Enchanting is Awful (And I Can Fix it)

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  • Опубликовано: 30 сен 2024
  • Minecraft enchanting is so bad it makes me wanna quit Minecraft sometimes. Mojang, pls fix.
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Комментарии • 738

  • @PopovavCz
    @PopovavCz 4 месяца назад +1773

    Lol since the villager update I just skip enchanting table and go straight to spinning librarians for hours to get my enchants

    • @limo1132
      @limo1132 4 месяца назад +351

      I think if people would rather spend an hour breaking and placing the same block over and over again instead of using their enchanting system then it would be wise to rework said system

    • @onyxtheocelot9504
      @onyxtheocelot9504 4 месяца назад +137

      I too just use villagers and it bugs me that they keep trying to nerf them instead of just buffing the table

    • @Eacles
      @Eacles 4 месяца назад +40

      I do the exact same thing. I made an enchanting table once in one of my worlds because I felt like I had to, but I quickly found out that you could just make a villager trading hall and get almost any enchantment you want and you get to keep that enchantment forever. The villager becomes a renewable source of that exact enchantment. Without the need to gamble at an enchanting table for what could be hours. Yes, re-rolling librarians can and does often take hours, but once you have a villager that gives you a specific enchantment, you have that enchantment for the rest of your playthrough for the cost of some emeralds and a book which is really cheap and can be made cheaper with zombification. So the most optimal way to play the game is to make a villager breeder, then an iron farm, then re-roll librarian trades for a few hours so you never have to gamble at the enchantment table ever again.
      Enchanting in Minecraft is so bad that placing and breaking the same block over and over again for hours at a time is the preferred AND best method of getting good enchantments. Not by using the dedicated enchanting block that's existed in the game for much longer.

    • @timeblade
      @timeblade 4 месяца назад +9

      I personally don’t. using villagers early game just doesn’t sit well with me.

    • @Duck_Bidiyani
      @Duck_Bidiyani 4 месяца назад

      Same brother

  • @that_guy1211
    @that_guy1211 2 месяца назад

    that's why villagers exist bro, you get exactly the book you need, ofc you would need a villager farm, a anvil, and a emerald/exp farm (raid farm = +totems, +emerald), and if you really wanna use as little emeralds as possible, a villager to zombie transformation chamber under your village farm so they can all get cured and give you max trades for 1 emerald

  • @GreenJab
    @GreenJab 4 месяца назад

    Interesting ideas. It was nice seeing some similar ideas to mine but there were also a few that I disagreed with. Because the anvil has no randomness, but has a high cost, I feel like the enchanting table would be somewhat “mysterious” have some random ness but be cheap, however the current due to my ideas you have more control over then randomness as you can level it up with the chiseled bookshelves.

  • @EmeraldCrowz
    @EmeraldCrowz 4 месяца назад

    I mostly like your solution, though I think a lot of fine tune balancing is needed. Giving turtle scutes a use sounds great on paper, and well it mostly is, but in practice it creates 2 new problems. 1. The turtle helmets already small niche is now as small as a needle, taking away 1 of the uses of the scute just as we add one. And 2. If you want respiration on your gear, which you probably do, you HAVE to breed turtles, which is a lengthy boring process. There is no other option. I think doing things should result in unique rewards sure, but rewards should never feel so good as to be mandatory. And with how much content has been added to minecrafts oceans, i'd argue respiration is just too useful to lock away behind something like that. The material could just as easily be Nautilus Shell's, which have multiple sources but are relatively rare and currently very underutilized. For the more niche enchantments, the ones that actually feel like an enchantment rather then stat attributes, those are the ones best left to a reward for exploration and playing the game. This would be a perfect opportunity to fill the enchantment table with many new unique "Optional" enchantments that fit a persons playstyle.

  • @AtmoHours
    @AtmoHours 4 месяца назад

    pretty smart fix, i hope mojang takes notes.. this is what the game needs

  • @seafoodface
    @seafoodface 3 месяца назад

    your sona is like if jschlatt’s went to college and got medicated

  • @ITDEER
    @ITDEER 4 месяца назад

    god ive always hated the enchanting system in minecraft, this would absolutely make it so much more fun
    i hate spending forever getting to 30 levels only to get mid enchants, having to combine several different tools to get max enchants, spending HOURS getting specific books from librarians, etc. and im glad someone else feels the same lmao
    also tranquility base hotel & casino fan spotted

    • @LuxyHugs
      @LuxyHugs  4 месяца назад +1

      I like all the arctic monkeys albums, that one is just the first one I heard :]

  • @gwenmcgarry528
    @gwenmcgarry528 4 месяца назад +1700

    The real issue with enchantments is that there is no actual choice. There is 1 set of optimal enchantments, and a few others that are neat for niche purposes (also silk touch). Enchantments rarely add any magical abilities and are simply stat upgrades, making enchantments essential with no meaningful decision to be made.

    • @TwentySeventhLetter
      @TwentySeventhLetter 4 месяца назад +113

      Yeah they feel about as far from "magical" as the material the tools are made of

    • @gwenmcgarry528
      @gwenmcgarry528 4 месяца назад +167

      @TwentySeventhLetter if enchantments were only things like frostwalker or depth strider, fire aspect or ice aspect, channeling, etc. Then they would be pretty cool, as each would magically change your weapon.
      If we're just getting stat upgrades like sharpness or unbreaking, it would be better to have a more on depth crafting/refining system like many RPGs have to improve gear. (This could also lead to set dichotomies between a more physically effective armor/weapon set, and a more magically effective one, giving interesting player choice

    • @andersonbap8014
      @andersonbap8014 4 месяца назад +25

      That's why i love the "Enchancement" mod from doctor4t

    • @gwenmcgarry528
      @gwenmcgarry528 4 месяца назад +9

      @andersonbap8014 it is pretty cool, but I do want some supplement for some of the utility upgrades (like efficiency and unbreaking) so an addition to the crafting system would be nice, but overall it's a great step in the right direction

    • @TwentySeventhLetter
      @TwentySeventhLetter 4 месяца назад

      @@andersonbap8014 It's one of my favorite mods out there, I'm on the discord server for it even

  • @ShortManRob
    @ShortManRob 4 месяца назад +413

    Another solution for a player taking all the tomes is the vault block. That way every player has a chance to get it. Imo the vault block should replace all structure chests

    • @luviam0001
      @luviam0001 3 месяца назад +31

      Literally just the Lootr mod. Which would actually be nice if mojang implements something like it nicely.

    • @michaelbowman6684
      @michaelbowman6684 3 месяца назад +16

      They need to make Vaults indestructible then, because currently there isn't anything stopping some hooligan from wasting several minutes of their life smacking the Vault until it breaks, which would deny everyone else from being able to loot it (which depending on the context might be their primary objective in the first place, going out of their way to loot as many chests as possible to create artificial scarcity because they want to see the world burn or something) which leads us right back to square one.

    • @nutmeggaming11261
      @nutmeggaming11261 3 месяца назад +13

      ​@@michaelbowman6684definitely not, we need to limit stopping people from interacting with their world. Bedrock is fine, end portals are rare, and reinforced deep slate is rare and deep in the world. That's it

    • @Shy_002
      @Shy_002 3 месяца назад

      @@nutmeggaming11261 Cant you break reinforced deepslate?

    • @lechatrelou6393
      @lechatrelou6393 2 месяца назад

      ​@@michaelbowman6684Making them drop but useless when placed back is better, kinda like the skulk shrieker

  • @giantdwarf9491
    @giantdwarf9491 4 месяца назад +195

    Anyone else remember the good old days of being able to enchant sticks with flame 1 or knockback 2?

    • @satsujin-shathewitchkingof6185
      @satsujin-shathewitchkingof6185 3 месяца назад +12

      Yep

    • @AxelMuga
      @AxelMuga 3 месяца назад +4

      pretty sure you can still do that, but in creative

    • @gabef.218
      @gabef.218 3 месяца назад +10

      ​@@AxelMuga No shit dude, you can put any enchant at any level on any item in creative

    • @druidplayz2313
      @druidplayz2313 2 месяца назад +2

      ​@@gabef.218 um akshualy there is a limit to enchant levels its 255

    • @gabef.218
      @gabef.218 2 месяца назад +1

      ​@@druidplayz2313 Bro's never heard of 32,767 level items
      I was exaggerating, but you were just flat out wrong

  • @Gamer_Dylan_6
    @Gamer_Dylan_6 4 месяца назад +86

    I like the idea of an enchaning tree, but it doesn't feel like something mojang would ever do. I think the idea of learning enchantments through exploring and additional material components is perfectly on their level though.

