Thanks Mojang for giving me a reason to expand my dictatorships from one Village to at least ten, always felt like having only one under my iron rule was counter-productive but it worked, so again, thanks for fueling up my expansionist views on Minecraft
Now that I’ve had time to think about it, this is actually good for villagers and the librarians. I’ve spent tons of hours having to put down 30+ beds and lecterns ( or spamming a jobless villager 10 times or so before getting a good non-repeat enchant) and needed to build a giant trading hall before I could finally get all the OP enchants. Now, I go to one village, need to Max out JUST ONE librarian, and I can move onto the next village. Lot less paper and book “grinding”.
Also, the enchanting table and anvil XP usage aren’t all that bad if you know how to use them. Watch an online tutorial, and you’ll find out the helmet and boots are the only items that are difficult to max enchant.
The fact that Mojang still has not implemented an anvil fix for the annoying "TOO EXPENSIVE" problem is crazy to me. I seen so many viral videos complaining about it over the years and it just makes no sense to not be able to repair a tool infinitly. As for the villager nerfs, I think the community would be way more accepting of them if they actually gave you the maxed out enchantment as their master trade. Nobody wants to spend hours transporting villagers just to get protection 3, mending aside. If they give us enchanted books that we are forced to combine, at least don't penalize us on the anvil for combining them. Thats my take on it!
the way anvil itself work is just dumb, like why not just increasing the cost based on how much enchantments and their levels the tool or armor have instead of the unintuitive system that we have based on how much an item has gone through an anvil
the worst par tis is that in creative it will show up as needing 50 levels to repair and you go ahead and repair it. but in survival.. nope! yscrew you!
Maybe rework mending to instead cap the anvil cost to some 35 levels instead of repairing with exp? This way, no more frustration would arise from the “Too Expensive!” message, and we will get a new resource sink
@@mariansalamno because it wood still require so much grinding to repair tools in other words no point in playing Minecraft if you actually want to play Minecraft by building not just mining in tunnels for all eternity or killing mobs in a grinder just to build a house
I feel like they looked at Terraria's Journey's End update and thought, "hey, this seems like a great idea". The issue is, in Terraria, you're not only incentivized to build villages in multiple biomes due to NPCs having extra items for sale and/or a huge discount, but they made it possible to visit them all by adding pylons which let you teleport between them freely. Minecraft doesn't give you that. You find multiple villages, you better get used to wasting hours of time hiking between them all.
And the fact that terraria's map is so small that you can travel an entire large world's distance in a few minutes at most, to get from one biome to another without elytra in minecraft may even take hours!
bro from a gameplay standpoint having to go and take two villagers to a swamp, make them fuck, take their swamp baby, wait for him to grow up and then to trade with him is so ridiculous. They need to add swamp and jungle village or something
If they're going to force you to have a bunch of different villages or move between villages a bunch they need to add a waystone feature or something so that you can teleport between villages
I’m trying to plan a way me and some of my friends are going to do this on our realm and currently either nether roads for us to get there or the dreaded boat are our best two ideas. Traveling there on horseback and making a way to get back are gonna take the longest if we pull up and max out the librarian before bringing him back with us if we go prepared, it’s gonna be a couple weeks in the making but at the end of the day it’s something to do. Totally worth it if u really want all of the enchantments, I think this change is alright for the sake of those willing to do it. Otherwise we’d already have beaten the world we started 3 weeks ago.
@@harristhethird5056 Man, it is a sandbox game. Are not we supposed to do what ever we want and not get force by the game to explore new mechanics? People play minecraft because of how much freedom the game gives, and now the game is not so freedom anymore. I doubt the active players count will decrease in the future with these bad updates.
My biggest problem with the rebalance is that because world generation is random, being unlucky means you'll either be unable to get mending, or be forced to use a seed mapper.
Explore my boy, the game is trying to make you explore, and if you want an easy world for whatever thing you need, you can look up for a specific seed.
@itzangel0735 what if I don't wanna? The game will force me to? That's the reason I and MANY other players brought the game? Makes no sense, Mojang is doing something bad here and there are people who defend things like this 😶
@@FenLupimo @FenLupimo Do you even like playing Minecraft? the game cant give you everything in front of your face, it shouldnt give you mending the literal most OP enchatment in THE WHOLE GAME in like 20min after creating a new world, the game give you the freedom to use seeds if you want to get something as quick as possible or for whatever reason, it make no sense to keep how unbalance and broken villagers are right now. It feels like you guys want the game to give you everything with little or no effort, and again we are talking about THE MOST OP ENCHANTMENT IN THE GAME.
@@RespondeQueEuNaoVouLer Bro, you just need to play and find a swamp, what is the impossible with that 😭 And we're talking about mending, the literal most OP enchantment, you guys need to do something else beside finding a village and never explore again 😭
They then suffered a tragic death from Hyperaxemia Hyper-meaning High Axe-meaning Axe And Emia-meaning Presense in blood High axe presence in blood What a tragedy A life cut so short by NATURAL CAUSES
Before the anvil rework, naming a tool would stop its repair cost from exponentially increasing out of control. Maybe they should bring something like that back. You shouldn't be paying 39 levels to repair a tool no matter what.
@@Messerschmitt_BF_109G_10 that is a good point, because experience seems connected to magic and enchanting directly. Smithing, not to mention also just pointing at an item and calling it a name, shouldn't require magic.
@@Messerschmitt_BF_109G_10 tbh I think it's okay to use exp for repairing too. It makes repairing op tools, weapons, and armors a lot more challenging. What we really don't like is the limit in anvil system. Like, why can't we just infinitely repair them? Why is it capped at like, 6 times?
@@Messerschmitt_BF_109G_10 I agree, it would be best if they seperated repairing and enchanting entirely, the only problem is without mending, if you need the material netherite would be completely useless, there would be no point in using it over diamond if you couldn't repair without spending scrap
@@winnthetwin5596 its ridiculous. With realms being latest patch only we can’t trade and do the things we used to do on 1.20.1 which is why alot of people are only playing on that patch. A game should not “promote” exploration. I DO WHATEVER I WANT. ITS MINECRAFT.
@@KaramHaitham Minecraft isn't "encouraging" exploration, its forcing it. The change to cartographers *encourages* exploration. the change of librarians *forces* it
I think what makes this change go from an interesting and immersive experience to horrible is how boring and tedious enchantments are to get no matter what you choose to do. You’ll need to visit countless structures if you wanted to only use enchanted books you find, sit bored next to a farm to grind experience to rng some enchantments, mindlessly reroll villagers until you get what you want, or any combination of the 3. Mending and villager changes will all suck because they push players towards sneakier ways of bypassing the normal grind for items. There’s a quote that says it’s easier to prevent piracy by providing better services than the ones people receive from pirates, and I think the same can be said about this. If a less tedious and more engaging way of getting maxed out gear existed, villagers wouldn’t be abused nearly as often and mending would likely not be needed at all.
Someone made a mod called Repair Gems that I enjoy a lot. Just a somewhat expensive item, with tiers like tools, which sits in your inventory and repairs your stuff for you when you use it. But the simpler and better solution (imo) is to make diamonds waaay more durable (they're harder to find than they used to be after all, ignoring villiager BS) and let Netherite be literally unbreakable. It's silly that the be-all end-all extreme endgame gear still doesn't last all that long without Mending.
@@colbyboucher6391 I feel the same way, as someone who is more of a builder. Tools run out so fast, and i personally hate having to stess over my nearly broken diamond armor and pickaxe, then delve into the earth every day to try to fix it
Im 86% sure they want us to use the enchanting table instead of using villagers to get every enchant Although its quite RNG there are ways to bypass the RNG and always get what you want
@@tawsifking9336I tried this. It sucks. Level 30 enchants take 3 experience levels per use, which causes issues because you have to spend a long amount of time to level back up to 30. This takes forever unless you’re building an xp farm, which isn’t fun for most players. It’s even worse because level 30 tables are far from particularly useful, and they also don’t drop mending Fix the enchanting system before you try and fix villagers, essentially
Bro what, you are basically telling us that Mojang needs to make the game easier 🤣 If the persons are complaining about how op are the villagers, how you don't even need to have an iron pickaxe to get a full enchanted diamond set and how the enchanting table is useless now then i don't understand why when Mojang just adds a bit of balance everyone is suddenly mad. This reminds of those people saying "MoJAnG iS LaZY, ThEy GaVE bETTeR anD bIGGer UpDaTEs BEforE" when those same people probably cant remember what the 1.15, 1.10, 1.11 or 1.17 were all about 😆
The problem with these nerfs is that it makes Villagers even more of a hassle to get (and even less worth it), while not addressing the reasons why we need villagers in the first place: Enchanting sucks. Using the Anvil sucks. Duration sucks. Item chances suck. These huge problems are the root of the issue, but with this nerf, Mojang/Microsoft are only addressing the leaves and branches. I hope that this experimental nerf doesn't see the light of day in normal Minecraft
how else would they do it? you complain that now the villagers are less worth it in most cases then enchantment tables, when that's how it should be. when you're ENCHANTING you should use an ENCHANTMENT TABLE and not UNPAID WORKERS
@@KwikBR Villagers are very easy to acquire even at the early stages of the game and guarantee success in exchange for the enchantment you need (mending everything else is optional). This update did not address the underlying issue. I can still get mending just as easily even faster now in many cases since I do not need luck based shuffling anymore. Better solution would be to lock villager trades in when they first grow up - just like it was before 1.14. With 1.14 all these issues were created and we just gotta roll back the changes made to villagers in 1.14.
@@christopherenegane5812I don‘t. I use Villagers to patch the cracks that the enchanting table leaves. It’s more profitable to use the Enchanting table as the basis and Villagers for fine touches. But to get these „patch-ups“, I had to put in a lot of effort to get the villagers, get the trade I wanted and de-zombify them. What this nerf does is make getting the patch-ups you want much more of a hassle and it doesn‘t even Patch it to the max (due to those books being tied to I, II & III)
@@KwikBRI do. The enchanting table is always the basis of my enchanting process. Villagers are there to patch-up the rest. I am against the nerfs because it makes these patch-ups much more of a hassle to get and they don‘t even do the job properly anymore (due to those enchantments being stuck in I, II & III). Especially when the Anvil can‘t go over a certain number of uses, it makes the enchanting process more annoying
I think it's also worth noting that, while the focus here is on Mending (being of course the most highly-valued book), the similar treatment given to other high-value enchantments is similarly problematic. Especially with the nerf to the maximum level you can get of the leveled enchantments. Players who set up villager trading halls for a full set of enchantments do so primarily because having those librarians drastically cuts down on the grind to get a new set of gear if you die and lose your old set. It's way faster and more XP-efficient to just apply books at an anvil than to get yourself above level 30 and fight with the enchanting table RNG until you get what you need. Much like with the Mending vs. anvil repair issue, if the goal is to encourage players to actually use the enchanting table more they should probably focus on enhancing *that* option, not nerfing the alternative.
