If they are gonna nerf the trades, mojang should improve the villager AI itself not falling off cliffs and having iron golems not ignore their friends getting killed 30 blocks away. Villagers are some of the most tedious mobs to manage because you want them alive the most.
We put the villagers into cages because we know damn well they can’t manage themselves. I would love to just village manage, but the AI is so annoying.
Theres a datapack that makes librarian trades adapt to an enchanted book that you put on the lectern that way you´d need to get the book in the first place to get access to it.
Thats very smart actually, the only thing I would worry is if they remove mending from trading but getting a single mending book from other means isn't too bad
Just so you all know if you place a piston down facing up and place your lectern or other trade block on top of it you can just keep recycling the Piston with a button and it will reset the trades without you having to break and place the trade block repeatedly
Maybe the "explore 20k blocks to find a Mending Villager, then trying to bring it home." Was fun on an SMP or other server, but as a solo player... no. No that sounds like hell. That sounds like "Eff it - creative time." There always needs to be a balance between Solo and Group.
Yah looking at even suggested ones there bad. Ill just spawn them in. Id rather not waste time searching as by the point i find it i could already done most things id want to do. People need to understand mending is not really that powerful. Better yet make it a guarantee on netherrite armor and tools when enchanted. That said netherrite is a wast of time to get as well and way too expensive and time consuming for no reson.
@@runecrimson399 I dislike the idea of having to transport villagers because the transportation would just take forever and it won't be hard or difficult just really tedious and boring
The memory of that grind could be fun. But I don't know anyone who would think looking through hundreds of villages and breading hundreds of villagers is a fun and well balanced grind.
i hope its kept as a toggleable option, as i dont think i would play a new version of mc if it nerfed the villagers, they are just to key to my preferred playstyle
@@ThatGuyTayeosbut right now its the only valid playstyle, everyone MUST do it or game is harder. So its normal that its gonna hurt nerfing them but imo its good change because its wild how op villagers are now
IMO the biggest issue with villagers has less to do with them being OP and more to do with enchanting being completely broken. The enchanting table should be the go to method for enchanting but it has such terrible, unreliable RNG, and on top of all of that, there are treasure enchantments that the table can't even produce. What other choice do players have other than to grind out trading halls and emerald farms or AFK fish farms back in the day. To fixing enchanting, I've got a few ideas: 1. Putting an enchanted book in a chiseled bookshelf increases the odds of getting that enchantment from the table. This mitigates the RNG problem, and would make treasure enchantments like swift sneak renewable while preserving the work required to obtain that first book, kinda like smithing templates. 2. Alternatively, different items could be used to obtain different enchantments. These could be any items, but some examples could be Lapis for common enchants, prismarine crystals for water themed enchants, blaze powder for fire themed enchants. Perhaps there could be something like a recipe book that grows as you discover new enchantments / required items. 3. Currently, the table only works for unenchanted gear. Perhaps it could be used to add more enchantments to already enchanted gear, but at a much higher price. This would streamline the whole process so you're not constantly resetting at the grindstone and combining with the anvil. 4. Something everyone asks for: Remove the too expensive limit from the anvil. Low level enchantments could reliably be combined to higher levels, and repairing gear in an anvil can be an alternative to mending.
There is still an issue as you can get enchanted diamonds gear without ever mining any ore. I also think the enchantment system is flawed but I think it need a deeper rework, because imo god gears shouldn’t be a thing in Minecraft. And I would like to see it change to more "meaningful" enchantments, somewhat like the trident. And your idea of using other items in the enchanting table is really good actually, although maybe not blaze powder as it already gatekeep both the End and potions…
Another point about the 'too expensive' limit: That limit should only stop high level enchants from combining with more high level enchants; gear should be able to be repaired indefinately for no exp cost increase.
All great ideas except for the number 2... it would be a pretty obscure feature that would get easily outclassed by the idea n.1, so I don't really see the value in it. Other than that, these are some really cool and creative ideas to make a better enchanting table.
My idea: in reality enchanting sistem and anvil are the real problem. how to fix them? 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).
An ideal fix needs to still allow you to eventually unlock the ability to get consistent drops from them and reducing RNG overtime. still require investment! but don't turn them into ez farms
What if you could do quests for villagers to progress their trade options? Imagine you help them find some lost knowledge in a dungeon or recapture an master craftsman/elder captured by pillagers who grants you more trades. To be honest, I like villagers being overpowered but I would enjoy more ways to interact with villagers and help them out, and putting in more work to reach powerful trades would be more rewarding.
Villagers are OP, but not fun to get set up (specifically for enchantments). For enchants we need something new, an alternative to actually get them then through Villagers, because getting Mending is such a pain
I feel like they aren't tho and this comes from a casual player who plays maybe like couple hours a week primarily solo player not playing on servers with friends or big populated youtuber servers with mega farms setup to automated everything in the game. Honestly villagers are probably at the right balance they need to be but since lot of stuff in the game is messy and full of band-aids, villagers in comparison feel "OP" like if Mojang meaningfully reworked both the enchantment table and anvil system people would less likely build mass trade halls for villager enchants because as you said yourself it's not fun to set up. I understand that it would be big undertaking and take a while of R&D to get it right but fixing the enchantment table would remove need for enchant villager farms which players made as a band-aid to fix enchantment tables and fixing the anvil would remove need for mending which Mojang added as a band-aid to fix anvils. I mean Mojang finally added game rules to speed up and mess with minecarts after many years of ignoring them so maybe one day we will get a proper minecart update since horses and elytras were added as band-aids to try and make better transportation traversing around the world since minecarts are still very slow, basic, and not fun to set up.
0:40 Without having watched the rest of the video, No. What's "ruining" it is the lack of a decent alternative to villager trading for things like enchanted books. All other options involve heavy RNG every. single. time. you want a book. Librarians frontload the RNG and then it's available again and again and again. And we only need to do this for mending, because anvil mechanics are terrible. The biome lock on trades, only swaps the RNG block spamming, for RNG biome finding + villager relocation + trading... doesn't solve the core issues.