  • @guilhermerafaelzimermann4196
    @guilhermerafaelzimermann4196 4 месяца назад +329

    Don't forget that while in bedrock impaling deals extra damage to any mob in water or rain, in java impaling only deals damage to fish (all 4 types), squid (both types), turtles, axolots, dolphins, and guardians (both types), so only 2(maybe 3 if you count the puffer fish who already dies in one hit to an unenchanted trident) out of the 11 mobs it deals extra damage to are things you actively want to kill, even the trident wielding two hit kill machines you need to grind to get the trident arent affected by it!

    • @SamLabbato
      @SamLabbato 4 месяца назад +57

      and it's still a crime that it doesn't do more damage against the drowned

    • @kacperkonieczny7333
      @kacperkonieczny7333 3 месяца назад +1

      Don't also drowneds receive extra damage from it

    • @SamLabbato
      @SamLabbato 3 месяца назад +5

      @@kacperkonieczny7333 in java at least, drowned take more damage from smite

    • @smaragdchaos
      @smaragdchaos 3 месяца назад +1

      @@kacperkonieczny7333 Only on bedrock, not on java. Combat update is supposed to add the ability to deal more damage with impaling on any wet target, but who even knows when that is coming out at this point.

    • @ducksongfans
      @ducksongfans Месяц назад

      I threw my trident, looked for it for like a minute, found it, then watched it despawn in the ground

  • @SamLabbato
    @SamLabbato 4 месяца назад +439

    i love how you said "but what happens if someone scoops up all the tomes" as if treasure enchant books don't already have that same exact issue right now

    • @quisait5794
      @quisait5794 3 месяца назад +56

      Really only Swift Sneak has that issue since all other enchants can be traded or bartered for, not that it’s a good fix, but at least it’s there

    • @uiinpui
      @uiinpui 3 месяца назад +3

      I was at that part right as I read that comment lol

    • @THTB_lol
      @THTB_lol 3 месяца назад +1

      @@uiinpui ok

  • @geekjokes8458
    @geekjokes8458 4 месяца назад +104

    the resource slot is really smart and the only one i could actually see in the game
    i think the upgrade tree is too... explicit, from the beginning, enchanting had conceptually some sort of "mystery" in the form of not knowing what youll get
    but, there is a good point... does that "mystery" fit a _sandbox_ game? i want the tools to mine more stuff so i can build more things, or avoid dying so i can build more things, or gather different resources so i can _build more things_ - praying to get silk touch so i can mine, say, large amounts of deepslate to build something cool isnt the same as hoping to get -bane of arthropods- instead of sharpness to go to a spider-infested dungeon and fight the spider queen

    • @kindlyevilbgm
      @kindlyevilbgm 3 месяца назад +11

      The mystery is cool, but I don't think it should be valued over making the enchantment system fun to interact with.

    • @groveri2
      @groveri2 3 месяца назад +3

      @@kindlyevilbgm 100% agree, usefulness and convenience/fun takes absolute priority over feels when it comes to gaming.

    • @realtwovo
      @realtwovo 2 месяца назад +1

      1.21 is 100% a spider update

  • @ZeekarPRIME
    @ZeekarPRIME 4 месяца назад +510

    minecraft is a sandbox game with developers who tried to add rpg elements despite having absolutely zero clue what makes a good rpg element.
    At least in recent times they have been actually showing proper care to the rpg elements, but the older stuff like enchanting hooooh boy it is BAD

    • @WhatIsMyPorpoise
      @WhatIsMyPorpoise 4 месяца назад

      To be more precise, it tried to add some rpg elements that have aged so badly, you hardly ever see them anymore. The addition of gameplay changes and new enchantments is what made the whole thing then completely collapse, as the whole thing clearly wasn’t designed with mending and other changes in mind.
      Examples: bane of arthropods: spiders used to be the 2nd fastest hostile mob when hunger didn’t exist and they could climb over obstacles that players might not expect. Also mentioned in the video, they were 1 of 6 enemies in the game, so the tradeoff could be worthwhile.
      Protection enchants: they existed before hunger, that is to say, before you could escape confrontations because you couldnt always choose which fights you got involved in, choosing which matchups were advantageous could benefit you.
      Thorns is similar in that regard: if you couldn’t dodge or run away, you might as well deal damage when taking a hit.
      Tldr, changes in combat, then mending on top of all that, ensured that many enchants became barely relevant.

    • @gustavusadolphus2436
      @gustavusadolphus2436 4 месяца назад +50

      it’s because notch had a way he wanted the game to go, but when he left that was thrown out the window. that’s why the older stuff is so different compared to the newer stuff

    • @someone.1184
      @someone.1184 4 месяца назад +2

      What rpg elements ?

    • @lunashenck
      @lunashenck 4 месяца назад +15

      Yeah pretty much everything added before 1.13 needs a complete overhaul

    • @bigphatburger3038
      @bigphatburger3038 3 месяца назад +30

      @@someone.1184the inherite Grindy nature of leveling and enchantments, bosses and dungeons, new unique weapons, and heavily encouraged progression compared to older Minecraft. Not sayings it’s objectively bad but quite a few systems could be made a hell of a lot better.

  • @thatexoguy6721
    @thatexoguy6721 4 месяца назад +114

    These sound like good suggestions. I'd also like to add the bookshelf tier from apotheosis, where better bookshelves with more enchanting power have to be made with materials from the Nether and End. It gives you more reason to explore those dimensions and ties the crafting aspect back into the enchanting system somewhat.
    I wouldn't necessarily keep it as is in apotheosis, though. But maybe the Nether bookshelves could give access to Nether enchants and the End bookshelves to End enchants, possibly even requiring you to be in that dimension to use them. That would add an intrinsic need to have small outposts or bases in the other dimensions, and further tie the enchantment system into the game's overall progression.

  • @TrixyTrixter
    @TrixyTrixter 4 месяца назад +111

    Personally disagree on mending being a problem. Other than that I agree. Your way is better.
    Edit: Actually IF the hicking EXP from repairing is removed as you suggest, then I agree with mending going away being fine.

    • @WhatIsMyPorpoise
      @WhatIsMyPorpoise 4 месяца назад

      Mending isn’t a problem. To players, that is. It however is a hulking problem for the current enchanting system. It is no surprise that by creating a better system, mending no longer is a problem.

    • @enn1924
      @enn1924 4 месяца назад +15

      The only problem I see with that is that there would be no point upgrading to netherite unless you have mending, perhaps if netherite had even more durability and could be repaired using scraps