This feels like trying to force stores to only sell nearly-expired bread so people will play the RNG every time they just want to make a sandwich. However, the only way players will use an enchanting table is if it lets the player fully choose guaranteed enchantments and levels even if it costs both XP and lapis. I'll add mods or revert to older versions before I play Gacha Minecraft.
You know what'd be interesting? If cartographers in the nether sold nether fortress/bastion remnant maps so exploration would be encouraged, but you don't have to go thousands of blocks just to find a single one.
I think many people don't understand why mojang won't add villages in swamps and jungles: the problem is AI. You know how often villagers and raiders get stuck in everything? Well, imagine it but 10 times worse: in jungles they will spawn on trees, stuck in bamboo, and in swamps they will drown or stuck in water.
Okay but I've seen acacia, plains and desert villages that pass through a ravine. In my hardcore series, it's a village that is both on the ground and on the top of the mountain. Terrain hasn't really been a requirement for them so why would it be now?
@@XayXayYT Fair point. Also even in perfect unobstructed conditions (plains village, no ravine, no water features) there's still going to be one pillager that somehow spawns in a random cave 9 million blocks away and bottlenecks the raid.
@@XayXayYT honestly i still question why there are not any villagers from jungles, swamps and mainly dark forests as well as the newly added cherry grove. i know the Pillagers hold a lot of bigger dark forests with woodland mansions but if a small dark forest isn't a place for a village idk what is and if Pillager outposts can exist in plains, deserts, taigas and Savannas i don't see why there is no place for a village in a dark forest maybe these places are harder to live in when it comes to villagers so they will me more of small communes like with the size of three villagers rather then a larger village like the main biomes idk
They are taking the grindest game and making it so much more grindy. Making one villiager hall already takes way too long, there should be a better way to reroll villiager trades than breaking the block (or using pistons if your playing pocket edition) and they should remove the low level enchantments from villiagers. Instead, they're removing the high level enchantments and increasing the grindyness at least 10 times, considering travel.
As someone who just made a villager hall I feel this pain. The trades constantly go higher if I havent traded with them and then I have to make them zombie villagers again just to make the prices lower. Getting emeralds aint easy with them.
The grind used to be what made the game fun. The problem is speed-running your way to the end-game, then sitting on your thumbs while everything is automated for you, has become so cracked there isn't any reason for meta-players to enjoy the grind itself. Making it harder (or at least less appealing) to exploit the game to the point of it not being fun anymore is a move in the right direction, but a better move would be to remove these exploits all-together. Personally, though, I would rather they add villagers having NBT data telling them what their last trades were *on top of* making it so you cannot have access to end-game enchants until max level, over having it so you have to Google which village even gives you the *potential* of finding the enchantments you are looking for. They could, at the very least, remedy the last part by making it possible to know which village has what without the need for a third-party source. As is, the change misses its mark from any design philosophy.
@@peaceandloveusa6656 The thing about Minecraft is you can play however you want. If they removed all the exploits and farming mechanics, the reason I got back into Minecraft, I would no longer have a reason to play Minecraft. Designing and optimizing farms is far more enjoyable for me than the basic game loop of collect materials, build, repeat. You don't have to use those mechanics. You can play however you want. If you don't want to, don't play with villagers. If that's not enough, install some mods. And if that's not for you, play an older version of the game. It's an incredibly diverse game, with diverse mechanics, so please play how you like, but don't ruin it for the rest of us.
@@peaceandloveusa6656 what kind of stupid do you need to be to actually enjoy the start of the game? i just finished getting out of the starting phase and its not fun, its boring.. nothing says fun like sitting in a strip mine for 3 hours and getting 3 diamonds
This. I started with modded, because a friend got me into the game by joining their server. I've looked briefly at vanilla… and promptly gone back to modded.
chilstone meant to say, that's what people say during combat update, the say blocking with sword and dual wield sword attack will be back in snapshot, but no, they removed it permanently.
i feel like its a cheap shot to add mending on one of the two biomes where villagers don't spawn. it shouldnt be somewhere too common, but it shouldn't require villager breeding to get the most necessary enchantment
Especially when villager breeding is such an absolute mess. No, Mojang, tracking down and then slowly and painstakingly luring two mentally handicapped NPCs into boats and awkwardly towing them along to some morally reprehensible breeding chamber in the middle of the jungle is not what I think most people would consider "fun".
@@damir_van_kalaz And that’s if you’re lucky enough to have the right biome somewhat close to your home. Ugh, i can’t express how frustrating this feels
I always thought it would be cool if you could use leads to link up a bunch of boats and drag a bunch of villagers to your base in one trip instead of just one at a time.
The main things Mojang needs to work on is: -Making exploration more interesting. I mean, they've done that with the destination, but what I mean is the journey. Because exploration not about the destination, it's about the journey. -Anvils, one of the biggest problems with durability. With the "Too Expensive" problem and the fact you have to combine certain items to make the outcome cheaper, anvils are the reason Mending is so relied on. -Speaking of which, maybe Mending should be nerfed itself. It's suppose to help with managing your tool durability, not be a crutch. -Enchantments. I mean, enchantments are cool when you find them around the world, but really, the easiest place to get enchantments, should be at the Enchantment table. The fact that people have to rely on villager trading and finding enchantments around to combine in an anvil for the most reliable way to get max enchantments, instead of the block with the very exact thing in it's name is... sad. -And the biggest problem, the reason why people use Mending as a crutch, feel the need to abuse villager trading to get infinite Mending books, avoid anvils as much as possible, and use other methods of enchanting over literal Enchantment tables is: D U R A B I L I T Y. Clearly, durability is too unfair and punishing when people will snort Mending books up like crack, and durability is the outdate mechanic. And no, durability doesn't need to be removed, it needs a rework. We need to rethink the concept of durability, and make it a fair limitation that doesn't have people scrambling for ways to avoid it.
Maybe make durability work like with elytras,you recieve a broken version of the item,and atleast remove the too expensive! thing from the anvil There's a reason people avoid the anvil like the plague
@@Damian-cilr2 something mods have been doing for YEARS is exactly that, just giving you a broken version of the tool you can then repair and get back all the enchantments you worked hard for
you cant get certain enchantments and its all random so you could be stuck there for hours trying to get a pickaxe that doesnt have silktouch on it@@OP-pe4yc
I think Mojang should stop rebalancing the game and just let players set their own rules if they want to. Its a sandbox game meant to be played however you want. If you think something OP, dont use it simple as
I think this is the type of change that will make me quit the game tbh. The reason people are grinding for villagers to get all these things, is because that's what they've chosen to do. If people wanted the game to be slower, they could've just chosen to play slower, but it's clear what people actually want. If these changes happen for real, I'm never updating my game.
Or pushing people to modded MC. Tech mods exist for a very specific reason of automating problems away. Buildcraft was initially constructed around the automation of mining and terraforming. The Thermal series expands on that even further. AE2 revolves around the problem of item storage being terrible past a certain end game scale
A lot of players that would have a better time not having villager farms but will make them anyway though, because a lot of players will optimise the fun out of a game if given the chance, I myself am victim to this a fair bit and honestly I'm all for the new villager system. Other than that though if you want to grind villagers for enchants it shouldn't only take 20 minutes to get god armour, if you want to spend no time (and of that no time, 90% of it is cycling librarians) getting stupidly OP then you might as well just use commands to get the armour
At the very core of minecraft, its a sandbox game, where you can do anything you want, but it feels like mojang is trying to make it mandatory to explore a sandbox in order to reach the ability to BE a sandbox game where you can do anything you want whenever you want. Instead of being able to do anything, at any time, you are instead forced to waste time traveling/migrating villagers, because if we are honest, next to no one will e v e r go back to any of the villages away from their main home. just poor design in my opinion
I agree with what you are saying, but I have to be "that guy" and point out I absolutely entirely re-design and expand every single village I come across, and frequently visit all of them as I expand my territory. Is it necessary? No, just immersive. I don't like having a tree farm for every tree type all in one biome. It just feels boring and wrong. So, every village has it's own functional output (trades and farms), and I travel between them as needed. This may seem like a lot of unnecessary effort for the sake of immersion, but it's not. I simply do without a specific wood type if supplies run out before I feel up to going out for more, and only sell off produce in huge quantities that make it worth the long trip there. I tend not to go back and forth, either, because I have bases all over. I simply play the game in the arrival village until finding cause to go to another village down the line. I found having a single base incredibly boring and repetitive after years of playing the game. Might as well play superflat if you spend all or most of your time in your perfectly sculpted main base.
Right because the best way to do whatever you want in a sandbox game is definitely survival. Not like there’s any other modes where you can be more creative without bounds :)
@goldenpsi8764 Okay, let me pose these questions: Does not having unbreakable tools 1 hour into a world stop you from doing anything? Does not having the best enchantments quickly and always available stop you from doing anything? My answer to both is no, you can experience all of minecraft with iron tools and leather armor. So how does it make it less sandbox, if the unimportant, but cool, rewards actually take effort to get? I'd also argue that minecraft in survival is not a sandbox game. Its a game with survival elements, sandbox elements and exploration elements, but does not truly belong in any of those categories. If its in creative mode, then yes, its a sandbox, but not in survival.
I would've rather they made mending only available in ancient city's rather than remove an incentive to play in hard mode because of the conversion rate at the same time killing off all skyblock and superflat worlds with the diamond requirement. Plus I'm like the only person that gets all the variants anyway so i can choose what they sell by the cloths they wear. ALSO please don't advocate to turn the 50/50 chance to bedrocks villager breeding. PLEASE!
Realistically the villager trade rebalance needs to be paired with an enchanting rebalance. For both the table and the anvil. I actually love the idea of reliably getting certain trades from certain villager varieties. That to me is a good thing. But when the only enchantments you can get from those trades that are max level enchants are the ones with only single level, it means that you have to spend exponentially more xp to get a tool set up. God forbid you're trying to get a sword or pair of boots going. Getting tools shouldn't be a time or resource intensive tasi.
You actually remind me. What's the reason mending doesn't exist in the enchantment table? Not just gameplay reason, but some really sensible lore or logical reasons behind it
6:57 this would be fine and a welcome addition imo… That is if lodestones weren’t so expensive, it’s so annoying having to find your way back when you go off the map, and if you expand the map it gets harder to make out certain things (banners exist ik) but it would be nice to be able to make a lodestone with a diamond instead of netherite
Mojang, take notes: 1. Put mending available only at master level trading, but not biome specific. This way it nerfs villagers, but isn't AS anoying. 2. Ad mangrove, jungle and cherry villages, but make them rare. Maybe swamp villagers are the only ones that can trade mending in novice level, and cherry villagers protection, stuff like that, that way you still encurage exploration and villager breeding, but not AS anoying. 3. Wandering traders can now sell you a village map. Can't find a village? Your old pal the wandering trader will help you out. Give them more use!