@@Whatismusic123 I like getting through the progression quickly because it means I can do what I enjoy (building) faster. I might be singing a different tune if getting Enchantments was actually engaging and not an RNG snorefest.
@@miimiiandco just play creative mode, as survival mode in modern minecraft is just glorified creative mode anyways I recommend you try the older versions of the game, my go to being 1.4.7, as it is a much more survival experience than modern minecraft, and there aren't a bunch of useless and pointless features in that.
Villagers are op. But for singleplayer who cares? Minecraft is a sandbox that you can do anything in sure you can trade villagers for good stuff but against zombies and skeletons it doesn't matter if it is OP as they aren't other people. Also in 1.8 they had eyes of ender so you could argue this is worse then 1.21 villagers.
The problem is not that you have a competitive advantage in singleplayer, the problem is that, "given the opportunity players will optimize the fun out of games" (quote by "Civilization" developers). If the game has op features, it can make the game boring and remove the sense of accomplishment the player has. Particularly if the mechanic is really boring like villager trading, where you basically just breed a villager with the profession you want and just refresh their profession block over and over again until you get what you want.
@@leonardotrujillo8661 yes they do. And in pre 1.9 version Clerics could trade for eyes of ender meaning you could skip the nether. As a fun fact if you go to 1.8 unlock the eye of ender trade then update to any version from 1.9 to .1.20 you can keep using the trade after the code changes in 1.21 it doesn't work anymore however.
I'm one of the people who full throttles my playthrough with villagers. It's just the more enjoyable route for me. Never use them to get diamonds, as by the time I have setup the villager hall. I'm already covered with diamonds, ever since the cave & cliff update. I find it fun. Finding a village. Transporting two villagers. Setting up a breeder, then a couple food farms, And an iron farm, A sugarcane farm, a leather farm. I find villagers just another way to go about the game. I could setup a skeleton farm to make bonemeal and make a food farm that way. I could setup a boring machine to get diamonds or iron. And frankly I would much rather slowly cycle a villagers trades by breaking and replacing the lectern than using an enchantment table. Because, I don't want to setup a xp grinder farm. With an enchantment table. And in order to get a pick fully enchanted. I don't want to check for the enchantment, see it's not the one I want. Enchant a iron shovel, disenchant the iron shovel, grind back the xp for a bit. And rinse and repeat till the enchantment is gotten. And there's also the chance of choosing efficiency V, but then getting silk touch or fortune III. When you already have a pick like that and then have to rinse and repeat again. I would still be fine with a change though, but to enchantments as a whole. Maybe make it so what enchantments the table provides is also based on the biome so it's a hell of alot more consistent. Because thats why villagers are preferred, consistency. The new biome change to villagers won't do anything really to me. Because I don't really setup a trading hall, I setup a library. I farm some emeralds then make the book trades and populate the library. So I would just then farm some emeralds, and travel a bit further.
Villager resetting is still much better than before in 1.13, as instead of resetting, you would trade up to all 3 books, find that mending wasn't one of them, then literally murder the villagers that didn't meet the right trades. One thing that was nice was this let you upgrade the prices/available books on ALL your trades at once, since even if you didn't hit mending, you did hit something, and there was likely a better trade for some enchantment than what you had. However, I still found it weird to basically be setting up a villager concentration camp.
It’s been more than a year since the Cartographer got Buffed, the Librarian got Neutralised & the Armourer got Neutralised but mostly nerfed. The Villager Trading Rebalancing changes have not been implemented onto default gameplay yet.
I'm not sure how I feel about mending being renewable. After all, it allows you to get unlimited use out of any tool you put it on, so being able to put in on unlimited number of tools seems OP. Plus, that's why it's mutually exclusive with infinity for bows - you shouldn't be able to get INFINITE use - there should still be SOME resource investment (or at least a deliberation as to what to put the enchantment on, as you could never know how many of them you'll have).
I feel like there's a big difference between having fun and doing tedious tasks. There is no way that you prefer the old trading system over the new one. Sure, it's still pretty tedious to constantly break a lectern to get the enchantments you want, but I'd much rather do that than spend days, or potentially even months travelling tens of thousands of blocks away, just to find a librarian villager who sells mending. That is FAR more tedious than only taking a few minutes to get what I want (even then, you still need to get the emeralds you need to buy such an enchantment). I don't blame the villagers for making enchanting useless, I blame the enchantment system for being so trash, RNG and extremely tedious to do.
I prefer it because most people didn't use it so it was still kept away from the casual audience. Now literally everyone gets max tools and armor after an 8 hour grind of placing and replacing workstations in villager breeders Edit:btw I'm part of the casual audience. Making survival a glorified creative mode just isn't for me.
If it’s taking you days or months to move a villager to a swamp then I don’t even know what to say to you. But if that was the case I would see how diddling yourself while breaking and placing a lectern repeatedly would be more your speed.
@@mcbeaty3971 I think you are missing something. You have to find a village, then bring 2 villagers over, breed them, till the RNG spawns a baby swamp villager, then. You have to wait for that villager to grow up before you get you book. Oh... i might add, unless you already know about this. How in the word would you know to bring a villager to breed in a swamp? This is with villagers also being the single most annoying mob to deal with to begin with.
@Espeon1134 I personally use the healing method. You wait for night to come, lure villager zombies where you want to put them, i.e., your trading hall, and then cure them.
That sucks i have duplicates of the ones where i can farm one of the items so 9 stacks is enough for most other items (This is single player and I have locked some out occasionally)
0:40 no lol it removes tedious grind trying to find certain enchantments over and over again, I hate when a game mechanic is considered "easy" just because it includes less tediousness and XP grinding
I guess I don't entirely mind trades being specific to biomes that are relatively common, but there being no IV and V enchantments in the chart worries me.