    • @mechanical_squid4047
      @mechanical_squid4047 4 месяца назад +12

      My idea for the mending problem:
      I will describe a few changes from the easiest to implement to the harder ones:
      1) remove "too expensive" and the incremental cost for every repair on the anvil. Make the anvil never break.
      2) make the anvil only cost material and not exp, or make it cost only one material for every full repair and keep exp cost. (Trident would use prismarine shars)
      3) make the anvil only cost one material for every full repair and remove exp cost. (Trident would use prismarine shars)
      4) make the tool not disappear but enter a broken state when broken so it can be repaired.
      With every step, the nerf of mending, or the nerf of its accessibility, becomes more doable, but there still is a problem, the fricking rng in the enchanting system. So more steps:
      5) the feature of adding enchants to an already enchanted tool is now an enchanting table feature. Now enchanting is not rng, and both enchant a new tool and adding a new enchant costs some material, the materials needed depends on the enchant you want and the level of the enchant. Now this can be balanced in a lot of ways so I'll give you my take on it with a few examples: All enchants would require lapis, then you add two different material one to determine the level of the enchant and one for the type, the material for the type would be something common (at least for most enchant), for the level my idea is nothing for lv1, amethyst for lv2, quarz for lv3, ??? for lv4, and dragon breath (or diamonds??) for lv5, enchant that do not reach lv5 will scale differently following the same materials (unbreaking would follow lv1 to lv3, protection can go from lv2 to lv5). Enchanted books can be used instead of the materials in the enchanting table and you can enchant books using materials. (The materials used here are just an example and I would be happy anyway if changed). Exp would still be needed and would depend on the enchant, bookshelves would be either needed for higher level enchants or to reduce exp cost.
      6) finally, you can implement the experimental features for villagers that mojang showed us, but make the mending book either relatively common loot of ancient cities or a loot for end cities.
      7) bonus cool but maybe controversial idea, to add some more progression to the enchanting table itself, too obtain mid level enchants you would need something from the nether, for high level enchants something from the end (even something craftable with just netherrack and endstone just to temporary lock higher level enchants to progression). This could be in the form of an upgraded enchanting table or bookshelf.
      8) another idea, make even the enchanting table not require exp. Exp would be ONLY gained when you complete an advancement and would be useless, just a way to tell "how good you are". (Exp would not be lost on death anymore). Mending would work in a different way obviously.
      With all those fixes mending would be both less needed and there would be two reliable way of finding it (the shorter in the correct structure, if it has to be ancient city maybe add an explorer map for it, the longer using swamp villager). Enchanting table would be way more viable than villager trading in the short term, villager trading would be more a long term option for not spending material and since the enchants are sold depending on the biome would be incredibly reliable to obtain what you want.
      Now there is one last problem, netherite tools would still be hard to repair, there are a few options (described from easiest to implement to hardest):
      1) boost netherite tools durability a lot (like more than 5 times) especially for armor (10 times? More?)
      2) netherite tools require only diamonds to repair. (an alternative is using only scraps and not the ingot, but its an half solution imo)
      3) make netherite easier to find, my idea is to add a mining potion that allows to see ores (and netherite) through blocks in a range (off course in a range that needs to be defined and to brew the potion maybe something from the end), this would make mining actually scale with progression.
      4) make netherite tools actually unbreakable BUT netherite would only be found in bastion in a locked vault as ingots, so no more netherite mining. The key for the vault is either dropped by brutes, that need to respawn every once in a while, or is a bartering trade (makes less sense imo). You would need to explore 4-5 bastion to complete a set but they would be unbreakable. This would make netherite tool super precious and losing them would be a pain, so there is the need to add a a SUPER RARE treasure enchantment to solve this, soulbound when you die the item stays with you. Going for the full set would be the real final goal. I know this would make some PVP fight even longer but that is a problem of the PVP system that should be solved in different ways (more dps, less armor).

    • @PJutch
      @PJutch 3 месяца назад +5

      @@enn1924 I saw some mod that tweaked durability stuff and it made netherite repairable with diamonds. Imho, it makes a lot of sense.

    • @tyxolotl
      @tyxolotl 3 месяца назад +6

      though hopefully netherite would have to be repaired with diamonds because fucking hell

  • @jasondahfolf4325
    @jasondahfolf4325 4 месяца назад +47

    I dislike the idea of removing enchanted books, especially since they function as a way to store enchants for later use.
    Another way I can see the enchanting table be changed is using the other gems without the most purpose, nether quartz and amethyst, in place of lapis to change how enchanting functions with one of the options upgrading enchanted tools

  • @expiredvegansalmon
    @expiredvegansalmon 4 месяца назад +35

    Lowkey lost my mind yesterday trying to get efficency from a villager I think I spent an hour just resetting trades,,

    • @oddlysatisfiedviewer8568
      @oddlysatisfiedviewer8568 4 месяца назад +1

      But with the new experimental villager change you would solve that issue

    • @normanj4007
      @normanj4007 3 месяца назад

      @@oddlysatisfiedviewer8568 by transporting villagers hundreds of blocks. yeah, that sounds really fun!

    • @tman586
      @tman586 3 месяца назад +5

      @@oddlysatisfiedviewer8568nah the rework just makes villagers worse and makes it pretty much impossible to get top level enchants

  • @Eh.........
    @Eh......... 4 месяца назад +344

    1. You dont have to be a game designer to give a valid criticism/ suggestion. In fact games and other content is made for us, therefore we should know whats better, even better than the people making it in the first place
    2. Thorns must be removed from the table, making it book exclusive
    3. Mending percentage from fishing must be increased
    4. Rebalance villagers, not nerf them to the ground
    5. Remove too expensive feature

    • @funkybadlozza1537
      @funkybadlozza1537 4 месяца назад +25

      Grian agrees with point 3

    • @Tree_-wp5zn
      @Tree_-wp5zn 4 месяца назад

      Tree approves

    • @justseffstuff3308
      @justseffstuff3308 4 месяца назад +16

      @@funkybadlozza1537Lmao. I still remember him being mad about other players taking *his* Mending

    • @six_eyesTV
      @six_eyesTV 4 месяца назад +48

      I disagree that gamers know more about game design, I think their feedback is very insightful (when constructive) but ultimately game design is a whole process thats far greater than a suggestion or idea for a reworked system. With that out, I think your ideas are quite good!

    • @WhatIsMyPorpoise
      @WhatIsMyPorpoise 4 месяца назад

      Issue with point 1: game designers are, more often than not, players too. But they also study games too, and that cannot be discounted. Players are useful for highlighting flaws, the more players that are to identify flaws, the more specific some of those reports will be. Designers’ roles are to figure out the most fitting solutions as well as add new concepts to a game.
      Tldr, you were being quite reductive about something you don’t know much about.
      As for the other points, you just want it to be really easy to skip through.
      In which case, as the video explain, the enchant system itself is broken. Minor fixes will do little. The villager rebalance is a minor fix, a decently good one at that, but as it doesn’t adress the root of the issue, it really is just stalling out a problem and so are your suggestions.
      I can’t really recommend better systems for the enchantment system, as it’s quite tough to figure out what would be a good set of compromises that would feel satisfying to play around with, but the point brought up in the video about « fake choices » is very valid, and there needs to be some more engaging choices than what we’ve got.

  • @lasercraft32
    @lasercraft32 4 месяца назад +137

    Using niche items as a resource for enchanting is GENIUS! Kills two birds with one stone. Makes useless items more useful, AND makes enchanting more balanced. :3

    • @crimsonfire6932
      @crimsonfire6932 4 месяца назад +4

      My issue with this idea is what would be the logic behind the extra resources being used? I like the idea that lapis has the unique power of turning xp into magic through the enchanting table. I don’t see how miscellaneous extra resources fit into that.

    • @gabrieloviedocasanas4977
      @gabrieloviedocasanas4977 4 месяца назад +4

      ​ @crimsonfire6932 Different materials would equal a category of enchantment, Lapiz can serve as the main ingredient from which one can create new Magic Cores, for example, Lapiz + Obsidian could create the item necessary for Unbreaking

    • @lasercraft32
      @lasercraft32 4 месяца назад +12

      @@crimsonfire6932 How do you not understand it? Lapis provides the magic, the ingredient determines the enchantments (like spider eyes for bane of arthropods, or turtle scutes for aqua affinity or something). The material used would represent the essence of the enchantment.

    • @crimsonfire6932
      @crimsonfire6932 4 месяца назад

      @@lasercraft32 I get that but I don’t think this is the great solution to enchanting that people think it is.

    • @HappyGick
      @HappyGick 3 месяца назад +4

      Mojang has explicitly said that not every item or block will be useful. Sometimes it's just there for ambience. I respect that design decision, and I agree.
      I like his system because it's a smart way to keep it balanced. The Vault Hunters modpack does the same for Vaults - they're the main focus of the mod, but to keep your progress in check, you need to collect a random amount of a randomly selected set of items to enter the Vault.

  • @michaelkindt3288
    @michaelkindt3288 4 месяца назад +27

    @4:33-.-Actually, the encrypted text it's purely randomized and means nothing, it purely exists for esthetic purposes. I think you're talking about the tooltip.