They need to change anvils and enchantment tables first. Anvils so the price doesnt go up per use, but stays constant and depends on material and number of enchantments, and enchantment tables to be less random, so I wouldn't want to just make a trading hall instead. Also, crossbows and tridents aside, the good enchants being 1 or 2 levels short of max level is INFURIATING to me
My view as a basically new player: Just got into minecraft and the amount of fun im having is insane. Still, doing all that for HOURS just to get ONE specific enchantment is absolutely insane. I rather just cheat than waste so much time of my life. Obtaining mending shouldn't be more time consuming and difficult than mining netherite. I am completely okay with having to work towards specific goals in the game and i think that gameplay loop is very fun and rewarding but that should never take such an ridiculous amount of time. The main thing to do in minecraft is being creative, building things and not chase the best possible items for no reason than just having them. Additionally, to beat every possible enemy, it is not required to get a full set of netherite tools+armor with the best possible enchants in the game. Many people seem to think that enchantment is the root cause of the problem and that might be true, still i think enchanting is a fun mechanic but it perhaps shouldn't be as powerfull and "meta determining". After all it is a singleplayer creative/adventure/survival game for me and there is no reason to implement mmo like levels of grinding into this game.
Mending was never supposed to be as easy as just finding a village and harassing a villager. Minecraft implemented this change to give players a reason to go mining/exploring to replenish their items. Making mending require a lot of effort still allows it to exist as an option but removes the idea that its a basic resource
@@pigeonflame9885 ...and? Who cares if Mojang wants to give players a reason to go mining/exploring if they simply DO NOT WANT to do such things? Isn't this a sandbox game? Why are you suddenly forced to go do something extremely tedious just to get something so mandatory for long-term gameplay?
In Bedrock edition, we have to make the trading halls in their respective biomes because for WHATEVER reason, the children can not take the biomes of the parent villagers, unlike Java. So getting the villager might be difficult in Java, but at least you can use that villager to set up trading halls at another place...
Okay so apparently doing all that prep for a Villager trading hall in my survival world and then waiting a few months to actually complete it was a mistake. :')
The rebalancing is experimental for now and only applies if you enable it, as shown at the start of the vid. But if you truly want to avoid this rebalancing then I suggest you complete the trading hall before Mojang makes these official in a future update :p
@@XayXayYT Noted, hoping I have enough time for that with college hanging over my head. I'm just, really bad at exploration, it takes me forever to find stuff lol.
@@chickensky1121 just don't update the game until you finish building it? unless you are in gender studies, you should have enough brain power to come up with that
Of Mojang wanted to fix the mending problem, it was as simple as villagers not being able to trade treasure enchantments, but to equilibrate this change then make it so that you can get mending easier from structures or dungeons. This way players are discouraged from enslaving librarians and are encouraged to explore more. As for the biome dependant trades, it's not a bad idea; however, they have to either remove the villager 50/50 chance, or not take into account biomes that can't generate villages naturally. But that is just my opinion :D
It doesn't change the fact the player will capture the mending librarian. All they're doing is making it more annoying and take longer for them to do it. Still preferable to the RNG of the enchanting table. Like preferring AdBlock over YTpremium. lol
The problem with that is that you're screwed if you're on a server. Elytra has this same problem. I can't tell you how many times I get on a server, only to discover all the Elytra's within a feasible distance are gone.
You can just cure a zombified villager in the swamp or jungle and cure it to get the villager. Of course that is on the late game side, but it is possible. Another problem with these changes are the fact the villagers now only sell till the level 3 enchantment basically making it impossible to get the best equipment because of the anvil's "TOO EXPENSIVE" . With these changes , Mojang should make villages for both jungle and swamps. And the biggest of all , increase the "Too expensive" of the Anvil to like level 60 , I think so the current one is like level 40.
@@XayXayYT For veteran enchanters it's still no problem maxing out gear with an enchantment table/anvil (I've done it with custom enchantment mods to get 10+ enchantments on an item), but for more casual players it's frustrating, not straightforward and overall not very user-friendly. If mojang wants to limit how many enchantments an item can have, they should do exactly that. I'm not a fan of this weird middle ground
@@XayXayYTor completely remove it, no one likes to spend resources to repair something they already have, so might as well completely remove xp costs on tools. But make so you need more material to repair them.
There shouldn't be any too expensive message. Also, I would rather repairs cost a flat rate of 1 exp per enchantment and 1-2 material to fix, none of that exponential repair cost bs.
I think they should make the different biome villagers have default trades, rather than being at all rng related. Basically, you can always sell a dessert librarian 25 paper for an emerald and give them 17 for a sharpness 2 book. That way you don't have to lecturn cycle. I also think there should be a small chance of a villager being born into a completely random biome, so it isn't super annoying to hunt down the biome with a village. Also, I think the idea of having the cartographers trade maps to other villages is genius.
Mojang somehow managed to nerf villagers without fixing a single thing I had a problem with them xP Why can you hit an anvil too expensive limit? And that problem only gets worse since villagers only give up to level 3 enchants. Why are enchantment tables so time consuming to use when they are so rng based and slow? Why are they making crossbow and trident enchantments so hard to get, those weapons need all the help they can get to be used. This seems like such a hassle to me, moving and managing villagers is probably the least fun I’ve had in minecraft. If they do add this then I guess I’m going back to speedrunning the ender dragon and building an easy enderman farm like dashpum4s for enchants.
Im 86% sure they want us to use the enchanting table instead of using villagers to get every enchant Although its quite RNG there are ways to bypass the RNG and always get what you want
i've got a world in 1.20.1 with a nice trading hall, which is a pain to set up as it is. Given the direction village trading is taking, i'll not be updating anything untill they add something i want to try out and by then i'll just resort to using chunkbase to roll seeds untill i find a seed that has a village near a biome crossing that has all the right biomes to get all the right trades... The usual for me has always been like this: roaming/exploring till i found several key items in the right quantity, find a desirable location to permanently settle and then kick off the big things. Now i'll just have to skip all that exploring i usually like to do and first find a permanent settlement location... It's just adding grind (finding the right biomes) after grind (no more cheap trades, so more stuff needs to be traded) after grind (finding a village) after grind (getting the right villager linked to the right biome) after grind (removing several enchantments) after grind (making it harder to find (surface) diamonds in e.g. caves) after grind making it way grindier to get stuff upgraded to netherite, after grind yeah no, that's not the direction i'd develop any game in. Grindier stuff should be more rewarding, not less rewarding... especially in a sandbox style game
I think the biggest benefit of this update is that there is now a more consistent way of achieving the enchantments you want rather than having to rely soley on rng. But I do agree that there could have been a better way of implementing it.
Even then, you still have to cycle lecterns somewhat, I didn't show it in the vid, but I still had to cycle between Smite 1 to 5, Bane of Arthropods 1 to 5 and Punch 1 and 2
I would've tolerated the update if they at least allowed the other Master Villagers to have max level enchantments: Prot 4, Sharp 4-5, Looting 3, Fire Prot 4, etc... Add the fact they decided to keep the books 1-2 levels below the max AND their decision with having a LIMIT on Anvil enchantments, is fucking ludicrous. Also the lack of Swamp and Jungle villages is pretty ass.
@@nirjhar4803 This is kinda where im at. Im all for the different biomes = different enchants. Im still gonna end up carting the villagers back to my base with nether portals but this is just gonna push me to use afk fishing or a raid farm. Both are easier and less annoying than a villager hall. I just like the convenience of having all the enchants right there. Raid farms drop both enchant books and emeralds. Spending an extra 40 emeralds for protection 4 doesnt really matter when you have an infinite amount of emeralds and I play on a hardcore world so I only ever need the 1 set of gear. Just seems to miss the mark completely.
Wow, I watched two videos of this guy and I absolutly loved them, the editing, the jokes, the content is just peak. Every video of this guy is like a masterpiece. You literaly got me laughing out loud like 3 times in the same video. +1 sub.
I feel like a better method would be - 1. Zombie Villagers can only do 1 discount. [Too powerful otherwise.] 2. Make Diamond Armor not cost Diamonds when buying from an Armorer. [Purpose of an Armorer is renewable Diamond Armor.] 3. Add Crossbow and Trident Enchantments to the Librarians. [Should have every trade.] 4. Remove Too Expensive. [Because the Enchantment trades aren't max level.] 5. Keep the Biome restriction. [Encourages Empire.]
Personally, I really hope they change the villagers to make mending and other high- tier enchantments engame loot. If they do so however, I feel they MUST also fix the core issue of durability, repairing and enchanting systems being absolutely awful to deal with. Preferably, enchanting and repairing should be independent systems. Repairing should be easy, and not detrimental to the ability of an item to be enchanted. Similarily, enchanting should not have a detrimental effect on the repairability of an item. If they fix this, I feel like most players would be more accepting of the librarian nerfs. If I were to use the band- aid analogy, I would say Mending is a bandaid players use to fix the gaping wound left by terrible durability/ repair/ enchantment systems. Mojang nerfing mending just rips the bandaid off, and leaves most players to just have to deal with the broken systems, which is why players hate the change.
I honestly think this is kind of a good feature because OP villager trades right off the rip takes out most of the time playing the game and the fun, for example like smp and/or hardcore UA-camrs they are just going to get good right off the rip due to grinding 20 mins for a mending and full prot and sharpness trade and then they really don’t fear death as much which takes the sense of achievement and accomplishment unlike someone who grinded their ass off for good ass armour from fishing or rerolling enchants on items, their armor has more blood sweat and tears and more sense of accomplishment than the villager traders. (10 hour yap session is now concluded)
There are so many ways to play the game and OP villagers is one that is very common among people with the most hours in this game so this change is going to directly make the game less fun for a lot of people. People who play like that have already enjoyed the "normal" gameplay and have more ambitious goals to hit beyond getting full diamond tools and beating the dragon. This change just slows them down and adds more grind. minecraft is a sandbox game. play the game how you want without worrying about pace.
I get the changes are made to mostly nerf strong enchantments and items and make them less common to come by than they are right now. But they're forgetting to check one really, really important box on their list. Is the proccess to obtain those still fun after the changes? Personally, i find it very annoying to deal with.