@@TheAbsol7448 I like trades the way it was and I'll probably just use a plugin/datapack which changes it back to pre nerf, just because I'm ngl the grind for enchanted stuff before village and pillage was some of the most tedious grindy stuff ever, not fun. Wish games stopped making me spend more time on tedious stuff so I can just have more time doing actually fun stuff like the sandbox game it's supposed to be.
@@Nolvri Aside from making an enchantment level cap, this actually makes it easier to find certain enchantments. Instead of there being one giant enchantment pool, the pool is split into multiple smaller pools, greatly increasing the odds of finding an enchantment you want. Making it impossible to get, say, a Sharpness V trade is the only problem I have here.
Enchanting is just a bad mechanic. No matter how you spin it, its just gambling and a massive time sink. Enchant Books yourself? Get your monster farm ready, and enchant lvl 30 for a few hours, only to trash 100s of books. Tools directly? Enchant wood shovels until the preview looks good and hope the random stats arent terrible. I feel like villager resetting is the leadt boring one of the three. I feel like the whole enchanting system could net a revamp, maybe like Tinkers Construct or Silent Gear, where you can add a slime for silk touch, and level the duravility of your tool by just using it. Or revamp the enchanting table, so it can take items that let you reliably craft a type of enchantment, and make the max level depending on some progress you made in enchanting.
For me I got really lucky with enchanting I’m now just using villagers to get replacement gear knowing I’m going to remove those and use it to repair my stuff
“Mending should be rarer!” “You know, we COULD make it so you can only get them from Wandering Traders therefore drastically increasing the mob’s value.” “NOOO!”
that's what the trade rebalance explored (e.g. cartographers offering explorer maps to all the major biome types as part of the biome-dependent enchantments), but I would agree that it needed to go further. I was thinking that, since the cartographer maps point to jungle temples and witch huts, those structures could get cages/jails/vaults with unemployed villagers of the respective types, encouraging players to free them and set them to work
@@waytoobiased the villagers you just helped: thank you, you have freed us! you: I wouldn't say freed, more like, under new management :)) and i want those unbreaking 3's by sunday
@@_e9647 which Mojang have outright said they don't want players doing, which is what makes this so frustrating. When they're asked to add better ways to transport villagers, their response is "we don't want players transporting villagers", and then they try to do an update that relies on players transporting villagers. they really struggle to be consistent with themselves. Same goes for the nether roof. Java team says it's an intended feature so they won't remove it, Bedrock team says "it's a bug on java so we won't add it".
I don't even understand the point Why they just don't add a reroll mechanic to villagers? It could ask you random raw minerals in a range of 5-25 of that mineral or another material you couldn't trade They could lock the trade until you get a book and placed it on the lectern Why not fixing the anvil formula so we can repair our tools without getting "too expensive" Just put mending as a super rare reward of chests At this point I just get mending because repairing a tool is too expensive and I don't want to enchant another tool again and again and again, not because it makes tools unbreakable With easy anvils I even feel satisfaction when I repair my equipment..
@@gyroninjamodder Yup, we should go back to the first enchanting method, where it was 100% random, you couldn't disenchant anything, you couldn't combine anything, it took 50 levels, you weren't even guaranteed to get a full lvl 50 enchantment, and it used 100% of your levels every time you did it. Those were the days.
@@Tomeroche I am glad someone else agrees. 50 levels took quite a while to collect and you had to avoid dying so it gave real value to even the bad enchants you would get. Mojang got it nearly right the first time around. Overtime Mojang continually made enchantments more and more worthless to the point where I'm not even sure why enchantments even exist. At this point Minecraft may be better if all the base tools were buffed and enchantments were removed.
@@gyroninjamodder Sorry but that option is even more torture. I'd rather build myself a trading hall then mindlessly clicking a single point over and over just to miss it when I have level 50. MisterEpic has talked about that and he also doesn't think this was a good way.
All we have to do now is pray that this won't be a permanent change. If it does become permanent, I say let's start getting as many mending books as possible while we still can.
Stray Igloos in the wild tundra will have a chance to have the fixings for zombie villager curing under their carpets, I'm sure this is nothing surprising to most folks. Depending on one's biome arrangement/climate, you can find them infrequently and stockpile the weakness potions/gold apples needed. The G.Apples can always be made, and prior to going into the nether to get potion fixings, you could always lure a witch into a boat and have her splash a potion of weakness onto your target villager as well. That's how skyblock players do it (though they get gold for apples from zombie piglin farms). It's a little bit of exploration, sure, but I wouldn't call it a lot of work, either.
I think it's neat... What I don't think it's great is being able to 1. Convert villagers back to zombies yourself and 2. Stack that bonus multiple times. 1 is ok as is as you can save villagers from a zombie attack, but 2 is absurd and incentivizes setting up a torture chamber to get your villagers through 3-4 times.
there are two things that always bugged me about Villagers... why is it that we can't get different seeds from Farmers through trade? And why did they change the Cleric's white to this dull brown and purple? Honestly it'd be cool if we could get trades of lava buckets from Black Smiths and Fish in a Bucket from Fishing villagers. Like it makes no sense that you need to trade a Fisherman coal to get emeralds... I understand string for fishing and nets (if there were any to craft that'd be neat) but nothing regarding coal. And the Butcher should be asking for Charcoal rather than coal since the former is often used to smoke and add flavor to meat when grilled or smoked. LIKE IN THE SMOKER-! It feels weird not being able to get certain items or even have villagers craft certain types on your behalf. Like, what if for the armor smith, you can trade iron nuggets with an emerald to make chain mail, a type of armor that pairs well with leather. So many things that they just don't want to do because either: microsoft being microsoft or them are unwilling to add more things to make it seem logical. Like as far as I know, no one has any use for a butcher or leather worker.
If they really nerf villagers then that’s fine because I’ve been needing an excuse to stop paying for realms and moving my world to a normal hosted Minecraft server where I don’t have to update to these new updates constantly and can have some quality of life mods and data packs. If they nerf villagers I’ll basically just leave realms and never update again.
in my opinion, they should just nerf the ways to optain emeralds: patch string dupes completely, make it so that raiders can't spawn in water and that the captain won't drop a bottle, change the stick trade to an arrow trade, ...