    • @banana4880
      @banana4880 Месяц назад +1

      Not quite, it can in fact be translated but these are random words

  • @PopovavCz
    @PopovavCz 4 месяца назад +22

    Man the idea sounds great but I dont think anything like this will ever get implemented just because its too different to the current system

    • @dat_fast_boi
      @dat_fast_boi 4 месяца назад +3

      Exactly. It seems very risky for Mojang to update these legacy systems - I'm sure some people are still on 1.8.9 because of the combat update, and I'm sure that's why we've not seen a combat update 2 snapshot in a while.
      Then again, the smithing table did get reworked, so it's not out of the question that the enchanting table does too, but not to this degree (as you said).
      I think the most likely outcome for an enchanting rework is a fourth option, outside of the table, villagers, and finding enchanted gear in structures.

  • @TheNerdyKoopa
    @TheNerdyKoopa 4 месяца назад +105

    The worst thing is when you get a great sword to only have Fire Aspect on it with ZERO warning.

    • @APNifty
      @APNifty 4 месяца назад +23

      The worst is when you see a good enchant for the sword and then it gets kb 2
      Or when the armour gets thorns

    • @Qualicabyss
      @Qualicabyss 4 месяца назад +13

      Fire aspect isn't bad though?

    • @Datboichannel
      @Datboichannel 4 месяца назад +1

      @@Qualicabyssannoying against endermen

    • @Archy_The-Wizard
      @Archy_The-Wizard 4 месяца назад +40

      @@Qualicabyss I'm personally not a fan of fire aspect on my main weapon because:
      - It rarely affects how many hits I need to kill something.
      - It makes zombies stronger since they can now set me on fire.
      - It makes fighting endermans a huge pain.

    • @dankmeimes4274
      @dankmeimes4274 4 месяца назад +25

      ​@@Archy_The-Wizardit also makes shulkers shit the bed

  • @bluephoenixguy1094
    @bluephoenixguy1094 4 месяца назад +51

    What you're describing actually sounds like both Tinker's Construct Modifiers and EnderIO Enchanters.
    To balance it, they consume WAY more items XP but guarantee your Enchantment for Ender IO, and for Tinker's, you have to use the tool hundreds or thousands of times to be able to max out the modifiers on it, tying you down to your tool and making each tool it's own mini-skill tree... without the interface.
    EnderIO's method I think would be the best. Rather than a skill tree system, it keeps it just as a crafting recipe. Early game, when you might be starved for XP, the Enchanting table and it's random enchants are a boon but as you progress and build the Enchanter, you can make use of your massive reserves of resources and XP from massive farms to make enchanted books for whatever enchant you like.

    • @lordmarshmal_0643
      @lordmarshmal_0643 4 месяца назад +9

      I presume you mean tool XP by "use the tool hundreds or thousands of times", which isn't a feature in the base Tinker's Construct, it's an add-on
      THAT BEING SAID for other readers who aren't so versed in modding, 3 modifier slots can still be a fairly interesting thing to debate what you should do with (especially when there are [varyingly expensive] ways to add more slots, like using paper for a component (it's about as fragile as it sounds but just counterbalance the horrendous durability with the other components being s t r o n k stuff it's fine)) especially with some of the TC tools being not so clear-cut on what their optimal upgrades should be
      The modifiers aren't quite 1:1 with vanilla enchantments like you may think either, and in some cases you gotta make a sacrifice - upgrading a tool to diamond only needs one diamond, but it also burns a slot!

  • @Rayyveil1
    @Rayyveil1 3 месяца назад +9

    Man's got me excited for a non-existent update 😭

  • @ChunkyPotatoSoup
    @ChunkyPotatoSoup 4 месяца назад +195

    An alternative to the treasure enchant idea could be to only have them appear on pre-enchanted items, further increasing their value

    • @kittyoverlooord1300
      @kittyoverlooord1300 4 месяца назад +18

      Something that could also be interesting is adding extra curses and every treasure enchant would also have curse added for it. Essentially giving a tradeoff for treasure enchants.

    • @Designed1
      @Designed1 3 месяца назад

      @@kittyoverlooord1300 basically lunar items in risk of rain 2

    • @smaragdchaos
      @smaragdchaos 3 месяца назад

      No, that's a terrible idea. It would make relevant items nigh impossible to get

    • @Hyperforg
      @Hyperforg 2 месяца назад

      lol I’m one of my mods there are unstable enchants (basically lunar)

  • @Fishysalmon02
    @Fishysalmon02 4 месяца назад +20

    Treasure enchants could have a rare chance of being tradable with wandering traders. That way they're still obtainable at any point, without being as easily accessible as villagers.
    I don't like the removal of the books. I'd rather integrate them into the system in a way that incentivizes me to keep a library of them around.

  • @galnium
    @galnium 3 месяца назад +6

    As weird as it sounds, I think it would be nice if Bane of Arthropods worked on endermen
    It would both give the enchant an actual viable niche and have some interesting biological implications for endermen

    • @smaragdchaos
      @smaragdchaos 3 месяца назад +4

      Nah, bane of arthropods should get a boss who it could affect, ideally a big spider themed boss with minions so the slowness effect from the enchantment can be fully utilized in the fight. Smite was similarly catapulted to stardom because it can no diff withers, which is a very valid niche, bane of atrhropods is useless when the most it can do is one-shot a whole bunch of weak and frail mobs who get one-shot by sharpess criticals already

  • @K-Sha1
    @K-Sha1 3 месяца назад +6

    I'm surprised this video didn't mention the finer details of enchanting like how you get different enchants via resetting your seed so the optimal way to approach is to mouse over the level 30 enchant to check what it is, and if its trash then enchant something else with the level 8 enchantment and rinse and repeat until the level 30 enchantment is good then apply it to your item of choice. Doing it this way saves you a good bit of xp farming but imo the most massive flaw in the enchanting system is the level 30 requirement and the flat level cost. XP per level increases as you level so levels 1-10 barely cost any however going from 30-40 takes an utterly insane amount of experience, and yet those 10 levels are all valued exactly the same. This means that if you do not enchant EXACTLY at level 30 you are wasting massive amounts of xp into nothing, because you get those levels back quicker. It should cost raw XP not levels, because levels in vanilla Minecraft are completely arbitrary.

    • @CMDKeenCZ
      @CMDKeenCZ 3 месяца назад

      He did mention that lol

  • @GeorgeCowsert
    @GeorgeCowsert 3 месяца назад +5

    I feel like a massive rework needs to be made to anvils and the table itself.
    Let the enchanting table be the hub where you add, remove, combine, and split enchantments, with each enchantment only existing to fill a niche.
    The anvil, smithing table, and grindstone are then used for upgrading and maintaining the equipment itself, with all stat boosts coming from them.
    If Mojang wants us to stop abusing villagers, then they need to make alternatives better.

  • @BasementDweller_
    @BasementDweller_ 4 месяца назад +7

    My issue is the “too expensive” mechanic. Like I would want to combine my lesser enchanted gear into more powerful gear without having to worry about the cost being “too expensive”.

  • @Charlotte4Short
    @Charlotte4Short 4 месяца назад +48

    I would also like all numbered enchantments to go up to V. That way there’s no confusion on what’s the maximum tier. I’m sick of having to look at the wiki to remember Depth Strider maxes at III, Protection maxes at IV, and Sharpness maxes at V.

    • @gamehead5761
      @gamehead5761 4 месяца назад +10

      just get rid of the tiers altogether, lower level tiers are just a trap

    • @crimsonfire6932
      @crimsonfire6932 4 месяца назад +6

      Problem is balancing. Depth strider 5 would be too fast.

    • @thepurityofchaos
      @thepurityofchaos 3 месяца назад +7

      @@crimsonfire6932 Combine it with a nerf to 20%/level so DSV in the new version is the same as DSIII now

    • @ineophobe
      @ineophobe 3 месяца назад +5

      ​@@crimsonfire6932they can just change how it scales so 5 is the same as what 3 would have been

    • @papaaquchala8460
      @papaaquchala8460 3 месяца назад +1

      Or scale everything down to 4 for simplicity

  • @GrownRhombus
    @GrownRhombus 4 месяца назад +13

    beautiful video, it's a nice change from the hawaii: part ii vids. I do have one input to give; put the song that's currently playing in the background in some small text in a corner, just so others can see what music is playing if they don't know the name of the song!