Tbh the nerfs really don’t do anything but make it more tedious, they don’t make it worse, and for end game people it’ll still be just as easy to get the trades you want, it’ll just take longer, which is incredibly lame. So naturally I’m building a super op trading hall in my world before I update so I never have to worry about it, same way I upgraded all my gear to netherite pre 1.20 🤣
I think they should make the protection types not mutually exclusive again so it's actually worth it to collect every type of protection from every biome
Unfortunately I wouldn't agree with that since Protection in general is too strong, and having fire and blast on top of that would basically make you immortal to anything except the warden and the void
Fun to enchant in that update and have an actual challenge to maxing out gear, but yeah it was a little busted. Some ideas on protection are; -Nerfing base protection to have diminishing returns while buffing other protections, and rebalancing endgame mob damage values to compensate -Keeping protection the same, and heavily buffing other protection types; this can be direct or indirect, such as... -Level 4 fire protection or multiple pieces of it granting complete immunity to burning -Making fire-based damage more common or threatening in some way, such as making it completely ignore base protection -Projectile protection having a chance to completely deflect projectiles, not only reducing but negating damage -More dangerous projectile attacks in Minecraft (Later on, things like skeletons and pillagers are purely a nuisance and aren't any actual threat) -Explosions don't need any changes, I'm already against their instant-kill nature so a blast protection completely nullifying explosions or reducing up to 95% of their damage instead of the 80% vanilla cap is something I'd definitely support, it'd also serve as a well-needed nerf to Crystal PvP -Magic protection is an enchantment I've seen in mods, and if minecraft had a couple of more armor-ignoring threats, it'd work well as an enchantment -Melee protection I feel like would be a fantastic enchantment to take players out of their base protection comfort zone, giving a boost against other players using melee weapons (but leaving the wearer much more vulnerable to other means of attack) and boosting defense against well known hard-hitters like vindicators and piglin brutes
@@XayXayYT on the other end why not just make it so there not giving you more armor fire protection just gives you better fire resistance and no extra armor and blast resistance lessens damage from getting nuked and the damage your armor takes from creepers tnt and such
@tankieboi2426 I can also see a different sort of protection enchant that just grants you extra hp if armor bypass is a bigger threat Also, if the combat snapshots are to be added in, having shields receive certain armor enchants would up their value by a lot
These are the changes they should make: Keep the villager trades how they are now with the books, but make it so you can't refresh a villagers trades. So every villager can have every enchanted book for trade, but you will have to find one that has the one you're looking for. Also taking from one of your ideas of the other videos, if there was something like "the ultimate weapon" where you had to gather all sorts of items to craft the ultimate sword or something, they could make it so each biome specific villager had one of those items.
I think they could also add some zombie villagers in jungle temples and swamp huts. Would add to the lore and might also be useful and less frustrating than transporting a villager. Witch cauldrons might also contain weakness potions which u could pick up with a bottle. Same way, jungle temples could also have trapped zombie villagers which we could cure. Lore here is that they went there to explore but got trapped and eventually zombified. They already have zombie villagers in igloo basements and zombie villages. Why not in other structures?? Like in stronghold jails also. There can be a chance to get a regular zombie or zombie villagers inside the cells.
Honestly, I completely love the idea of biome dependent books. It gives better predictablility and control over enchants, and encourages exploration of the world. What I DON'T like is how not only are the books not max level, but there isn't even every book.
Mojang really needs to take a break, step back, and reevaluate where the game is going in the future. The mob votes and unrelated update themes make it feel like they have no vision for the game and just troll the internet for ideas.
Anvil ideas: I think item repairs should take 3 levels no matter what and don’t add like points towards to too expensive thing This encourages people to go mining and repair their armor with diamonds Now netherite is probably a problem since idk abt u but I don’t rlly want to spend my life repairing netherite so the solution? X-ray lol jk but really I think that mending should just be added as a really hard enchant to get from an enchanting table since that would be so much better than anything else The only way to get mending reliably is from villagers and that’s why they are used so much since they are treasure enchants
it is better and cheaper to craft a new tool with diamonds than to repair it with diamonds. a worn out pickaxe takes 4 diamonds to repair, but a new pickaxe only needs 3. afterwards you can combine the tools to repair the original. this will keep your enchantment and save you a diamond. this is not the case for armor tho i think.
@@chefcooks86 if you have a diamond shovel, then you can craft another 1 and repair it in the anvil u don't have to specifically use diamonds or re-encahnt a new tool
I think the 50/50 chance for villager types is important: This way, one can breed villagers of all types in their biomes once and then take two of each type to one single location (the trading hall at your home). Without the 50/50-chance one could only get more villagers of the local type.
I think the thing I dislike most about modern Mojang aside from infrequent and bad updates is their constant need to make players play the game how Mojang wants them to play. Player creativity is stifled at every turn for no reason
And now I had to transport villager to a swamp biome, spend hours trying to get them to breed, just to get mending so that it doesn't take 100 levels to repair my stuff
Well it takes max 30min with nether portal, rails and the information where the biome is. The low lvl books is the only thing that sucks. They should make max books at max level.
The fifty fifty is very nice became it allows you to only have to collect one of each type of villager and throw them in a breeder regardless of biome.
Ahhh, I love these changes so much! Obviously they need more work, but I really like the interconnectivity between Villager types, and the idea of Villagers from different Biomes offering different Trades. Overall it's simply just, *better* Game Design than being able to get an infinite supply of an endgame Enchantment at the very start of your World. Mojang is well aware that there's an issue with Durability, there's just no way that they're not, and it's highly unlikely that these are the only changes being considered and worked on. (I believe there's even been talk of potentially scrapping Durability altogether? I don't personally agree with that idea, but the solution might be somewhere along those lines) Transportation does also need to be worked on, my favorite idea so far is to have Villagers ride Llamas & Camels, further adding upon the usefulness of both those Mobs. (and giving the Camel's 2nd Slot an actual use in Single Player) But yeah, I wish people would look at changes like these, and think of what else they could do to provide an overall greater and more interesting experience, rather than simply saying they dislike the changes and they should be scrapped.
Thanks Mojang for giving me a reason to expand my dictatorships from one Village to at least ten, always felt like having only one under my iron rule was counter-productive but it worked, so again, thanks for fueling up my expansionist views on Minecraft
Damn, they gave you the push you needed to expand your rule
@@LeaveNameBlank I'll do it
Good Idea
Now that I’ve had time to think about it, this is actually good for villagers and the librarians. I’ve spent tons of hours having to put down 30+ beds and lecterns ( or spamming a jobless villager 10 times or so before getting a good non-repeat enchant) and needed to build a giant trading hall before I could finally get all the OP enchants. Now, I go to one village, need to Max out JUST ONE librarian, and I can move onto the next village. Lot less paper and book “grinding”.
Also, the enchanting table and anvil XP usage aren’t all that bad if you know how to use them. Watch an online tutorial, and you’ll find out the helmet and boots are the only items that are difficult to max enchant.
The fact that Mojang still has not implemented an anvil fix for the annoying "TOO EXPENSIVE" problem is crazy to me. I seen so many viral videos complaining about it over the years and it just makes no sense to not be able to repair a tool infinitly. As for the villager nerfs, I think the community would be way more accepting of them if they actually gave you the maxed out enchantment as their master trade. Nobody wants to spend hours transporting villagers just to get protection 3, mending aside. If they give us enchanted books that we are forced to combine, at least don't penalize us on the anvil for combining them. Thats my take on it!
They really need to remove the anvil penalty, like seriously
the way anvil itself work is just dumb, like why not just increasing the cost based on how much enchantments and their levels the tool or armor have instead of the unintuitive system that we have based on how much an item has gone through an anvil
the worst par tis is that in creative it will show up as needing 50 levels to repair and you go ahead and repair it.
but in survival.. nope! yscrew you!
Maybe rework mending to instead cap the anvil cost to some 35 levels instead of repairing with exp? This way, no more frustration would arise from the “Too Expensive!” message, and we will get a new resource sink
@@mariansalamno because it wood still require so much grinding to repair tools in other words no point in playing Minecraft if you actually want to play Minecraft by building not just mining in tunnels for all eternity or killing mobs in a grinder just to build a house
I feel like they looked at Terraria's Journey's End update and thought, "hey, this seems like a great idea". The issue is, in Terraria, you're not only incentivized to build villages in multiple biomes due to NPCs having extra items for sale and/or a huge discount, but they made it possible to visit them all by adding pylons which let you teleport between them freely. Minecraft doesn't give you that. You find multiple villages, you better get used to wasting hours of time hiking between them all.
At best you can make a system of nether highways that connect between the villages but that's tedious to make and still requires travel in the nether
Tbh they just have to add waystone it's literally IN EVERY SINGLE F ING MOD PACK
And the fact that terraria's map is so small that you can travel an entire large world's distance in a few minutes at most, to get from one biome to another without elytra in minecraft may even take hours!
Yet you still HAVE THE OPTION to place teleporters everywhere instead of pylons. *sigh* I'm going back to Vintage Story.
The best part is that most people absolutely hate the happiness mechanic.
bro from a gameplay standpoint having to go and take two villagers to a swamp, make them fuck, take their swamp baby, wait for him to grow up and then to trade with him is so ridiculous. They need to add swamp and jungle village or something
If they're going to force you to have a bunch of different villages or move between villages a bunch they need to add a waystone feature or something so that you can teleport between villages
I’m trying to plan a way me and some of my friends are going to do this on our realm and currently either nether roads for us to get there or the dreaded boat are our best two ideas. Traveling there on horseback and making a way to get back are gonna take the longest if we pull up and max out the librarian before bringing him back with us if we go prepared, it’s gonna be a couple weeks in the making but at the end of the day it’s something to do. Totally worth it if u really want all of the enchantments, I think this change is alright for the sake of those willing to do it. Otherwise we’d already have beaten the world we started 3 weeks ago.
the only way is with nether portals
@@harristhethird5056 If the majority of people enjoy the easy gameplay then why tf should you care again?
@@harristhethird5056 Man, it is a sandbox game. Are not we supposed to do what ever we want and not get force by the game to explore new mechanics? People play minecraft because of how much freedom the game gives, and now the game is not so freedom anymore. I doubt the active players count will decrease in the future with these bad updates.
Or you can just do the same as me where I spawn the biome villager using creative mode. lol
My biggest problem with the rebalance is that because world generation is random, being unlucky means you'll either be unable to get mending, or be forced to use a seed mapper.
Explore my boy, the game is trying to make you explore, and if you want an easy world for whatever thing you need, you can look up for a specific seed.
@itzangel0735 what if I don't wanna? The game will force me to? That's the reason I and MANY other players brought the game? Makes no sense, Mojang is doing something bad here and there are people who defend things like this 😶
@@itzangel0735 the game is suppost to be hard, not impossible, MY BOY.