Even without Villagers, the game would still be too easy. The existance of Villager trades would really just make the game less grindy. Minecraft is a grinding game dont lie.
@BlueSheep777 Lol. Your sandbox still need sand to build. Unless you are saying you play creative mode all the time. No grinding? Stop lying to yourself
The reason we HAD to resort to this is they made a really good and sought after enchantment and put it behind a villager pay wall so to speak. If they were to make mending able to be gotten from the enchanting table im sure it wouldn't have been so bad. But doing the enchanted books via villagers is the ONLY way to get maxed armor and in certain cases maxed anything if youve had to repair them several times. To get max boots and Helms you are required to have a freshly crafted set of armor, and books traded from villagers. Armor that was bought and grindstoned wont be able to get all the available enchantments you'd want on a piece. Then there's the anvil level cost system that's broken. Fix those areas and the days of resetting could be more or a memory. Give us the option to play the GAME how we choose instead of being forced to play it in the crappy way they designed it to be played. The village rebalance will only infuriate and alienate its playerbase. Thats why after a year its still in experimental. Not having the ability to get max everything from villagers isnt a good look because theres still the broken anvil cost system. Remove some of the limitations and id be more okay with having to buy multiple books to pair together to go on an item if i was guaranteed to be able to max it out later without worry. Just saying.
Would be a nuisance so maybe have it where they need X amount of free space beyond meeting general requirements for a village (this would probably break irons farms so maybe if they don’t meet the space requirement they don’t have trade functionality but can still link to blocks idk)
The fun thing, you dont need to trade with them. On normal worlds, i sometimes use them end game. But on challenge worlds, like superflat only, villagers and wandering traders are why i get to keep playing for longer. Theyre not compulsory to play.
Whenever I see critique on the experimental rebalancing, I always notice a pattern of people thinking that the trades are still going to be random - it's important to remember that they aren't. If you get a swamp villager to take the librarian profession, then it doesn't matter what its other trades are, its final trade will ALWAYS be mending. So you don't need a whole village or anything - you just need a single villager to be born in a swamp. I personally think that, while it isn't the BEST fix to the issue, the rebalancing is still a good idea. The thought that you have to put some effort in and do some actual exploring and transporting, but once you do, the reward is GUARANTEED.
I love listening to videos like this, as it just makes me realise how much I don't use features or massive farms. I've just never set up a trading hall, I've just not required them
you dont have to watch everything 1. Villagers' Power Surge: Villagers, introduced in Minecraft 1.0.0, have become a core aspect of the game. However, their power has significantly increased in recent years, leading Mojang to acknowledge their overpowered status and experiment with changes in an experimental snapshot. The community is divided on whether villagers are making the game too easy, particularly with the ease of obtaining powerful items and enchantments. 2. Villagers' Early Evolution: Initially, villagers served as a novelty, offering random trades with limited value. The game's progression was slower, and resources like emeralds were rarer, making enchantments like Fortune difficult to acquire. Trade orders were randomized, making it challenging to find useful trades. 3. Villagers' Rise in Value: In Minecraft 1.8, villagers were improved, with their professions becoming more visible and trade unlocks less random. They gained further value in later versions, becoming essential for acquiring valuable enchantments like mending, which could only be obtained through trading with a librarian villager. 4. The Challenge of Acquiring Mending: In Minecraft 1.13, finding a librarian villager who traded mending required significant effort, often involving extensive exploration and breeding villagers with a low probability of obtaining the desired trade. 5. The 1.14 Revolution: The Village and Pillage update in 1.14 introduced a significant change, allowing players to control villager professions and trades through job resetting. This made obtaining desired trades like mending significantly easier, reducing the need for extensive breeding or exploration. 6. The Downside of Easy Access: While the new system was efficient, it also made the process of acquiring high-level enchantments and items less engaging and rewarding, as players could obtain them through repetitive and unchallenging actions. The ease of obtaining emeralds through raid farms and a villager zombie-curing exploit further amplified villagers' overpowered nature. 7. Mojang's Response: In Minecraft 1.2.2, Mojang introduced experimental villager trade rebalancing, addressing the overpowered status of librarians and the ability to obtain diamond armor with minimal effort. The changes included biome-specific enchanted books, making acquiring mending more challenging by requiring players to breed villagers in swamp biomes. 8. Community's Reactions: The experimental changes received mixed reactions, with some players finding them justified, while others felt they increased the grind and complexity of obtaining certain items. Mojang's willingness to address villagers' power suggests future adjustments may be implemented.
Even if trading gets better there's still plenty wrong with some enchantments, mending being the worst offender. Perhaps it could simply make it so you don't need levels to repair it on an anvil or at least the cost doesn't go up. This would make it so you still have to get materials to maintain your tools but you wouldn't have to worry about needing to completely remake them
@@Сеньор_Человек Villagers being able to give almost every single enchantment for a minimal price is objectively overpowered, no matter how much you buff everything else. People will always choose the best option
Superflat as well excluding modified superflat with biomes (Vanilla superflat will lock you to only plains trades) Mostly thinking of mogswamp with this one even though he already got mending
You can get diamonds on Superflat worlds through Mineshafts, Trail chambers and End ships. Unfortunately it's not renewable and Skyblock players can't get diamond.
I remember the time me and my brother screamed and jumped when we traveled millions of blocks and found a mending villager, we were so excited that he immediately went back to our main base and grabbed all the emeralds he could find and we traded with the villager, but, sad part is that after we left the village, we forgot to take the coordinates (and yes, we didn't take the villager, we didn't know how to do that at the time), we never found that village again, so we called the village the Ghost Village.