  • @Catoslouco
    @Catoslouco 4 месяца назад +12

    Pretty nice point, even though I am the kind of guy that just gets villagers, then and just builds big things. But still a part of me wishes that another way besides this crap called "enchanting table" how it is right now, and I find your solution pretty good

  • @Gameatronic9000
    @Gameatronic9000 4 месяца назад +8

    gonna be honnest. early enchants are the only use for a table i have in vanilla these days.
    i go for villagers and an anvil to get maxed enchants, so the table is useless for me at the top level cause i never like book enchanting to makd tthe high enchant gear.
    but for the mid game where i havent found any mending, and still using stone tools and saving my singular iron/diamond pick for mining ores only,i end up toaaing my lapis and hoard of XP into enchanting stone picks at level 1.
    cheep enchants i can blast onto crummy tools im uaing for beign frugal on my more valuable tools, i notice any speed increase between efficiency 1 and 2. ive broken more stone picks than any other tool, so that demonstration of breaking a whole 2 blocks more in the same time with 1 level difference. speed is speed, even if its not alot, an upgrade is an upgrade and it can help if your doing alot of large projects early on. like terraforming a hillside.
    past that, i disagree of wholesale scrapping the enchanted book system. i can bite at the idea of the anvil changes, but allowing enchant levels to not combine for books seems a bit much.
    making enchantsd books unable to combine it removes an alternate set of paths of looting, fishing, or trading to reach enchants outsiede the table. that said farms, and automation can certaintly make those alternate path much easier, but reballancing those is another topic. having enchants be only from the table would necesitate everyone to follow a single path of progression towards a variety of enchanting goals. tomes in chisled bookshelves sounds great as it is, and i'd say that if we could filter the randomness of a table's enchants by surpunding the table with specific enchanted books i'd be much more inclined to using the table.
    like, i could have a table built for enchanting armor with protection books, mending and unbreaking books, and maybe a dash fo the piece exclusives like resperation, aqua affinity, and swift sneak all raising the weights on the table. and next to that i have a table thats heavily weighted for fortune, silk touch, mending, and unbreaking. cause its my tool table. and since books can be enchanted, AND placed around a table to narrow the rng, its a self feeding cycle for a better enchantment table.enchant books for 'research narrowing' for more PRECISE enchants at the table.
    sorry for the MASSIVE comment, but i had 2 things i wanted to say, and ended up having a brainwave ontop of that for an alternate sugestion.

  • @randomphantom3976
    @randomphantom3976 3 месяца назад +5

    I find it hilarious that you played the Luigi Poker music for the EXP Slots section of this video.

  • @NotBigSurprise
    @NotBigSurprise 4 месяца назад +11

    i remember someone suggesting that enchantments could work on a sort of "socket" system, where you can only have so many enchantments of certain levels, and you have to balance which ones go on higher levels
    maybe the two of them could be combined, and the skill tree could even serve as a way to remove certain enchantments
    maybe at the cost of a level or two, so we still have uses for the grindstone

  • @Bud55
    @Bud55 3 месяца назад +3

    I just LOVE exponential costs!!!. I LOVE having to scrap everything if I get it wrong! I LOVE spending hours at the monster tube for exp. I didn't think they could add a feature so boring that mining netherite looks like a fun and engaging activity in comparison.

  • @PJutch
    @PJutch 3 месяца назад +3

    I think there is a mod that renames Bane of Anthropods to Bane of Shhh and makes it affect creepers. Honestly, a genius idea.

  • @tsoewoe
    @tsoewoe 3 месяца назад +2

    there are MUCH better sandbox games to "go big" and "optimize on to make them as best as they can be" than minecraft, you should try Rimworld, minecraft is probably one of the worst places to go for progression

  • @enn1924
    @enn1924 4 месяца назад +3

    I have another idea: keep enchanting as it is, but add an alternative way to enchant your stuff, by adding a 3rd slot on the enchanting table in which you have to place certain materials to guarantee speciffic enchantments
    Lets say, if you put an obsidian block you get unbreaking, gold for efficency, eco shards for mending, diamonds for protection, etc. Enchanting this way would cost 5 levels instead of 3 and the level of the enchantment could depend on bookshelfs or the amount of the material you used
    This way you can still roll for the chance to get multiple enchantments if you want to but you also get to not waste your time and give use to niche items
    Another QoL features that should be changed are the following:
    1. Combining enchantments only increases the cost by a lineal amount
    2. Remove the anvil cap, with these 2 changes now the low level enchantments you get as loot has actual value as you can slowly get maxed up as you play the game, instead of saving all your enchantments and apply them all at once
    3. Make certain enchanted books tied to speciffic structures, lets say the desert temple can only have looting and blast protection, mineshafts have efficency and fortune, etc
    4. Remove bane of arthropods
    Also they should make new cool enchantments that actually feel magic but are exclusive so there are multiple ways you can go on your gear instead of a single meta set, stuff like ice aspect, fire riptide for the trident, etc

  • @qfqfsaa6558
    @qfqfsaa6558 4 месяца назад +6

    I'll be honest with you, I had no idea why I was subscribed to you until I saw the goat, then I remembered "Oh yeah, it's the Hawaii: Part ii guy."
    Great video by the way.

  • @AlexMint
    @AlexMint 3 месяца назад +3

    I would feel a lot better about enchanting if it didn't treat "levels" as "the level" so much as the amount of xp in the level. Like for not "3 levels" whether you're 30 or 100, but "300 orbs", or less than a level if you're really high.

  • @keecko8169
    @keecko8169 2 месяца назад +1

    i think enchantments need to be, y'know, enchantments, sure basic ones like sharpness, knockback, and fire aspect work, but wheres my throwable sword? Wheres my bow that shoots light beams instead of arrows? Wheres my pickaxe that explodes when mining stuff? Wheres the enchants? What we have NOW, is upgrades.

  • @Capiosus
    @Capiosus 3 месяца назад +2

    I think the issue with enchants is actually the level system discouraging getting a lot of levels.

  • @Ixarus6713
    @Ixarus6713 2 месяца назад +1

    I think a better enchanting method would be that, when adding an item to the table, you are presented with every possible enchantment it can have.
    Then you can add each enchantment for a defined xp cost, increasing through the levels.
    Additionally, I'd remove sharpness and just make a whetstone, which costs the same amount of xp as it would to enchant to increase the weapon's damage in increments, perhaps also changing the look of the blade itself.
    This way you have more control of enchantments while keeping the associated cost and things like sharpness are fixed and detatched from enchanting. Therefore working much better as an mmo system.
    (Also this is how enchanting works in most games i.e: Skyrim, so it's dumb it's not the same here and often flat out requires advanced villager mechanics.)

  • @TheforeverPigeonKing
    @TheforeverPigeonKing 2 месяца назад +1

    This reminds me of an idea I had for potions. For context I play on bedrock ed and in that version you can fill cauldrons with potions then dip arrows into it to make potion arrows. You can also use dye to change the color of water and that’s how you dye leather. So I thought of combining these features. You should be able to equip leather armor and wood tools with potion effects. For the armor it would work by providing an effect of what you dyed but only 1/4 of the power. So to get the full effect you have to where each armor piece. For wood tools it would work the same to tipped arrows, when you hit someone or something they would get the effect. I also imagine that there would be no potion smoke due to it being contained in the items. Also it wouldn’t just be armor or tools but most of the leather and wood items as well. Like we could finally have a vanilla way of getting invisible armor stands and item frames. Plus it would be balanced because it only works on leather or wood, so netherite cannot have potion effects. And like I said before you need the whole armor to get the full effect so it would be balanced. I really think it is a good idea

  • @polishscribe674
    @polishscribe674 3 месяца назад +1

    I don't think your solution is good. It throws away most of stuff rather than fix it.
    Yes, the randomness factor should be removed, but I see no reason in making tool combination and enchanted books pointless.
    Villagers need to be nerfed, make mending not tradeable, and remove exp cost for simply repearing tools in anvil.