@@FenLupimo @FenLupimo Do you even like playing Minecraft? the game cant give you everything in front of your face, it shouldnt give you mending the literal most OP enchatment in THE WHOLE GAME in like 20min after creating a new world, the game give you the freedom to use seeds if you want to get something as quick as possible or for whatever reason, it make no sense to keep how unbalance and broken villagers are right now. It feels like you guys want the game to give you everything with little or no effort, and again we are talking about THE MOST OP ENCHANTMENT IN THE GAME.
@@RespondeQueEuNaoVouLer Bro, you just need to play and find a swamp, what is the impossible with that 😭
And we're talking about mending, the literal most OP enchantment, you guys need to do something else beside finding a village and never explore again 😭
I can’t stop laughing about the villager that died from Hyperaxemia
They then suffered a tragic death from Hyperaxemia
Hyper-meaning High
Axe-meaning Axe
And Emia-meaning Presense in blood
High axe presence in blood
What a tragedy
A life cut so short by NATURAL CAUSES
The fact that it came out of nowhere twice later... especialy the one that came after the fishermen in the desert
Do you know what youtuber he's referencing?
lol he became Chubbyemu
@@BlitzercupGamingyes and I’ve been laughing for 5 mins straight😭😭😭
Before the anvil rework, naming a tool would stop its repair cost from exponentially increasing out of control. Maybe they should bring something like that back. You shouldn't be paying 39 levels to repair a tool no matter what.
You also shouldn't have to pay a bunch to even *rename* an item.
@@BasilililiskShouldn't have to pay experience at all to repair/rename. It doesn't really make any sense. Just leave the EXP to enchanting.
@@Messerschmitt_BF_109G_10 that is a good point, because experience seems connected to magic and enchanting directly. Smithing, not to mention also just pointing at an item and calling it a name, shouldn't require magic.
@@Messerschmitt_BF_109G_10 tbh I think it's okay to use exp for repairing too. It makes repairing op tools, weapons, and armors a lot more challenging. What we really don't like is the limit in anvil system. Like, why can't we just infinitely repair them? Why is it capped at like, 6 times?
@@Messerschmitt_BF_109G_10 I agree, it would be best if they seperated repairing and enchanting entirely, the only problem is without mending, if you need the material netherite would be completely useless, there would be no point in using it over diamond if you couldn't repair without spending scrap
Luckily this wasn't a forced feature on that update, but rather a togglable setting on world creation configuration.
Wait it’s not permanently a pain? Let’s go I might have the sanity to deal with villagers now.
@@smileygoldfish you can set it up when you create a new world, it’s a toggleable in experimental features tab.
Good, otherwise half of the playerbase will quit Minecraft
why are we nerfing things in a sandbox game?
Oh my goshhh I didn’t even THINK about that… They must’ve forgotten who and what they are.
@@winnthetwin5596 its ridiculous. With realms being latest patch only we can’t trade and do the things we used to do on 1.20.1 which is why alot of people are only playing on that patch. A game should not “promote” exploration. I DO WHATEVER I WANT. ITS MINECRAFT.
@@KaramHaitham but you need to turn on changes
@@KaramHaitham Minecraft isn't "encouraging" exploration, its forcing it.
The change to cartographers *encourages* exploration. the change of librarians *forces* it
DUDE fr i came back after 2yrs just to see this ahh nerfs like netherite upgrade? seriously!!
I think what makes this change go from an interesting and immersive experience to horrible is how boring and tedious enchantments are to get no matter what you choose to do. You’ll need to visit countless structures if you wanted to only use enchanted books you find, sit bored next to a farm to grind experience to rng some enchantments, mindlessly reroll villagers until you get what you want, or any combination of the 3. Mending and villager changes will all suck because they push players towards sneakier ways of bypassing the normal grind for items. There’s a quote that says it’s easier to prevent piracy by providing better services than the ones people receive from pirates, and I think the same can be said about this. If a less tedious and more engaging way of getting maxed out gear existed, villagers wouldn’t be abused nearly as often and mending would likely not be needed at all.
Someone made a mod called Repair Gems that I enjoy a lot. Just a somewhat expensive item, with tiers like tools, which sits in your inventory and repairs your stuff for you when you use it.
But the simpler and better solution (imo) is to make diamonds waaay more durable (they're harder to find than they used to be after all, ignoring villiager BS) and let Netherite be literally unbreakable. It's silly that the be-all end-all extreme endgame gear still doesn't last all that long without Mending.
@@colbyboucher6391 I feel the same way, as someone who is more of a builder. Tools run out so fast, and i personally hate having to stess over my nearly broken diamond armor and pickaxe, then delve into the earth every day to try to fix it
Im 86% sure they want us to use the enchanting table instead of using villagers to get every enchant
Although its quite RNG there are ways to bypass the RNG and always get what you want
@@tawsifking9336I tried this. It sucks.
Level 30 enchants take 3 experience levels per use, which causes issues because you have to spend a long amount of time to level back up to 30. This takes forever unless you’re building an xp farm, which isn’t fun for most players. It’s even worse because level 30 tables are far from particularly useful, and they also don’t drop mending
Fix the enchanting system before you try and fix villagers, essentially
Bro what, you are basically telling us that Mojang needs to make the game easier 🤣
If the persons are complaining about how op are the villagers, how you don't even need to have an iron pickaxe to get a full enchanted diamond set and how the enchanting table is useless now then i don't understand why when Mojang just adds a bit of balance everyone is suddenly mad.
This reminds of those people saying "MoJAnG iS LaZY, ThEy GaVE bETTeR anD bIGGer UpDaTEs BEforE" when those same people probably cant remember what the 1.15, 1.10, 1.11 or 1.17 were all about 😆
The problem with these nerfs is that it makes Villagers even more of a hassle to get (and even less worth it), while not addressing the reasons why we need villagers in the first place:
Enchanting sucks. Using the Anvil sucks. Duration sucks. Item chances suck.
These huge problems are the root of the issue, but with this nerf, Mojang/Microsoft are only addressing the leaves and branches. I hope that this experimental nerf doesn't see the light of day in normal Minecraft
how else would they do it? you complain that now the villagers are less worth it in most cases then enchantment tables, when that's how it should be. when you're ENCHANTING you should use an ENCHANTMENT TABLE and not UNPAID WORKERS
@@KwikBR Villagers are very easy to acquire even at the early stages of the game and guarantee success in exchange for the enchantment you need (mending everything else is optional). This update did not address the underlying issue. I can still get mending just as easily even faster now in many cases since I do not need luck based shuffling anymore.
Better solution would be to lock villager trades in when they first grow up - just like it was before 1.14. With 1.14 all these issues were created and we just gotta roll back the changes made to villagers in 1.14.
You are not supposed to rely ENTIRELY on villagers bro, that's why it was a problem, like mending and elytra by that logic
@@christopherenegane5812I don‘t. I use Villagers to patch the cracks that the enchanting table leaves. It’s more profitable to use the Enchanting table as the basis and Villagers for fine touches. But to get these „patch-ups“, I had to put in a lot of effort to get the villagers, get the trade I wanted and de-zombify them.
What this nerf does is make getting the patch-ups you want much more of a hassle and it doesn‘t even Patch it to the max (due to those books being tied to I, II & III)
@@KwikBRI do. The enchanting table is always the basis of my enchanting process. Villagers are there to patch-up the rest.
I am against the nerfs because it makes these patch-ups much more of a hassle to get and they don‘t even do the job properly anymore (due to those enchantments being stuck in I, II & III). Especially when the Anvil can‘t go over a certain number of uses, it makes the enchanting process more annoying
I think it's also worth noting that, while the focus here is on Mending (being of course the most highly-valued book), the similar treatment given to other high-value enchantments is similarly problematic. Especially with the nerf to the maximum level you can get of the leveled enchantments. Players who set up villager trading halls for a full set of enchantments do so primarily because having those librarians drastically cuts down on the grind to get a new set of gear if you die and lose your old set. It's way faster and more XP-efficient to just apply books at an anvil than to get yourself above level 30 and fight with the enchanting table RNG until you get what you need. Much like with the Mending vs. anvil repair issue, if the goal is to encourage players to actually use the enchanting table more they should probably focus on enhancing *that* option, not nerfing the alternative.
This feels like trying to force stores to only sell nearly-expired bread so people will play the RNG every time they just want to make a sandwich. However, the only way players will use an enchanting table is if it lets the player fully choose guaranteed enchantments and levels even if it costs both XP and lapis.
I'll add mods or revert to older versions before I play Gacha Minecraft.
You know what'd be interesting? If cartographers in the nether sold nether fortress/bastion remnant maps so exploration would be encouraged, but you don't have to go thousands of blocks just to find a single one.
That's such a good idea
Nah but the Chubbyemu parody was just
I think many people don't understand why mojang won't add villages in swamps and jungles: the problem is AI. You know how often villagers and raiders get stuck in everything? Well, imagine it but 10 times worse: in jungles they will spawn on trees, stuck in bamboo, and in swamps they will drown or stuck in water.
Okay but I've seen acacia, plains and desert villages that pass through a ravine. In my hardcore series, it's a village that is both on the ground and on the top of the mountain. Terrain hasn't really been a requirement for them so why would it be now?
@@XayXayYT Fair point. Also even in perfect unobstructed conditions (plains village, no ravine, no water features) there's still going to be one pillager that somehow spawns in a random cave 9 million blocks away and bottlenecks the raid.
@@XayXayYT They should jut make it where a village spawns then all the trees get removed, and water filled in
@@XayXayYT honestly i still question why there are not any villagers from jungles, swamps and mainly dark forests as well as the newly added cherry grove.
i know the Pillagers hold a lot of bigger dark forests with woodland mansions but if a small dark forest isn't a place for a village idk what is and if Pillager outposts can exist in plains, deserts, taigas and Savannas i don't see why there is no place for a village in a dark forest
maybe these places are harder to live in when it comes to villagers so they will me more of small communes like with the size of three villagers rather then a larger village like the main biomes idk
or do like normal villagers do and have them build docks over watery areas, not like a villager can't swim@@owenposer6720
They are taking the grindest game and making it so much more grindy. Making one villiager hall already takes way too long, there should be a better way to reroll villiager trades than breaking the block (or using pistons if your playing pocket edition) and they should remove the low level enchantments from villiagers. Instead, they're removing the high level enchantments and increasing the grindyness at least 10 times, considering travel.
As someone who just made a villager hall I feel this pain. The trades constantly go higher if I havent traded with them and then I have to make them zombie villagers again just to make the prices lower. Getting emeralds aint easy with them.
The grind used to be what made the game fun. The problem is speed-running your way to the end-game, then sitting on your thumbs while everything is automated for you, has become so cracked there isn't any reason for meta-players to enjoy the grind itself. Making it harder (or at least less appealing) to exploit the game to the point of it not being fun anymore is a move in the right direction, but a better move would be to remove these exploits all-together.