Hmmm I got a solution… if you don’t like it don’t build it. You don’t want mending from villagers? Don’t want anything from them? Then DO NOT USE them. Jesus people are making this rocket science worried about the wrong bs
I do not think villagers are overpowered. They are perfectly fine given the effort it takes to wrangle them. Villagers are extremely grindy and annoying to deal with on purpose. The only way of transporting them is in boats, minecarts or some weird pathfinding thing with workstations. It takes ages to get the enchantment you want, they die so easily, come on, surely everyone wants to pull their hair out when dealing with them. Their trades are a fair reward for that.
Ah yes, of course, you're so right, it's not overpowered to have infinite access to almost all aspects of progression, just for the small initial cost of like 8 hours of grinding villagers
Got almost 3000 hours on mc and villagers are just as annoying to deal with now as when I first started to use them traiding is definitely fair with the amount of effort it takes to set up a top level trading hall
Dont really mind it tbh, but i do see why people would say it. Those items are meant to be "harder" to findits a bit later into the game, so there's no point to have some that good right off the bat. It's why some old modpacks are good because they have a progression instead of instantly getting strong gear
@EvilGeniys im speaking from their perspective, i dont mind it myself, doesn't change the way how i feel about the game anyway. In the end the game is still my childhood
Just build a nether ice highway(if you are lucky enough to find ice) to all biomes, breed villagers and get the trades there and transport them to your main base. It's a step in the right direction but they are still very overpowered.
Me and my brother made a village and we migrated a whole village to it, made babies and more homes for them of course we played with the tables so we have a mending librarian and other cool stuff. The update made villages useful, before they were just junky and nobody really cared, they were only good to be less lonely and live around them. The village has ton of iron golems so they roam free where ever they want. The enchantment table is good to get a basic enchantment going and then you get the books to complete them. I think its pretty well balanced in that way. But the zombie heal thing is busted indeed.
i find funny how this guy when on explaining the most mind numbing and boring task to get a resource that became absolutely exploitable once somebody got their hands on it and then just went ''oh yeah the quality of life change made it boring'' i believe he has a point, as after the villager update the way people plays minecraft drastically changed because of villagers, but I BLAME it on how villagers were the ones that got the QOF upgrade while everything else did not because no one wants to do the extreme grind of the enchanting table just to be forced to play the slots and get bane of arthropods, in a way mending was just the stepping stool for what's basically still a multiple day grind, because you still need to get the armor, the exp to put the enchantment on, enough iron to make an anvil, and so on and so on, i believe the villager re-balance is just a roadblock that doesnt change anything other than the amount of hours one spends grinding mending books, or gear, if they want actual change from the gameplay they would have to give a lot more ways to get mending instead
@@witherschat TRUUUUUUEEEEE, this wouldnt be a problem if tools werent just tiers where you have no practical use for }after you upgrade it, the only reason swords are still relevant is because you cannot get combat enchantments in axes
@@cototototorra7106 Sword are and will always be relevant in PVP and custom PVE (like CTMs). And what is bad with the current system is that everyone want to do the grind for god tools, and don’t get any fun in the game before this, because people don’t build, don’t explore and just grind for maxed gears … even if they don’t really need them …
might be an idea to find a book then use it on a villager with the right profession to force it to learn. then you can buy 'copies' of the book, or maybe just have a specific 'job' like copy-writer or professional writer, a literary master, who can learn many books. you could make these a kind of lore master and they can become the 'elder' chief villager, or maybe even the 'good mob' equivalent of one of those pillagers that fight with magic. that way you can re use the design but give them more usage. I also had the thought that mansions can have a 'good' equivalent that doesn't spawn enemy mobs that has multiple book drops you can loot, some kind of a library but use the mansion template/design.
I think I have an interesting idea for trades: Each naturally generated village would have specific "trait" items that they work with for each profession. All professions will have an encyclopedia that the villagers can use to learn to make more items. You would find pages of the encyclopedia in structures, other villages, etc, and you could pay the villagers to study the pages and get the new trades. Exclusively for enchantments, I think books should need an specific item to "activate" them. For example, if you want to enchant an item with mending, you would need to combine the book with phantom membrane for it to be possible.
On the experimental changes, villagers also sell maps to villages in other biomes iirc which makes exploring so much better, it makes me wish they did the same thing for wandering traders One thing I am worried with that is that cartographers could become too bloated in the future
Imo trading isn't overpowered at all, it's well balanced, the problem comes in with curing villagers making it ridiculously cheap, and raid farms making emeralds cheap as hell too
I like this explanation a lot. I have a hankering to play the experimental settings, now that I have a good understanding of a gameplay benefit. Being able to correct the negative grind by giving exploration more purpose. I like that a lot. Thanks for putting this in good perspective.
If someone is skilled and knowledgeable enough to build a trading hall, he should be able to get all the enchantments they need. Period. The nerf is dumb. If you nerf villagers, remove the randomness from the crafting table. RNG is not fun, and not challenging. I don't wanna sit at an AFK or semi AFK farm for hours just to get some random enchantments that I dont need. There is a reason trading halls are popular....
Some people say setting up a trading hall doesnt require "skill" but then act like RNG table/chests somehow does. If anything a trading hall not only requires effort but is actually rewarding where as searching for structures could end up being a waste of time. Not to mention it forces you to do this if you want Mending and most of the time chests give garbage low level enchantments so they're not even worth the time anyway. Trades dont stop me from adventuring to find structures and loot, they just give me enchants that are actually worthwhile.
With the exception of how this would mess with modded enchanted books, I honestly think I am for it (mostly, but wish they had the tiers of enchantment being sold higher.) Now with this change though they really need to address the anvil repair method. Repairing an it is should not have a growing cost for each repair and have that increased cost affect the cost of combining enchants. Which would greatly help now that mending is well no longer something to be acquired in the first hour.
Sure, it's easy to get the trades you want, except when it comes to fletchers and tipped arrows, masons and terracottas, and shepherds and dyes. It took me at least a real-life month of playtime to get all of those trades on Java Edition, and I'm still trying to optimize the masons. I do _not_ want to know how many villagers I sent to virtual heaven with the Bucket of Lave.
These are the types of trades they should make biome specific. It would be so much easier to get the dye-related trades you want if each villager type only had 5 to choose from instead of 16.