  • @rojasA77
    @rojasA77 2 месяца назад +1

    Personally I'd always enchant a book before any tool or armor and later put that enchant on every piece. Of course is easier by having a librarian villager farm. But the point is that the enchanting system sucks

  • @bobfs9855
    @bobfs9855 3 месяца назад +1

    9/10
    my only complaint is that something as blatant as a skill tree in the enchantment table doesn't feel vanilla enough
    it's uncanny and ruins the feel of the enchanting gui
    instead, I propose a sort of "crafting" system, like the required ingredient you suggested, where players are forced to tinker around a recipe book (unlike the god-forsaken brewing stand) and memorization for the same goal of upgrading enchantments over a tool's lifespan
    such as requiring a different recipe and ingredient list for each level of a desired enchant, instead of just 4 copper ingots per piece of armor you want protection on
    this also ties into the expensive feel of higher tier enchantments, where it's not just levels and lapis, but the tradeoff of grinding those two meticulously is instead replaced with a material cost like a powerful D&D spell

  • @cineblazer
    @cineblazer 3 месяца назад +1

    this is my first encounter with this channel, and I gotta say - cool PNG-tuber avatar? extremely based game design takes? MIRACLE MUSICAL ALBUM ART IN THE BACKGROUND??
    i subscrib.

  • @Snidbert
    @Snidbert 4 месяца назад +1

    Enchanting has needed an overhaul for basically as long as it’s existed

  • @carlwheezer4347
    @carlwheezer4347 2 месяца назад +1

    Thought the video was almost interesting, until the furry PNG-Tuber popped up.

  • @saliso470
    @saliso470 4 месяца назад +3

    I just use end cities and villagers for enchanting. The table doesn't really feel like it's worth the levels because end cities are common enough and have very good loot sometimes even mending.

  • @yarn1471
    @yarn1471 3 месяца назад +1

    You can sidestep the level requirement 30 for reroll by rerolling at lower levels until your lvl 30 enchant is good

  • @satsujin-shathewitchkingof6185
    @satsujin-shathewitchkingof6185 3 месяца назад +1

    I remember the days you could put any enchantment on anything. Little kid me loved doing that on creative

  • @Souly550
    @Souly550 4 месяца назад +4

    Honestly the most underrated youtuber i've ever seen, keep up the good work! 💛

  • @KefkeWren
    @KefkeWren 3 месяца назад +1

    Alt title, "Enchanting is Awful (Because I Feel Entitled To The Best Stuff)"

  • @emanwonkon2205
    @emanwonkon2205 4 месяца назад +9

    After a one minute long intro, you cant just flashbang me with your fursona and then move on like nothing happened

  • @J-Thicks
    @J-Thicks 3 месяца назад +1

    Why not just make an xp farm then enchant books. Then you can just pick what you want

  • @THTB_lol
    @THTB_lol 3 месяца назад +5

    Ok, so i hate most people's attempts to fix enchanting as they force people to optimise fun out of the game, i'll write this comment as i watch the video to see if it's actually good.
    2:21 the enchanting interface is an old relic from 1.0, at least it now gives an enchantment that will show up
    2:49 yes, there is no reason for the middle button to exist
    3:18 yes, the lower level enchants give a good way to get rid of a bad enchant in the level 30 slot
    4:12 no, early enchants are not worthless, the difference between a regular diamond sword and a sharpness 2 diamond sword is quite large
    5:18 the issue is that the other protections are completely worthless
    5:57 enchant all your gear before using anvils first
    6:55 flame is not detrimental as it is on a BOW
    7:20 getting a villager setup for enchantments is painful
    7:54 mending is still required as god tools can still break
    8:11 no shit, it was made in 1.0, where almost every feature was rushed and unfinished
    8:41 finally, halfway into the video, the solutions are proposed
    8:59 wow, that looks complicated
    9:18 aaaand here's the issue
    9:26 what did you say about grinding again?
    9:36 no it does not, there's still no reason to use low level enchants except as a stepping stone
    9:56 bruh
    10:09 first good change
    10:30 and it's ruined yayyyyyyyyyyyyyyyyyyyy
    10:53 and you just reinvented enchanted books but worse
    10:58 there's a reason people hate the netherite upgrade (think about multiplayer)
    11:33 and you've made librarians even more op
    11:49 and now you've forgotten to think about singleplayer
    12:36 are you kidding me
    13:01 copper is one of the weakest metals
    13:14 the list all contains items that have a defined purpose
    13:35 "oh cool, i need to grind 10 items that are hard to grind so i can get enchants i already would have gotten more easily through the old system"
    13:55 impaling works better on bedrock where entities in water take impaling damage
    14:13 1.9 moment
    14:34 complains about 1 thing then complains about the opposite thing as if they're the same problem
    16:34 POTIONS EXIST AND COULD BE USED FOR THOSE
    16:41 literally everyone says this
    16:53 as opposed to just getting more copper
    Overall, your pitch is actually really good compared to most attempts (that still doesn't mean it's good)

    • @sweett3253
      @sweett3253 3 месяца назад

      I started reading this with a bias against what you were saying but yeah you make some fair points. Granted my bias was born out of assuming you would meatride mojang but still

  • @NotTadgh
    @NotTadgh 2 месяца назад +1

    Tranquility base hotel and casino mention 🔥

  • @zyad48
    @zyad48 3 месяца назад +1

    Now I want a mod that does all or at least most of these tbh.
    Very interesting method of tackling the problem!

  • @janKoloja
    @janKoloja 4 месяца назад +9

    I know it's a tiny issue but efficiency two is the most useful efficiency other than efficiency five. Sure there isn't much of a difference in stone, but it breaches the insta-mine barrier on netherack. It's very useful early game where you don't need to go grind to level thirty and 19 bookshelves in order to go mine for ancient debris. Everything else was great though!

    • @LuxyHugs
      @LuxyHugs  4 месяца назад +1

      Thanks for the feedback. My point was that efficiency I and efficiency II aren't exactly worth getting when efficiency IV is quite common and not hard to get in of itself. I can usually jump to efficiency IV because by the time I have a table fully set up, I usually am level 30. Interesting use case for the middle button though.

  • @Slimerror
    @Slimerror 3 месяца назад +1

    This is genius, someone show this to mojang for the love of god!

  • @TheWanderer1000000
    @TheWanderer1000000 2 месяца назад +1

    0:35 Sounds exactly like when AsmonGold smashed his head on his desk

  • @BobzBlue
    @BobzBlue 4 месяца назад +1

    Or just use the treasure enchanted books themselves as the third material.

  • @BULLZIERADAR
    @BULLZIERADAR 2 месяца назад +1

    10:03 this would make grindstones obsolete

  • @omnomgamer8633
    @omnomgamer8633 3 месяца назад +2

    I had to pause.
    We can keep enchanted books.
    Make it so enchanted books allow you to upgrade your enchantment level without the exp cost.
    Eg. If i have a fortune 1 pickaxe and a fortune 2 book I can upgrade to fortune 2 at the cost of the book. But I need fortune 1 already.
    Edit: I really wanna keep enchanted books. They are by far the only exciting loot to find after early game except armour trims now. Also they look fancy.

  • @bluemanblue2316
    @bluemanblue2316 4 месяца назад +2

    Yo! You're the hawaii guy!

    • @LuxyHugs
      @LuxyHugs  4 месяца назад +1

      I actually make a lot of different content other than Hawaii part ii explained. It's all in a similar vein to it :)

  • @bluenightrblx
    @bluenightrblx 4 месяца назад +1

    2.84k sub :) your gonna be at 100k in no time!

  • @tristianhocknell2957
    @tristianhocknell2957 4 месяца назад +1

    3:40 hmmmmmmmmmmmmmmmmmmm not tf2 (fuckin random crits hfdsfhuiiagh)

  • @LazerDisk
    @LazerDisk 4 месяца назад +2

    I like your solution to enchantments, though I think it can be simplified. Remove XP and remake the table to be 3 by 3. Middle portion is the item, and the other 8 slots are slots to fill in with enchantment components. Lápiz/amethyst/quartz can be used to decide the level of the enchantment, and the special component can be related to the enchantment somehow. Like cactus and sweet berry give thorns, or fire charges give fire aspect/flame. This can be balanced in any way the devs see fit, allows the player to make enchantment progress from simply playing the game, and it allows the player to enchant more items without feeling like they’re wasting XP they should be putting towards Diamond.

  • @petercarioscia9189
    @petercarioscia9189 4 месяца назад +2

    A quick fix would be giving more XP back for disenchanting. Maybe getting significantly more for scrubbing more/higher level enchants off of an item.
    Also ...make the anvil less expensive, Christ there's no reason I should be clearing ALL of my levels to merge a couple of pick axes....
    I have no motivation to start a new world when the daunting task of creating new enchanted armor and items crops up... especially now with how annoying they made mending.