Personally, though, I would rather they add villagers having NBT data telling them what their last trades were *on top of* making it so you cannot have access to end-game enchants until max level, over having it so you have to Google which village even gives you the *potential* of finding the enchantments you are looking for. They could, at the very least, remedy the last part by making it possible to know which village has what without the need for a third-party source. As is, the change misses its mark from any design philosophy.
People when they can't get the best things in 10 seconds or get an easy instant way to get the best enchants in the game now (The game sucks now)
@@peaceandloveusa6656 The thing about Minecraft is you can play however you want. If they removed all the exploits and farming mechanics, the reason I got back into Minecraft, I would no longer have a reason to play Minecraft. Designing and optimizing farms is far more enjoyable for me than the basic game loop of collect materials, build, repeat. You don't have to use those mechanics. You can play however you want. If you don't want to, don't play with villagers. If that's not enough, install some mods. And if that's not for you, play an older version of the game. It's an incredibly diverse game, with diverse mechanics, so please play how you like, but don't ruin it for the rest of us.
@@peaceandloveusa6656 what kind of stupid do you need to be to actually enjoy the start of the game? i just finished getting out of the starting phase and its not fun, its boring.. nothing says fun like sitting in a strip mine for 3 hours and getting 3 diamonds
The hyperaxemia just hits different 💀
yall saw the like button glow right?
Yea its a feature when a creator says like, and it happens with the sub button if you aren’t subbed
5:19 damn he suffered from Hyperlavaemia
we have yet to see him experience pneumonoultramicroscopicsilicovolcanoconiosis
Hyper, meaning high.
@@44tannertanner Lava meaning Lava.
@@44tannertannerand emia meaning presence in blood. What a tragic death from "natural" causes.
its good to see mojang promoting the modding community by making the official game absolutely unbearable to play! 😃
This. I started with modded, because a friend got me into the game by joining their server. I've looked briefly at vanilla… and promptly gone back to modded.
@@jursamaj Yeah. Once you go into modded Minecraft, It's nearly impossible to go back to regular mc
yeah, I really can't see myself playing vanilla at its current state, always on the look for good modpacks tho
@@ahmedmourad1683 Vanilla is playable for like an hour then it gets boring way too fast. Its really easy to find goodpacks to play
Village map??? Laughs in chunk base lol
Luckily enough, those are still experimental, so we may see some changes in the future.
The only good thing to come out of the Combat update
@@ChillstoneBlakeBlastEverything good came from the combat update, tf?
@@ChillstoneBlakeBlast Are you sure it's a combat update?!? Cause I hope so, but there's not really evidence for that
It's Mojang. These are here to stay, unfortunately.
chilstone meant to say, that's what people say during combat update, the say blocking with sword and dual wield sword attack will be back in snapshot, but no, they removed it permanently.
Xay is also medicine!He teaches us of the natural death we may have cuz of “hyperaxemia”.Hope we find a cure for less victims of this horrible death.
hyper, means h-
@@ggplayz14Axe meaning axe
(Finish the joke if you see it)
Emia=presence in blood
Natural CAUSES
Haha, chubbyemu.
i feel like its a cheap shot to add mending on one of the two biomes where villagers don't spawn. it shouldnt be somewhere too common, but it shouldn't require villager breeding to get the most necessary enchantment
Especially when villager breeding is such an absolute mess. No, Mojang, tracking down and then slowly and painstakingly luring two mentally handicapped NPCs into boats and awkwardly towing them along to some morally reprehensible breeding chamber in the middle of the jungle is not what I think most people would consider "fun".
@@damir_van_kalaz And that’s if you’re lucky enough to have the right biome somewhat close to your home. Ugh, i can’t express how frustrating this feels
instead of breeding find a zombie villager and lure them
I always thought it would be cool if you could use leads to link up a bunch of boats and drag a bunch of villagers to your base in one trip instead of just one at a time.
I’m pretty sure you can in bedrock/pocket
@@grizzlywhisker well we can now finally !! only took a couple of years !!
The main things Mojang needs to work on is:
-Making exploration more interesting. I mean, they've done that with the destination, but what I mean is the journey. Because exploration not about the destination, it's about the journey.
-Anvils, one of the biggest problems with durability. With the "Too Expensive" problem and the fact you have to combine certain items to make the outcome cheaper, anvils are the reason Mending is so relied on.
-Speaking of which, maybe Mending should be nerfed itself. It's suppose to help with managing your tool durability, not be a crutch.
-Enchantments. I mean, enchantments are cool when you find them around the world, but really, the easiest place to get enchantments, should be at the Enchantment table. The fact that people have to rely on villager trading and finding enchantments around to combine in an anvil for the most reliable way to get max enchantments, instead of the block with the very exact thing in it's name is... sad.
-And the biggest problem, the reason why people use Mending as a crutch, feel the need to abuse villager trading to get infinite Mending books, avoid anvils as much as possible, and use other methods of enchanting over literal Enchantment tables is: D U R A B I L I T Y. Clearly, durability is too unfair and punishing when people will snort Mending books up like crack, and durability is the outdate mechanic. And no, durability doesn't need to be removed, it needs a rework. We need to rethink the concept of durability, and make it a fair limitation that doesn't have people scrambling for ways to avoid it.
Maybe make durability work like with elytras,you recieve a broken version of the item,and atleast remove the too expensive! thing from the anvil
There's a reason people avoid the anvil like the plague
@@Damian-cilr2 something mods have been doing for YEARS is exactly that, just giving you a broken version of the tool you can then repair and get back all the enchantments you worked hard for
What's hard with making an xp farm and then doing lots of enchantments there?
you cant get certain enchantments and its all random so you could be stuck there for hours trying to get a pickaxe that doesnt have silktouch on it@@OP-pe4yc
I think Mojang should stop rebalancing the game and just let players set their own rules if they want to. Its a sandbox game meant to be played however you want. If you think something OP, dont use it simple as
I think this is the type of change that will make me quit the game tbh. The reason people are grinding for villagers to get all these things, is because that's what they've chosen to do. If people wanted the game to be slower, they could've just chosen to play slower, but it's clear what people actually want. If these changes happen for real, I'm never updating my game.
Or pushing people to modded MC. Tech mods exist for a very specific reason of automating problems away. Buildcraft was initially constructed around the automation of mining and terraforming. The Thermal series expands on that even further. AE2 revolves around the problem of item storage being terrible past a certain end game scale
You‘re lazy bro
There will be probably mods/datapacks which will revert this
A lot of players that would have a better time not having villager farms but will make them anyway though, because a lot of players will optimise the fun out of a game if given the chance, I myself am victim to this a fair bit and honestly I'm all for the new villager system.
Other than that though if you want to grind villagers for enchants it shouldn't only take 20 minutes to get god armour, if you want to spend no time (and of that no time, 90% of it is cycling librarians) getting stupidly OP then you might as well just use commands to get the armour
That said it should totally give you max level enchants or not count towards the too expensive anvil mechanic
At the very core of minecraft, its a sandbox game, where you can do anything you want, but it feels like mojang is trying to make it mandatory to explore a sandbox in order to reach the ability to BE a sandbox game where you can do anything you want whenever you want. Instead of being able to do anything, at any time, you are instead forced to waste time traveling/migrating villagers, because if we are honest, next to no one will e v e r go back to any of the villages away from their main home. just poor design in my opinion
I agree with what you are saying, but I have to be "that guy" and point out I absolutely entirely re-design and expand every single village I come across, and frequently visit all of them as I expand my territory. Is it necessary? No, just immersive. I don't like having a tree farm for every tree type all in one biome. It just feels boring and wrong. So, every village has it's own functional output (trades and farms), and I travel between them as needed. This may seem like a lot of unnecessary effort for the sake of immersion, but it's not. I simply do without a specific wood type if supplies run out before I feel up to going out for more, and only sell off produce in huge quantities that make it worth the long trip there. I tend not to go back and forth, either, because I have bases all over. I simply play the game in the arrival village until finding cause to go to another village down the line. I found having a single base incredibly boring and repetitive after years of playing the game. Might as well play superflat if you spend all or most of your time in your perfectly sculpted main base.
my thoughts are you wouldn’t go back to the biome for more trades, but take the villager back home with you instead. i know i would. i hate swamps lol
Right because the best way to do whatever you want in a sandbox game is definitely survival. Not like there’s any other modes where you can be more creative without bounds :)
@goldenpsi8764
Okay, let me pose these questions:
Does not having unbreakable tools 1 hour into a world stop you from doing anything?
Does not having the best enchantments quickly and always available stop you from doing anything?
My answer to both is no, you can experience all of minecraft with iron tools and leather armor.
So how does it make it less sandbox, if the unimportant, but cool, rewards actually take effort to get?
I'd also argue that minecraft in survival is not a sandbox game. Its a game with survival elements, sandbox elements and exploration elements, but does not truly belong in any of those categories. If its in creative mode, then yes, its a sandbox, but not in survival.
Creative - sandbox
Survival - well survival
If you want minecraft to immediately be a sandbox then play on creative.
Just stumbled onto this channel and wanted to say that the production quality is fantastic!
I would've rather they made mending only available in ancient city's rather than remove an incentive to play in hard mode because of the conversion rate at the same time killing off all skyblock and superflat worlds with the diamond requirement. Plus I'm like the only person that gets all the variants anyway so i can choose what they sell by the cloths they wear. ALSO please don't advocate to turn the 50/50 chance to bedrocks villager breeding. PLEASE!
Realistically the villager trade rebalance needs to be paired with an enchanting rebalance. For both the table and the anvil. I actually love the idea of reliably getting certain trades from certain villager varieties. That to me is a good thing. But when the only enchantments you can get from those trades that are max level enchants are the ones with only single level, it means that you have to spend exponentially more xp to get a tool set up. God forbid you're trying to get a sword or pair of boots going. Getting tools shouldn't be a time or resource intensive tasi.
You actually remind me. What's the reason mending doesn't exist in the enchantment table? Not just gameplay reason, but some really sensible lore or logical reasons behind it
@@AgathaVara Because its pretty OP (especially with the current "TOO EXPENSIVE!!" repair system).
6:57 this would be fine and a welcome addition imo…
That is if lodestones weren’t so expensive, it’s so annoying having to find your way back when you go off the map, and if you expand the map it gets harder to make out certain things (banners exist ik) but it would be nice to be able to make a lodestone with a diamond instead of netherite
Very well put. I like the idea of exploring but they have to know what it’s like moving villagers. Good recognition, bad execution.