One of the first things I do in most smps is get every max level enchant on villagers and organize them by tool, armor sword, etc. the last time I did this it took around 3 hours with 1200 lecturns placed. Fun stuff if you’re methodical.
I have so many opinions on villagers… Yes, I think they’re OP in their current form. However, I don’t believe the trade rebalancing Mojang is doing is completely the right way to go. (More on this later) No, I don’t think forcibly nerfing curing was the right answer. At least make it a gamerule. The real issue is the hidden value responsible for how much a discount is given to each cure (0.05 or 2.0). The way to rebalance the trades is to make the first set of trades largely irrelevant for cycling (for librarians, a selection of level 1 books that exclude level 1 only books). There’s a mod that lets you use a datapack to modify vanilla generated trades and I’ve tweaked it to be less exploitable. For diamond armor and tools, add 1-4 diamonds to the trade so it’s cheaper than mining and crafting but not free. For villagers, each tier now guarantees a book trade, but only Expert and Master have the best trades possible, and at basically 5% odds of any given trade (all books on all levels distributed as evenly as possible, omitting level 4 books for level 5 max books). The hidden values were also adjusted so it’s barely possible with the best value emerald trade to 1:1 most things that are one cure wouldn’t just be there already. Enchanted books, particularly high level books, are especially affected. Bookshelves are slowed down so each cure drops the price by 1. You get less glass per trade so glass panes are harder to exploit (still possible). You can get the good enchants with not the best values with some work, but you really have to put in the work to get the best, and that’s where the line SHOULD be. Possible, but takes work and effort, and no amount of spamming trade cycling will have any appreciable effect.
If it gets nerfed without a gamerule that can be toggled, then I'll stay on 1.21 permanently. They keep saying they're making changes to "encourage" exploration. It doesn't. It MANDATES it, which wrecks the game. You want to motivate me to explore? How about some real variation in the biomes. Once you've see one cherry biome, you've seen them all, so why bother looking for more?
@@gyroninjamodderMending. Enchanting table does not have mending. Treasure enchants are usually dog ass. I don't agree with the biome thing they said, but when it comes to the "how to get mending: explore" they're entirely correct. Oh I guess you could fish for hours though. That would probably be more fun and consistent. (This is sarcasm)
@@gyroninjamodder Yeah, and not having it mandates a specific playstyle, or an absurd amount of grind remaking tools after each project bigger than a starter base. The scale of the game has changed. So should the design philosophy.
@@witherschat It seems that your actual problem is with how the base durability of tools hasn't kept up with the scale of how people currently play the game. The last time the durability of tools was adjusted was in beta, over a decade ago.
There's a mod called Tetra in which, imo, indirectly fixed the problem of mending being op and conversely fixing the "too expensive" repairs on anvils. It made it so that tools can be indefinitely repaired using the base material (Netherite ingot for netherite tools). It made it so that I didn't really have a need for mending until I got to netherite. Unless I really wanted to mine tons of netherite. With Tetra, I didn't feel like I had to speed run to get mending, I was able to get it at my own pace, and when I felt that the resource gathering became unsustainable.
As a casual player who can only play a few hours villager trading is a life saver. Sure it's OP. But it kinda helps some players who barely have enough time to grind for hours. I hope Mojang just place this as a optional feature once fully implemented.
I'm kind of torn on this topic. On one hand... I like villagers as they are because I _do_ like the idea of making a singular *BIG* town. But on the other hand, I do think the system needs a change - I just don't think having to make different towns is the solution. This change incentivizes making different towns in different biomes. Some of which you might not have access to for several thousands of blocks. When it was announced, the mob vote was going on. I went Penguin, because it seemed like that's what they were going for. "Boat speed increase to make it easier to get around to all these new towns you'll have to be making." But in the end we got vessel for delivering useless armor for my useless barking scare-skeleton. (And _ultimately_ I would have wanted Crab anyway... we could have had hookshots, dammit!) Telling us to go well out of our way just to get enchantments is a hassle that many players don't LIKE to do often. Especially if we have to set up a town to do it, and in a generally hostile environment like a swamp or jungle. But I can only speak for myself. For an alternative, since it would be wrong to complain without at least _trying_ to come up with something, let's overhaul enchanting! Remember the olden days of modding? I'm sure some mods still do this, but how about a combination of the current randomhat system, and a buy-in system? [1] For starters, you place your item into the slot, along with an amount of Lapis equal to the needs of the enchantment. Note that for this, we might _FINALLY_ remove that accursed level-cap from Enchanting/Repairing. No more "Too Expensive". [2] Random, this functions like it currently does, you get a random enchantment or enchantments - plural. It costs 1-3 levels, and 1-3 lapis. Just like it does now. You can get any kind of enchantments you would expect right now. [3] Buy-in. A new tab at the top of the page lets you move to a new menu. You see all the enchantments available for the item you put into the enchantment slot, a box indicating what level it is with arrows to increase/decrease the level. You can select whatever you want, but know that the Level and Lapis cost is going to increase quite a bit as you go. So you can do it all at once, or maybe do your enchantments piecemeal, incrementally getting stronger and stronger. Enchantments done this way cost a fair bit more than normal (since you are selecting them rather than randomly getting them), but you have the manual choice to get them if you so chose. You could always instead opt to randomly enchant and you might get a perfect Diamond Sword enchantment list for 3 levels, instead of paying 50 levels for the same setup (or perhaps a higher amount of levels). I'm sure there would be some things to iron out (anvil out? tempering?) but I think I could easily see myself using both systems. I often end up doing a random enchant from the Enchanting Table followed by book-anvil'ing to ultimately get my equipment to perfect condition.
that honestly sounds just fine! so long as choosing the enchantments costs a lot more...like maybe 5 minimum level for the not good ones, and 10 for the good enchants? nevermind combined all at once. and of course, no one likes the anvil limit. the thing is, it is based on a cornerstone bit of code that is simply an integer limit. I think it's 127,000 with some extra numbers in the back. the point is, that one is easier said then done for sure.