  • @KatieKat223
    @KatieKat223 3 месяца назад +2

    Me: Oh cool they got Fortune II. That's an excelle- Oh and they got rid of it
    Me: I guess if they're trying to optimize for an enchantment with only 3 tiers they could easily use boo- not bringing it up whilst relevant, okay...
    Me: Efficiency II being slightly faster than I would add up over ti- oh, okay. They're dismissing it

  • @sashakoshka
    @sashakoshka 3 месяца назад +2

    i think the enchanting tree is a good idea, but i think that a better way to go about it would be to basically remove the bookshelf requirement and surround the table with chiseled bookshelves instead, in which you would have to place the actual books for the enchantments you want to apply to "unlock" them, and to use higher enchantment levels you would need the lower levels of the enchantments too. this wouldn't require adding or removing items.

  • @krzysiekchinbeard4442
    @krzysiekchinbeard4442 3 месяца назад +2

    Alright, hear me out: bane of arthropods deals extra damage to "webbed" entries (from the new potion effect) but either removes the effect in the process or removes like 30 seconds of the effect. Also make it so entities take extra damage from impaling when wet (I think bedrock has this) like in rain, water or afternoon being splashed by blank potion

  • @lapiswolf2780
    @lapiswolf2780 4 месяца назад +1

    Cute character design. ^^ 🐐

  • @SergioPSC
    @SergioPSC 4 месяца назад +2

    There was a mod I used to play with that gave you a special more expensive enchanting table that allowed you to put whatever enchantment at whatever level at the cost of a ton of XP. Adding more bookshelfs, instead of allowing better enchantments, reduced the cost. Treasure enchantments could be added but we're a whole lot more expensive required the table to be on top of a floor made of ore blocks (like a beacon) and curses could be removed but only on full moon nights. I think this implementation could be cool, where to get better enchants you need to upgrade the table by adding things to it, not just bookshelfs.
    Also, the table allowed you to increase the level of enchantments already on the tool, so through the game you would slowly upgrade your tools until it was maxed out.

  • @sgottk2928
    @sgottk2928 4 месяца назад +1

    Will we all just ignore the censored google favorite tab at the start of the video?

    • @LuxyHugs
      @LuxyHugs  4 месяца назад +2

      Too private of information

  • @shinydx
    @shinydx 4 месяца назад +1

    GAMBLING??? ZAMN 🤑🤑🤑

  • @JohnDoe-mu1be
    @JohnDoe-mu1be 3 месяца назад +1

    MAKE THIS A MOD I WILL USE IT

  • @Logical.Psychopath
    @Logical.Psychopath 3 месяца назад +1

    "ee-ex-pee" BRUH.... it is "EX-PE"

  • @ham8426
    @ham8426 4 месяца назад +5

    I always disliked both enchanting and alchemy, and for some reason they felt compelled to make both systems worse by adding an additional material cost in the forms of lapis and blaze powder, like why?!

  • @El_Presidente_5337
    @El_Presidente_5337 4 месяца назад +1

    Hi Jechlatt's brother.

  • @nif4345
    @nif4345 4 месяца назад +1

    This may even allow you to mix+match the protections if that's implemented.

  • @moony_otter
    @moony_otter 4 месяца назад

    Game design is a tricky thing to make work, and Minecraft has some of the weirdest game design I've ever seen. There's a lot to explain so I won't bore you in the comments, I'll make a video on it someday.
    However, the biggest problem with Enchanting that I see is how binary it is.
    Let's take Terraria for example; In that game, while you may be doing the same wood -> iron -> gold -> meteorite type of personal progression, not only does the world progress alongside the player, making sure they're always challenged, but the game allows the player to vary their gameplay via the different classes. Bored of melee? Try ranger! Want something cooler but more challenging? Try mage! Want to really put your skills to the test? Try Yoyos, or traps, etc.
    Minecraft, on the other hand, doesn't have this. Ultimately, you just click on the bad guy until they die, whether that be sword or axe or fist. And progression is simply, now you don't have to click on them as much, or now you don't have to wait as long for that block to break. You optimize all of the limitations out of Minecraft-- you become unkillable, with flight and resources become trivial to gather; ultimately, you're eventually just playing a significantly more tedious Creative mode. And, if you don't want to spend hours and hours building an insane base, redstone contraption, or overly-optimized farm, then that will get boring FAST, because there's nothing more to challenge you, nothing more for you to overcome or triumph over, nor unique ways to triumph over previous tasks.
    I feel like the enchanting system needs a complete rework. No more objectively better enchantments, and I'd love to see some more unique gameplay styles come from it. The Mace is alright, but ultimately you're still just clicking on a guy until they die, just now you don't have to click on them as much if you fall on them.
    This is intentional. Mojang wants the bar of entry to be incredibly low, ultimate accessibility with little to no shake ups to catch players off-guard or get in the way of other things they want to do.
    So, sadly, I think it'll probably stay as it is for the foreseeable future. It would be nice if the tedium of enchanting was toned-down, but ultimately, I think enchanting itself needs a much more major change.

  • @Thibbs-vp6gm
    @Thibbs-vp6gm 4 месяца назад +2

    To this day the ONLY time I use any of the exclusive sword enchantments other than sharpness is against the wither. You can usually one shot zombies and skeletons and such with a fully enchanted sharpness 5 sword, so why would I ever want to ONLY be able to one shot undead mobs when I could one shot all of them?

    • @LuxyHugs
      @LuxyHugs  4 месяца назад

      Sharpness 5 on netherite can never one shot mobs with 20 hp. Smite 5 on a netherite axe with a critical hit can one shot any undead mob except zoglins. That's why Smite is for the axe.

  • @SpritePony
    @SpritePony 3 месяца назад

    My one question is this:
    With the Enchanting Tree, and the loss of combining tools with enchantments, how do you get multi-enchants? How about upgrading your enchantments? Do you just waste lower level enchants on random tools and then grindstone them? Or would you be able to replace lower level enchants with higher level ones?
    There's a lot of questions for this method, but I don't entirely disagree with it. It's certainly an interesting take, but isn't fully explained/fleshed out.

  • @Cool_Kid95
    @Cool_Kid95 3 месяца назад

    I'm like at 10 minutes, and I have to say. Great Enchantment Table rework, although making it so you can't combine enchantments in an Anvil SUCKS. It's a mechanic I like, and I feel like taking that away is just kinda lame.

  • @Cremotor
    @Cremotor 4 месяца назад +1

    One of the first things I build in a new world is some kind of exp farm so I can skip the endless getting back to level 30 grind

  • @Schmingit0
    @Schmingit0 3 месяца назад +1

    Yapper

  • @Sir_Opus
    @Sir_Opus 3 месяца назад +1

    goat

  • @AriYusyli
    @AriYusyli 3 месяца назад +1

    I actually had an idea for the treasure enchants since I was planning on making a mod of my version of an enchanting overhaul. For treasure enchantments (namely Mending.) There would be a structure or area within the end dimension (could be an end library or something) where if you place an enchantment table down THERE, you would have a chance to get treasure enchantments within the table, kinda like a 'power-up' area for the table. I clicked on this vid to compare my old version of an enchantment overhaul with your ideas and i LOVE the ideas you have for it. But combining your table with the area in the end would make mending and other treasure enchants end game items (which is my main gripe with mending atm cuz imagine if villagers sold elytras, would be a bit busted) Which would bring a ton of depth and intrigue for exploration and flesh out the end lore with them possibly having more advanced tech than the player does.

