it is that it incentivizes going to multiple biomes (an infamously annoying task without a tool like chunkbase, I have personally walked over 20k blocks in a single direction and not found a swamp), and the enchantment table sucks. I don't want to sit at an xp grinder all day to reroll enchantments until I get something good, rerolling is what a new system should remove! The old villagers at least needed only the initial cost, smooth sailing from there. I don't like the current system, but I still prefer it to this alternative.
Also I like the "too expensive" system, and it's simple enough that you can freehand never getting the error, but the game NEVER tells you how it works. I've played this game for a large sum of my life and only in the last like 3 years have I learned how the system actually works because, simple as it may be, it is so obscure. I am still baffled that this hasn't been addressed.
They need to take out the randomness of enchanting tables and fix how XP acts in death to stop people using villagers
I would really like it, if it either was a gamerule if you want to use the new villagers or at least make it rare but possible to get the highest Level of each book from the villagers.
Honestly i just want them to make Repairing not increase the cost, that's just obnoxious. Especially considering Anvils themselves have durability and i need materials for the repair.
I LOVEEE WILL WOOOODDD 2:14
nerf the villager, buff the enchanting table
enchanting buffs option 1(re-enchant + buff reshufling):
If u have already enchant something with an unbreaking 3 for example u can just enchant unbreaking 3 again with a diff gear without reshufling a bunch of times also make a new tab called learned enchantments. make the reshufling process cost lapis or other item(s) and if they want to use levels for reshufling then make the exp level constant on every level up.
for example:
going from lvl 1-4 and lvl 6-9 cost the same amount of exp.
optionn 2(re-enchant + no learned enchantments in the reshufling tab)
the re-enchant system but u cant get the same enchantments that u have already learned.
option 3: make a table for copying enchantments
if you want swamp and jungle villagers, cure villager zombies. dont move villagers to the biome. I got my first jungle villager like that and on accident no less.
The myth of Sisyphus indeed
just give wandering traders a chance for an enchanted book of other bioms, then flat world players would have a way to get all enchants. it just need alot of time, but isn't it the reason for them to play on a flat world in the first place? the challange? i like the idea, giving swamp and jungle villagers a good use. it's more work yes, but if you finish a trading hall with villagers and trades like this, you will feel amazing
Mojang: *Introduces villager update*
Players: *abuses the system until they're overpowerd* and then say ''Gosh, the game is too easy''
Mojang: *actually makes game harder while encouraging exploration*
Players: *gets upset*
Exactly. This community never fails to elude me. 🤦🏾♂️
Why don’t Mojang just cap librarians to only have lvl 3 enchants as well as not selling treasure enchants and my idea for the enchanting table, have it be like a skill tree with branches and one or two treasure enchants per branch
i think the too expensive Mechanic should be replaced by a Cap of 50 lvls, expensive but not eternally growing requirement
I'm one of those bozos who uses villagers supplementary to the enchantment table. These changes will only change how I get mending is all. I'm weird, I know, but at least I'm prepared
Superflat should generate with different biomes
mending wouldn't be impossible in superflat, you can get enchants (including treasure enchants) from fishing
Here’s what I think, make the new trades the default setting but give the option to switch back using game rules, and GET RID OF THE “Too Expensive” THING! I don’t care if my god armor takes 10,000 levels, I’m gonna do it. I personally like the current villager trading thing, because the amount of effort to get a trading hall full of all of the enchantments is what makes it worth it to me. *But!* I do think this change is overall more balanced, and better for the games future, I’m just biased to it, so I think they should do both. Again, keep the new trades as default, so new players will get it immediately and older players have a chance to choose, but I don’t think one or the other should be chosen. Just what saying what I think even though nobody really cares realistically and Mojang will probably just do what they want. Either way, I’m still gonna play the game lol
Can you link the website you used cant find it and i whoud like to look into it more
Tbh, even with zombie conversion prices should have a minimum of how low they can get.
Tool and book prices get too low and emeralds aren't hard to obtain with trading. Yes the price is still going to be low, but without raid farms it isn't going to be negligible.
It would be awesome if lectwrn would bound with vlock underr like note block
okay but 2012 when you mention 2012. i see u.
The only thing i hate is that they give not-full level enchantmrnt bc the Max lvl mechanic, i play since 1.4 and in that version i use a lot the enchanting table and books bc the e books were added in that version and dont have many spells that ruin crrtain combos. Or they fix the enchantmrnt sistem or im gone back to the era of Enderman farms and lots of books stored bc is faster overall
Im meen that we use villagers bc is faster than do a lot of enchanting but if they are biome selected (im fine with this) and give level 2 enchantmrnt its gona be hella slow, like the thing that is meta in the versión is generally the fastes and eficient, nobody wants to lose time to a enchantment guide
Now me personally I don't use villagers and I think these changes are great
I think this is a cool change but honestly they should remove mending from villagers entirely. It was made to be a late game enchant and is now so easy to get
I think the isuue of levels needs to be adressed regardless. I've started using the enchantment table in my worlds and even with it I have to spend hours afk at a spawner just to get my first fortune 3. And after that? Its the same hours of mindless grinding just at a spwner instead of a village. I can at least use villagers to get both books and levels, and its a little more engaging that just waiting.
Villager trades are so random that I use a script to find enchants
Now that we can move villagers in boats with leads in 1.21 how is moving them more tedious than rerolling? At least I feel like I'm making progress while moving them, rerolling is just a slot machine. Will I get mending in 1 minute or 60 or never? All outcomes are possible!
Also hot take but I think the enchantment table should be the way to apply enchanted books not the anvil, make it cost a crap ton of lapis too. Anvil should be for renaming, repairing (they should make this cost 0 levels), and combining item enchants. Not for doing the enchanting.
Some friends and I started a realm. Nearest desert is 7k away from spawn/base. Id much rather place a lectern over and over to get what I want than travel that or make a village in a jungle or swamp. This proposed change would be horrible, annoying, and terribly confusing for new players and long time players who don't keep up with the latest minecraft news. You can make exclusive things for villagers but don't take away things from us that we can easily do now and I have hear no gamer complain about
I'd rather have pre 1.14 librarians than these new ones. I would mind spamming doors everywhere so they can breed and leveling up a bunch of them to get all the enchantments rather than going to all kinds of biomes and starting a colony there to spend even more time with villagers to not even get max level enchants as a result... I fully agree with the comment at 5:55, just change the prices and the discount mechanics instead...