But it doesn't, at least how they showed it being implemented. It just means getting a villager to breed there then taking them back to your base, something that's thankfully not as frustrating as it used to be. There's nothing making you keep them there. And honestly outside of mending and maybe unbreaking no reason to seek them out since they want to nerf the level of the enchant your getting on top of that making it basically worthless since there's a good chance you will hit the anvil cap due to combining things. Honestly this won't fix the problem, it's just going to make everyone spend more time either AFK fishing for better books or standing next to an XP farm and constantly re-enchanting the same item until it gets close enough to perfect to combine it with a good book for cheap. All this does is make the process more tedious, something that is already a massive problem when it comes to setting up large projects.
The Idea is kinda good but I'm not too sure about the buying option. Not because of the buying itself, but because of the lapis and xp, especially xp. It's very easy to build XP farms that get you to lvl50+ in basically seconds. I have a feeling it would end up in enchanting, going to the XP farm, enchanting, going to the XP farm and so on...
Every time I want a new villager I have to go like 200 blocks away from why base (thankfully to a nearby complete village idk why my world seed broke the one at spawn because of the stuff I have in my base being mostly villager related blocks
If they're going to do this, they also need to get rid of iron golem farms and XP farms. Maybe just get rid of the ability to make mob farms in general. And either remove the Nether Roof or make possible to break through the roof without exploits.
Mojang needs to remember that 80-90% of the audience that plays Minecraft plays at a relatively basic level, compared to how it’s seen on YT or other platforms. There are honestly relatively few people that put in the time to make a full villager hall filled with cured villagers. To make one, it still requires time that IMO produces a result worth the effort. There’s so many different ways to play Minecraft, and people will play the way they find most rewarding. I see other comments about balancing enchants in general, which I think IS the core issue that needs addressing. Only time will tell if that’s done through villagers, or other means.
part of the idea of the reworks they did was to make exploration/progression more intuitive - you no longer need chunkbase if you're having issues seeking out different climates. That being said, they probably could do more in that framework to communicate to players that they can start a new village from scratch
"Mojang Finally Admits Villagers are Too Overpowered..." Me: *uses a mod to revert them back* Mojang: Okay, now we removing mods now. Me: *Goes to an older version* Mojang and Microsoft: F@#$ you.
I never understood why certain high level enchantments such as Mending weren't limited to fully levelled up villagers. That way the constantly replacing the job site wouldn't work, you'd have to level up the villager first.
I have been playing on my Skyblock world since Minecraft version 1.2 and it's my main world and favorite way to play Minecraft. Villagers and the wandering traders are essential to get access to so many new blocks and are the only (realistic) way to get diamond gear. Considering that villagers need to be cured with a witch and zombie villager, they are a mid game unlock instead of just walking to the nearest village in a normal world. Classic Skyblock also doesn't have swamps and if Mojang changed the trade to require diamonds to get diamond gear, new sky block players would have no chance at getting diamond gear. I mean, I'd be fine as long as my old villagers stayed alive, but still. They could fish for mending, but the only way to get anything diamond would be to fight millions of mobs for the lottery odds of them having and dropping diamond armor, but you still wouldn't be able to get diamond tools. All this to say, Villagers aren't over powered, but are instead necessary for the way I play Minecraft, but I can see how they would be OP in a standard world.
This whole "Minecraft is getting too easy" thing is ridiculous. Are people next going to complain that Creative mode is too overpowered and should be removed? This isn't a competitive Live Service game, play it the way you want!
I think the biggest issue with these changes are that it’s biome specific. Normally this would be fine but if your on a custom world size or custom map in general without these biomes, welp you can’t get them. Also they want to remove trident and crossbow enchants in place of curses. It’s the most stupid thing
They should make treasure enchants tied to potion making maybe with a new crafting station. Craft the potion for that particular enchant and imbue the item with it at the new station. Expands potion making in a interesting way and makes getting the enchants something that you can work towards collecting the recipe for rather than using RNG to get them.
I've been saying this for years and every time I did, people were moaning that I want to make Minecraft "too hard". Brother. Minecraft is easy as fuck even without ever touching a villager, you just want to take the "2 hours to endgame" route.
One thing they got rid of on the Xbox version was the darkness filter thing from the 360 version of the game. U could go in caves in pitch black darkness and genuinely not see a thing and get scared from the ambience or silence alone. It also made torches have a far better use at the time for those who did mess with that setting as it was a must have item for cave exploring. Now it's too easy to see and torches are used to prevent mobs from spawning as the main use and a secondary use being lighting up the area. They took away one of the few things that made something like cave exploring, more difficult and risky but optional to the players preference. Even the redstone glow or bright lighting in the distance from lava in a cave isn't that impactful anymore cause it's bright enough to see in caves and see any mobs that could be a threat to u if U couldn't see them.
After playing for years, starting from zero is only fun for so long. Exploring new updates and content is more fun along with building massive towns with your friends. Besides if these changes ever get implemented most will just use a plugin disabling these changes. Mojang should keep it optional
@@NorthernLaw_ I had a thought about it since and realised that the ender dragon and wither may still be considered end game and the only bosses due to having the health bar at the top of the screen when summoned in or U go to the end for the 1st time. If this IS, still the case, They are still, end game.
I didn't even know villagers could trade mendings before 1.14, because as far as I remember no one back then was obsesed with getting mending on every single one of their tools.