  • @cheatsykoopa98
    @cheatsykoopa98 4 месяца назад

    every time Im in mid game and I have to enchant I go to creative and enchant everything to skip this boring part, I say that without one bit of shame

  • @bioticsla
    @bioticsla 4 месяца назад +1

    the tomes could just be uncommon drops from the mobs that hang out in the respective areas,
    city endermen (potential variant) and shulkers could drop mending
    wither skeletons (or brutes/magma cubes) could drop soul speed
    evokers, snowmen and/or stray could drop frost walk
    and the new wind mobs could drop swift sneak (or a new ground burying quiet slime mob in the deep dark)

  • @lennybjorowitz4256
    @lennybjorowitz4256 4 месяца назад +1

    I like the idea, but the books stay.
    I enchanted books are cool and I personally like them, but they do need change I admit that much.
    I posit to you enchantment ripping. It's pretty simple, you get an enchanted item, and you place it in a grindstone along with a book. The book will then take a SINGLE enchantment from the item and either heavily damage the item, or outright destroy it (change the selected enchant by scrolling while hovering over the output book) these books are unable to apply enchants directly, but if placed in a chiseled bookshelf they can unlock or make enchantments cheaper. I dislike the idea of tomes, not that they are bad, it's just that there's a system in place that already has enchantments held in books it just feels like an oversimplification.
    I also dislike the idea of removing book combining and I've got no idea why the anvil is used to combine magic and not the enchantment table.
    So, why not use that buffed enchantment table to combine books with a bit of exp, no lapis. combined books do not add anything to the enchanting table instead they are designed for enchant ripping as the book of enchantments will not be consumed allowing you to continue to take enchantments off the book the book will also refund the levels put into it. It's basically for bulk enchant storage. You have a few heavily enchanted books that you then pick and choose single enchants for specific items.
    all this is mostly fusing your idea with Minecraft's idea of "keep player worlds upgradeable" while also trying to make enchanted books still obtainable and useable so old players have a use for them.
    All of this is feasible. I know, because I've seen them in mods, or are simple and reasonable enough to visualize how I'd work.

  • @lunarhexagon8108
    @lunarhexagon8108 26 дней назад

    enchanting is best done on tools (mainly pickaxe) and trident, enchants completely change for what and how you would use them, silk touch/fortune matters, and I personally use silk touch to mine and fortune only in base or when I then need cobblestone (or cobble deep slate because having pickaxe already makes me not bring unenchanted, but fortune surely is irrelevant for that), trident with loyalty/riptide literally changes essence of weapon, from ranged to more like, tool for mobility in water/rain, and channeling to make charged creepers (not sure what else that is actually useful for)
    well, three things need improving, obtaining, anvil and usefulness
    so first I would say that obtaining is fine as it is but could be improved, sure, villagers are OP but if we consider experimental changes to them, it may be better balanced, since mending and stuff is exclusive to some biom villagers, more could be introduced, as mushroom island, dark forest (or however that biom is called), even nether or end (but not villages, getting those villagers would require you breed or curing local zombie villagers as with swamps or jungles), also if second idea I would have would be implemented, villagers could be further nerfed by selling only level 1 books, old enchant table could work as it is now, but new improved to provide more control could be there too, it could be upgraded thing, by netherite maybe, following diamond upgrading logic, or by something totally else, maybe having even this "alchemy" controlling method, so you could go gamble with cheaper for resources and invest more resources to get some control over enchanting, maybe special bookshelves could exist to control what you can do too, adding on existing system, rather than replacing in general angers fewest people, also showing all enchants on table could be nice and having like two options for each level amount would be good too, or just keeping there top level only (you can control that by bookshelves amount) and having three options instead
    upgrading levels could stay as it is, on tool or on book before putting that on tool, but damn, get rid of that nonsense of increasing cost by just amount of interaction with anvils, that is worst and sole reason why people NEED mending completely since repairing items is overall limited, just to have "what are input items" to decide XP cost, remove XP cost for repairing entirely also could be best to do, so mending consumes XP to repair but not need material, anvil repairs for material only, tools fusing could work same as it is or to enchant, using actually different tool than anvil could be thing as well, where you would put book enchants on tools and work with those, in such case anvil be only to repair stuff, as on improving levels, only actual levels should matter, so no matter if you got sharpness 4 right away or by combining 8 level 1 books to improve from 1 to 4, same when enchants are on tools used to fuse together, making it just taking what you add, or maybe what you already have to matter, not how you got it or how many times you used anvil with it, so if villagers would sell only level 1 books, also piglins could give only level 1 books, and other sources similar to that could be as this (being renewable sources, if some mobs would start to drop books, they could drop only level 1 too, maybe only super rarely level 2 or more, bit grindy but villagers should be "sure way to get them by some effort" I guess
    as usefulness, I already thought about those things in past, smite is worth since it works on ton of mobs you meet in every dungeon and even more places, actually only places undead arent present are End, mushroom islands and deep dark, even on casual time on surface you most often meet zombies and skeletons, you can one-hit those mobs with netherite sword too (at least on java, no idea about bedrock, I dont play that one), i think actually sharpness isnt even worth it on netherite sword after I played for while with my one, but to actually improve usefulness of others, make some spider-focused dungeons, spider boss, or other insects, could be giant scorpion (but they also told "no real life animals should be hostile mobs " so not sure if that would work), it could be some new place, like some big hive, or termite pile (not sure how those are called), that would be so big you would have labyrinth in and you would fight termites there to get some special loot there, issue with "insects" is that any place you can meet them, you meet also undead and those are usually bigger threat, fire aspect to work with looting, as it is, it is bad enchant unless you just want to instantly cook animals, would help, making alternative to it, like poison blade, slowing blade, whatever similar thing, each having pros and cons actually, making not everytime easy and sure best choice, some rare treasure enchant could be even withering blade, as for tools, there is not much to go for, just "fortune" is pointless on axes in my opinion, nothing benefits from those and if it does, it isnt intended to be mined by axe, be it leaves or crops,, axe could get unique enchant "scrape" to not take damage from scrape of blooks, since copper being added, scraping is potentially very frequent thing to use axe for, but it isnt necessary, since you can use any axe.. maybe "combat axe" enchant that would make it not take more damage from combat would be welcomed (since it is weapon) as of "looting" enchant, I kinda like that sword is only thing haivng it, at same time hating it, sword is like..vanilla thing, not much special on that, so I think in general I would not even use it if I could have looting on something like trident, or even crossbow, so not sure where to go with that to be honest, I would like looting bows/crossbows and tridents and whatever but at same time it is biggest benefit of swords over other weapons (even axe deals more damage, only other what sword has to go for is sweeping edge and that is.. questionably useful only and sometimes determent, dont work on horse at all too for example), trident should have more enchants for sure, or impaling work on anything in water (so it at least covers also drowned, not only guardians and fishy mobs on which you dont need enchant at all, same issue as bane of arthropods but at least even if options were there, on guardians it is very useful and there is dungeon full of those, as I mentioned, could be reason for "bane" existing), trident cold also have piercing, to fly trough more mobs, it would be not even automatically improvement, as it is on crossbow, since you actually benefit from hitting enemy and weapon fly faster to you, while piercing would let you hit multiple mobs but if only one is there, it flies till hitting ground, slowing you down, so it benefits only of crowded places, tools as with selection in general are fine, silk touch and fortune are fine "smelting" on pickaxe or even axe or shovel, but it could be balanced by taking more durability if valid smelting action would be done, since instant smelting of ores can be so powerful, even if you exclude fortune for it, it would also differentiate from silk touch with stone mining

  • @ZoofyZoof
    @ZoofyZoof 2 месяца назад +1

    Dude just use books.
    Then combine the enchantments to increase their level, then later put it on your stuff

    • @LuxyHugs
      @LuxyHugs  2 месяца назад

      @@ZoofyZoof I literally said in the video that librarians are unfun and unbalanced. They're not a solution because they make enchanting boring and easy instead of just annoying

    • @ZoofyZoof
      @ZoofyZoof 2 месяца назад +1

      @@LuxyHugs I'm literally not talking about librarians. You can put a regular book in an enchanting table and enchant it like that. And you can combine the effects in an anvil to level them up.
      Efficiency 1 + Efficiency 1 = Efficiency 2
      Efficiency 2 + Efficiency 2 = Efficiency 3
      Efficiency 3 + Efficiency 3 = Efficiency 4
      Efficiency 4 + Pickaxe = Efficiency 4 Pickaxe

    • @ZoofyZoof
      @ZoofyZoof 2 месяца назад +1

      @@LuxyHugs I can't believe you've actually never heard of book enchanting and thought I meant villager librarians... You've not once in your entire Minecraft career got the idea of placing a book inside of an enchanting table to enchant it? It's way easier and more efficient than directly enchanting a tool or other item.