Minecart
for like 10000 blocks so build a train station that you can also use
@@fujiwaranonekobiodrando1257that's absurd
@@515Matteo yeah
@fujiwaranonekobiodrando1257 the better alternative is one block in overworld is 8 blocks in nether
But still
Mojang, take notes:
1. Put mending available only at master level trading, but not biome specific. This way it nerfs villagers, but isn't AS anoying.
2. Ad mangrove, jungle and cherry villages, but make them rare. Maybe swamp villagers are the only ones that can trade mending in novice level, and cherry villagers protection, stuff like that, that way you still encurage exploration and villager breeding, but not AS anoying.
3. Wandering traders can now sell you a village map. Can't find a village? Your old pal the wandering trader will help you out. Give them more use!
selling pumpkins to cured farmers is still crazy op
My thoughts:
Don't change Librarians, please.
BUT...
Cartographers trading more maps is cool. Keep that.
I think so too, but I also think they shoudl put better loot, most of time the loot is kinda trash, seeds and grass on some villages or minesharts.
The quarks mod giving the cartographers more maps for different areas is really gool
I wish they could trade maps for ancient cities and trial chambers
Librarians: Revert!
Cartographers: Keep!
Armorers: Half-revert!
They need to change anvils and enchantment tables first. Anvils so the price doesnt go up per use, but stays constant and depends on material and number of enchantments, and enchantment tables to be less random, so I wouldn't want to just make a trading hall instead.
Also, crossbows and tridents aside, the good enchants being 1 or 2 levels short of max level is INFURIATING to me
4:26 Xay: walking through the jungle with a cookie in hand
Me: OH NO. XAY, LEAVE THE PARROTS OUT OF THIS 🥺
bro could've renovated the house with galvanized square steel and srews borrowed by aunt
8:00 WAIT NO-
4:11 i got that reference
Same
My view as a basically new player:
Just got into minecraft and the amount of fun im having is insane. Still, doing all that for HOURS just to get ONE specific enchantment is absolutely insane. I rather just cheat than waste so much time of my life. Obtaining mending shouldn't be more time consuming and difficult than mining netherite. I am completely okay with having to work towards specific goals in the game and i think that gameplay loop is very fun and rewarding but that should never take such an ridiculous amount of time. The main thing to do in minecraft is being creative, building things and not chase the best possible items for no reason than just having them. Additionally, to beat every possible enemy, it is not required to get a full set of netherite tools+armor with the best possible enchants in the game.
Many people seem to think that enchantment is the root cause of the problem and that might be true, still i think enchanting is a fun mechanic but it perhaps shouldn't be as powerfull and "meta determining". After all it is a singleplayer creative/adventure/survival game for me and there is no reason to implement mmo like levels of grinding into this game.
Mending was never supposed to be as easy as just finding a village and harassing a villager. Minecraft implemented this change to give players a reason to go mining/exploring to replenish their items. Making mending require a lot of effort still allows it to exist as an option but removes the idea that its a basic resource
@@pigeonflame9885I don't care how good mending is, adding boring tedium to your game isn't fun and will always be a bad change.
@@pigeonflame9885 ...and? Who cares if Mojang wants to give players a reason to go mining/exploring if they simply DO NOT WANT to do such things? Isn't this a sandbox game? Why are you suddenly forced to go do something extremely tedious just to get something so mandatory for long-term gameplay?
These videos are great! Keep it up and get 1M ASAP
Also, 4:05 needs to go viral, please make the scene a short
He's a MAN OF CULTURE
RIP all villagers who suffered from Hyperaxemia.
In Bedrock edition, we have to make the trading halls in their respective biomes because for WHATEVER reason, the children can not take the biomes of the parent villagers, unlike Java.
So getting the villager might be difficult in Java, but at least you can use that villager to set up trading halls at another place...
All you would have to do is make a breeder not a trading hall
@@Tyekiller115 The breeder will only produce babies of the biome it is built in.
Okay so apparently doing all that prep for a Villager trading hall in my survival world and then waiting a few months to actually complete it was a mistake. :')
Pls go back to 1.20.1 so is actually worth it
The rebalancing is experimental for now and only applies if you enable it, as shown at the start of the vid.
But if you truly want to avoid this rebalancing then I suggest you complete the trading hall before Mojang makes these official in a future update :p
Basically slave them all faster
@@XayXayYT Noted, hoping I have enough time for that with college hanging over my head. I'm just, really bad at exploration, it takes me forever to find stuff lol.
@@chickensky1121 just don't update the game until you finish building it? unless you are in gender studies, you should have enough brain power to come up with that
Of Mojang wanted to fix the mending problem, it was as simple as villagers not being able to trade treasure enchantments, but to equilibrate this change then make it so that you can get mending easier from structures or dungeons. This way players are discouraged from enslaving librarians and are encouraged to explore more. As for the biome dependant trades, it's not a bad idea; however, they have to either remove the villager 50/50 chance, or not take into account biomes that can't generate villages naturally. But that is just my opinion :D
It doesn't change the fact the player will capture the mending librarian. All they're doing is making it more annoying and take longer for them to do it.
Still preferable to the RNG of the enchanting table. Like preferring AdBlock over YTpremium. lol
The thing about biome specific trades is that you are screwed in superflat and semi-screwed in large biomes.
Ancient cities has a great chance to give Mending
The problem with that is that you're screwed if you're on a server. Elytra has this same problem. I can't tell you how many times I get on a server, only to discover all the Elytra's within a feasible distance are gone.
You can just cure a zombified villager in the swamp or jungle and cure it to get the villager. Of course that is on the late game side, but it is possible.
Another problem with these changes are the fact the villagers now only sell till the level 3 enchantment basically making it impossible to get the best equipment because of the anvil's "TOO EXPENSIVE" .
With these changes , Mojang should make villages for both jungle and swamps.
And the biggest of all , increase the "Too expensive" of the Anvil to like level 60 , I think so the current one is like level 40.
I think they should also make the anvil repair level requirements scale a bit lower, they hit the too expensive cap too quickly right now imo
@@XayXayYT true
@@XayXayYT For veteran enchanters it's still no problem maxing out gear with an enchantment table/anvil (I've done it with custom enchantment mods to get 10+ enchantments on an item), but for more casual players it's frustrating, not straightforward and overall not very user-friendly. If mojang wants to limit how many enchantments an item can have, they should do exactly that. I'm not a fan of this weird middle ground
@@XayXayYTor completely remove it, no one likes to spend resources to repair something they already have, so might as well completely remove xp costs on tools.
But make so you need more material to repair them.
There shouldn't be any too expensive message. Also, I would rather repairs cost a flat rate of 1 exp per enchantment and 1-2 material to fix, none of that exponential repair cost bs.
I think they should make the different biome villagers have default trades, rather than being at all rng related. Basically, you can always sell a dessert librarian 25 paper for an emerald and give them 17 for a sharpness 2 book. That way you don't have to lecturn cycle. I also think there should be a small chance of a villager being born into a completely random biome, so it isn't super annoying to hunt down the biome with a village. Also, I think the idea of having the cartographers trade maps to other villages is genius.
Changes like this are _genuinely_ why I will never go back to playing Vanilla.
I guess you could say that Mojang doesn't have the mending enchantment themselves
Mojang somehow managed to nerf villagers without fixing a single thing I had a problem with them xP
Why can you hit an anvil too expensive limit? And that problem only gets worse since villagers only give up to level 3 enchants. Why are enchantment tables so time consuming to use when they are so rng based and slow? Why are they making crossbow and trident enchantments so hard to get, those weapons need all the help they can get to be used. This seems like such a hassle to me, moving and managing villagers is probably the least fun I’ve had in minecraft. If they do add this then I guess I’m going back to speedrunning the ender dragon and building an easy enderman farm like dashpum4s for enchants.
exactly my thoughts on the two weapons. They have always felt optional to me. This just makes it harder to use them well
Im 86% sure they want us to use the enchanting table instead of using villagers to get every enchant
Although its quite RNG there are ways to bypass the RNG and always get what you want
i've got a world in 1.20.1 with a nice trading hall, which is a pain to set up as it is. Given the direction village trading is taking, i'll not be updating anything untill they add something i want to try out and by then i'll just resort to using chunkbase to roll seeds untill i find a seed that has a village near a biome crossing that has all the right biomes to get all the right trades... The usual for me has always been like this: roaming/exploring till i found several key items in the right quantity, find a desirable location to permanently settle and then kick off the big things. Now i'll just have to skip all that exploring i usually like to do and first find a permanent settlement location... It's just adding grind (finding the right biomes) after grind (no more cheap trades, so more stuff needs to be traded) after grind (finding a village) after grind (getting the right villager linked to the right biome) after grind (removing several enchantments) after grind (making it harder to find (surface) diamonds in e.g. caves) after grind making it way grindier to get stuff upgraded to netherite, after grind
yeah no, that's not the direction i'd develop any game in. Grindier stuff should be more rewarding, not less rewarding... especially in a sandbox style game
4:04 I now have a name for my Axe, thank you. the chubbyemu reference was perfect btw.
Fantastic. Now have to waste days to get mending to get started on actually building stuff
I think the biggest benefit of this update is that there is now a more consistent way of achieving the enchantments you want rather than having to rely soley on rng. But I do agree that there could have been a better way of implementing it.
Even then, you still have to cycle lecterns somewhat, I didn't show it in the vid, but I still had to cycle between Smite 1 to 5, Bane of Arthropods 1 to 5 and Punch 1 and 2
I would've tolerated the update if they at least allowed the other Master Villagers to have max level enchantments: Prot 4, Sharp 4-5, Looting 3, Fire Prot 4, etc...
Add the fact they decided to keep the books 1-2 levels below the max AND their decision with having a LIMIT on Anvil enchantments, is fucking ludicrous. Also the lack of Swamp and Jungle villages is pretty ass.
@@nirjhar4803 This is kinda where im at. Im all for the different biomes = different enchants. Im still gonna end up carting the villagers back to my base with nether portals but this is just gonna push me to use afk fishing or a raid farm. Both are easier and less annoying than a villager hall. I just like the convenience of having all the enchants right there. Raid farms drop both enchant books and emeralds. Spending an extra 40 emeralds for protection 4 doesnt really matter when you have an infinite amount of emeralds and I play on a hardcore world so I only ever need the 1 set of gear. Just seems to miss the mark completely.
Wow, I watched two videos of this guy and I absolutly loved them, the editing, the jokes, the content is just peak. Every video of this guy is like a masterpiece. You literaly got me laughing out loud like 3 times in the same video. +1 sub.
Turning a 15 minute task into a 3 hour headache!! Good job 😁🎉
Hyperaxemia! 😂 The "natural causes" got you this like and new subscriber! This tickled me so! I like it here 😂🎉❤😊
Bruh, you literally became Chubbyemu. Stumped on what hyperaxemia is though.
I feel like a better method would be -
1. Zombie Villagers can only do 1 discount. [Too powerful otherwise.]
2. Make Diamond Armor not cost Diamonds when buying from an Armorer. [Purpose of an Armorer is renewable Diamond Armor.]
3. Add Crossbow and Trident Enchantments to the Librarians. [Should have every trade.]
4. Remove Too Expensive. [Because the Enchantment trades aren't max level.]
5. Keep the Biome restriction. [Encourages Empire.]
> encourages empire
YES
THE SUN NEVER SETS ON THE BRITISH EMPIRE
Personally, I really hope they change the villagers to make mending and other high- tier enchantments engame loot. If they do so however, I feel they MUST also fix the core issue of durability, repairing and enchanting systems being absolutely awful to deal with.
Preferably, enchanting and repairing should be independent systems. Repairing should be easy, and not detrimental to the ability of an item to be enchanted. Similarily, enchanting should not have a detrimental effect on the repairability of an item. If they fix this, I feel like most players would be more accepting of the librarian nerfs.
If I were to use the band- aid analogy, I would say Mending is a bandaid players use to fix the gaping wound left by terrible durability/ repair/ enchantment systems. Mojang nerfing mending just rips the bandaid off, and leaves most players to just have to deal with the broken systems, which is why players hate the change.
Excellently put together video as usual great job Xay
I honestly think this is kind of a good feature because OP villager trades right off the rip takes out most of the time playing the game and the fun, for example like smp and/or hardcore UA-camrs they are just going to get good right off the rip due to grinding 20 mins for a mending and full prot and sharpness trade and then they really don’t fear death as much which takes the sense of achievement and accomplishment unlike someone who grinded their ass off for good ass armour from fishing or rerolling enchants on items, their armor has more blood sweat and tears and more sense of accomplishment than the villager traders. (10 hour yap session is now concluded)
There are so many ways to play the game and OP villagers is one that is very common among people with the most hours in this game so this change is going to directly make the game less fun for a lot of people. People who play like that have already enjoyed the "normal" gameplay and have more ambitious goals to hit beyond getting full diamond tools and beating the dragon. This change just slows them down and adds more grind. minecraft is a sandbox game. play the game how you want without worrying about pace.
I get the changes are made to mostly nerf strong enchantments and items and make them less common to come by than they are right now.
But they're forgetting to check one really, really important box on their list.
Is the proccess to obtain those still fun after the changes?
Personally, i find it very annoying to deal with.
Tbh the nerfs really don’t do anything but make it more tedious, they don’t make it worse, and for end game people it’ll still be just as easy to get the trades you want, it’ll just take longer, which is incredibly lame. So naturally I’m building a super op trading hall in my world before I update so I never have to worry about it, same way I upgraded all my gear to netherite pre 1.20 🤣
I think it's dumb how they're just nerfing everything and making the game more annoying and difficult to play rather than making it more fun.
I think they should make the protection types not mutually exclusive again so it's actually worth it to collect every type of protection from every biome
Unfortunately I wouldn't agree with that since Protection in general is too strong, and having fire and blast on top of that would basically make you immortal to anything except the warden and the void
Fun to enchant in that update and have an actual challenge to maxing out gear, but yeah it was a little busted. Some ideas on protection are;
-Nerfing base protection to have diminishing returns while buffing other protections, and rebalancing endgame mob damage values to compensate
-Keeping protection the same, and heavily buffing other protection types; this can be direct or indirect, such as...
-Level 4 fire protection or multiple pieces of it granting complete immunity to burning
-Making fire-based damage more common or threatening in some way, such as making it completely ignore base protection
-Projectile protection having a chance to completely deflect projectiles, not only reducing but negating damage
-More dangerous projectile attacks in Minecraft (Later on, things like skeletons and pillagers are purely a nuisance and aren't any actual threat)
-Explosions don't need any changes, I'm already against their instant-kill nature so a blast protection completely nullifying explosions or reducing up to 95% of their damage instead of the 80% vanilla cap is something I'd definitely support, it'd also serve as a well-needed nerf to Crystal PvP
-Magic protection is an enchantment I've seen in mods, and if minecraft had a couple of more armor-ignoring threats, it'd work well as an enchantment
-Melee protection I feel like would be a fantastic enchantment to take players out of their base protection comfort zone, giving a boost against other players using melee weapons (but leaving the wearer much more vulnerable to other means of attack) and boosting defense against well known hard-hitters like vindicators and piglin brutes
@@XayXayYT on the other end why not just make it so there not giving you more armor fire protection just gives you better fire resistance and no extra armor and blast resistance lessens damage from getting nuked and the damage your armor takes from creepers tnt and such
@@XayXayYTthey're not that strong tbh, full of a certain protection gives you 80% resistance while full regular prot gives you 64% resistance
@tankieboi2426
I can also see a different sort of protection enchant that just grants you extra hp if armor bypass is a bigger threat
Also, if the combat snapshots are to be added in, having shields receive certain armor enchants would up their value by a lot
6:07 These are the best moments of the video
aight time to f*cking download a data pack that brings back old villigers 🙂🙂🙂
These are the changes they should make:
Keep the villager trades how they are now with the books, but make it so you can't refresh a villagers trades. So every villager can have every enchanted book for trade, but you will have to find one that has the one you're looking for. Also taking from one of your ideas of the other videos, if there was something like "the ultimate weapon" where you had to gather all sorts of items to craft the ultimate sword or something, they could make it so each biome specific villager had one of those items.
*(Mojang stabbing the corpse of Bedrock Players!)*
First new mods for 1.20.2 be like: Undo villager revamp debuffs
This is akin to the 1.9 PvP update. A huge portion of the player base will never update past 1.20.1 if they go ahead with the changes
I think they could also add some zombie villagers in jungle temples and swamp huts. Would add to the lore and might also be useful and less frustrating than transporting a villager. Witch cauldrons might also contain weakness potions which u could pick up with a bottle. Same way, jungle temples could also have trapped zombie villagers which we could cure. Lore here is that they went there to explore but got trapped and eventually zombified. They already have zombie villagers in igloo basements and zombie villages. Why not in other structures?? Like in stronghold jails also. There can be a chance to get a regular zombie or zombie villagers inside the cells.
4:04 - that chubbyemu medical terms explanation reference killed me 🤣
Honestly, I completely love the idea of biome dependent books. It gives better predictablility and control over enchants, and encourages exploration of the world. What I DON'T like is how not only are the books not max level, but there isn't even every book.
Mojang really needs to take a break, step back, and reevaluate where the game is going in the future. The mob votes and unrelated update themes make it feel like they have no vision for the game and just troll the internet for ideas.
Damn this update sucks i loved scamming villagers and keeping them as my slave
I hope mojang dosent add this and lets it be like the bundle
The Chubbyemu reference was pure gold 😂
Anvil ideas:
I think item repairs should take 3 levels no matter what and don’t add like points towards to too expensive thing
This encourages people to go mining and repair their armor with diamonds
Now netherite is probably a problem since idk abt u but I don’t rlly want to spend my life repairing netherite so the solution? X-ray lol jk but really I think that mending should just be added as a really hard enchant to get from an enchanting table since that would be so much better than anything else
The only way to get mending reliably is from villagers and that’s why they are used so much since they are treasure enchants
it is better and cheaper to craft a new tool with diamonds than to repair it with diamonds. a worn out pickaxe takes 4 diamonds to repair, but a new pickaxe only needs 3. afterwards you can combine the tools to repair the original. this will keep your enchantment and save you a diamond.
this is not the case for armor tho i think.
@@chefcooks86 if you have a diamond shovel, then you can craft another 1 and repair it in the anvil u don't have to specifically use diamonds or re-encahnt a new tool
for armor using 8 diamonds to fix a chestplate is stupid when u can use 3 💀
Welp, I was already using a datapack before to prevent the "TOO EXPENSIVE" message, now i'll just add one to revert the villagers changes too.
I think the 50/50 chance for villager types is important: This way, one can breed villagers of all types in their biomes once and then take two of each type to one single location (the trading hall at your home). Without the 50/50-chance one could only get more villagers of the local type.
I think the thing I dislike most about modern Mojang aside from infrequent and bad updates is their constant need to make players play the game how Mojang wants them to play. Player creativity is stifled at every turn for no reason
11:27 The Best "Hello" ever
It's my birthday today🎉😊
Happy b-day man
Happy day of birth
@@XayXayYT Thanks man! Love your vids
@@fxn09here thank you
@@shant_pra you're welcome dude:)
1:27ok, *W H Y*
i agree, removing crossbow and trident enchantments honestly makes me sick 🤢
I do like these changes, however they still need to change anvils and the durability system
I wasn't expecting a Chubyemu reference LMAOOOO
And now I had to transport villager to a swamp biome, spend hours trying to get them to breed, just to get mending so that it doesn't take 100 levels to repair my stuff
Well it takes max 30min with nether portal, rails and the information where the biome is. The low lvl books is the only thing that sucks. They should make max books at max level.
The fifty fifty is very nice became it allows you to only have to collect one of each type of villager and throw them in a breeder regardless of biome.
5:11
Presenting to the emergency room with multiple axe wounds
WWWWHHHYYY MOJANG! Now I have to get at LEAST 5 villages to get enchants, I have to build WALLS, and Level em all, THANKS mojang.
at least its still only an experimental feature
4:55
I actually like the 50% villager type. That means I can breed any type anywhere so long as I have 1 of each.
Good. Only babies would be mad we can't get end-game level enchantments, tools and armour by farming villagers in the first minutes of gameplay
Ahhh, I love these changes so much! Obviously they need more work, but I really like the interconnectivity between Villager types, and the idea of Villagers from different Biomes offering different Trades.
Overall it's simply just, *better* Game Design than being able to get an infinite supply of an endgame Enchantment at the very start of your World.
Mojang is well aware that there's an issue with Durability, there's just no way that they're not, and it's highly unlikely that these are the only changes being considered and worked on.
(I believe there's even been talk of potentially scrapping Durability altogether? I don't personally agree with that idea, but the solution might be somewhere along those lines)
Transportation does also need to be worked on, my favorite idea so far is to have Villagers ride Llamas & Camels, further adding upon the usefulness of both those Mobs. (and giving the Camel's 2nd Slot an actual use in Single Player)
But yeah, I wish people would look at changes like these, and think of what else they could do to provide an overall greater and more interesting experience, rather than simply saying they dislike the changes and they should be scrapped.
loved the little ChubbyEmu bit at 4:02
"Hyperaxemia" is my favourite UA-camr reference.
4:03 this a reference to another youtuber whose name i forgot
chubbyemu