My opinion? Make all villager librarians sell every enchantment but make it where the books are their own seperate vending level that requires lapis instead of emeralds to level. After that, set the more OP enchatments near the end. That way it's not some tedious grind but requires effort to find the lapis to get the trade you want while not having weird randomized restrictions you need to mess with.
its crazy cuz i left minecraft before 1.9 and came back in 1.13. Made a new world, the first village I visited had a mending librarian. I didnt even know what mending was
I personally like the changes, I hated job resetting since sometimes having bad rng is super annoying, and I think that now since there's leads on boats, transporting and breeding villagers is way more enjoyable than resetting. I think that they definitely should make biome-specific & new armorer trades be gamerule that's on by default but can be disabled when creating a world, due to the survival challenges mentioned at 11:27
Villagers are perfect without the new experimental change. I finally got used to it and built a trading hall and I love how it all works. It's extremely tedious but it's also difficult to get all the villagers you want in the perfect spot and all that. It's a late game thing anyways to finally have a proper hall. Regardless, the changes should stay optional and if not I'll just get a plugin to keep them the way they were before while still playing on the latest version of the game. Shouldn't change a core part of the game after all this time though, Mojang has been doing that a lot lately. Changing core functionality for some reason, it's pretty fair to say that's ridiculous. Sea of Thieves recently did the same with PVP and the blunderbuss changes, players are upset rightfully so.
ok but, ever thought about not min/maxing the fun out of the game? this is something that doesn't rly affect you if you just play for fun instead of grinding the shit out of the most op stuff for minecraft
They could put some options in world creation. So if you wanted it to be more difficult to get the enchants, you could select that option when you create the world. Just like not allowing commands/cheats.
I think villagers should be able to trade based on their village and whats there.. how many fields are there, how many of certain crops, how much stone is visible, how many animals are kept there, and whatever. They should act as settlements.
@@somenameidk5278 i mean players are gonna streamline the process regardless. Someone gonna find out the requirement of whats needed and is gonna go the most efficient/ least grind-heavy route.
"minecraft villagers are OP and ruin the experience!!!!" then like... just don't use them????? it's a sandbox game, you choose how you play. why should the players who like the current trading mechanics be punished because some people don't like it? people will be like "i hate setting up trading halls" as if they're required to
Less of an option in multiplayer, especially if you're playing with friends you wanna work with. Sure, you could ask them not to do villager BS, but then there's the problem that.. If you're in disagreement with said friend, they'll just not wanna play, and it's not like it's easy to find another friend to play with who *will* agree with you.
I'm getting tired of all these armchair game developers who don't understand player psychology, so I'll just say this: the mode is called survival, not sandbox... creative mode is the sandbox mode... EDIT: I have to clarify that yes Minecraft is always a sandbox. But it has a mode with a more "intended" experience. If you want to force self-balancing on people then why can't you just enable cheats and use commands as you see fit? You don't have to give yourself the best stuff. Just what you think you earned or whatever. You can perfectly balance the game however you want.
@@supercyclone8342Survival mode *is* sandbox. A sandbox game is just one that doesn't have a set goal. That still applies regardless of if you're in survival or creative.
@@Npyne Yeah you're right. Minecraft is a sandbox at it's core. However, the specific mode is called survival and it even has a "final boss." I don't expected it to live up to the standards of a typical open world rpg, but I do expect it to have a "game loop," progression, and balancing for a variety of playstyles (which is actually more important because it still is a sandbox). I think it is possible to support trading halls, while also supporting exploration focused playstyles. The current experiment ain't it, but I'm hoping they can nail it. Mob farms are another thing that could be considered OP, but I don't necessarily agree there. That's more of a legit playstyle difference. Oh and don't forget that Minecraft is a multiplayer game.
Imma shoot in the dark here with this idea I'd like to see something similar to NMS where a village would have the ability to do mission type stuff like build this or that buildings for us, find stuff nearby or protect the village with walls and would make that specific village like you which if done enough for that village you could reset a villagers trades to get a preferred item which would also happen from saving them from pillagers (Reason for idea) This needs a good permanent fix because it seems a lot of people aren't satisfied even now after a while since this came out) I also agree with another commenter enchantment tables should always be a go to method for enchantment and probably need a slight rework
Be sure to check out NameHero server hosting! -
namehero.com/themisterepic
ok
just use hetzner
no server to host
👊
SponsorBlock extension for the win
If they are gonna nerf the trades, mojang should improve the villager AI itself not falling off cliffs and having iron golems not ignore their friends getting killed 30 blocks away.
Villagers are some of the most tedious mobs to manage because you want them alive the most.
We put the villagers into cages because we know damn well they can’t manage themselves. I would love to just village manage, but the AI is so annoying.
lag might be an issue tho
@@LordDaretnow I can justify my acts of slavery with "but it's for their own good"
All of Minecraft's mobs suffer this problem. The AI is geniunely just bad across the board except for maybe the Warden
Or make them follow you if you're holding emeralds maybe
Theres a datapack that makes librarian trades adapt to an enchanted book that you put on the lectern
that way you´d need to get the book in the first place to get access to it.
Thats very smart actually, the only thing I would worry is if they remove mending from trading but getting a single mending book from other means isn't too bad
@@enn1924 the datapack also makes mending appear more often in ancient cities
Could you tell me the name?
@@masun0 making ancient cities have mending "commonly" would make sense since everything skulk is xp
@@ThatAsianPenguin Librarian's Balance
Just so you all know if you place a piston down facing up and place your lectern or other trade block on top of it you can just keep recycling the Piston with a button and it will reset the trades without you having to break and place the trade block repeatedly
You're a life saver.
Just gonna add, this only works in Bedrock, in Java you cant move a lot of functional blocks with a piston
For now...
@@TheRealBonesYTmake sure it’s a sticky piston, all you have to do is press it once and it resets automatically
This is genius idea. In all these years I never thought of it. I remember breaking whole axes trying to get the trades that I want
Maybe the "explore 20k blocks to find a Mending Villager, then trying to bring it home." Was fun on an SMP or other server, but as a solo player... no. No that sounds like hell. That sounds like "Eff it - creative time."
There always needs to be a balance between Solo and Group.
Real
Yah looking at even suggested ones there bad. Ill just spawn them in. Id rather not waste time searching as by the point i find it i could already done most things id want to do. People need to understand mending is not really that powerful. Better yet make it a guarantee on netherrite armor and tools when enchanted.
That said netherrite is a wast of time to get as well and way too expensive and time consuming for no reson.
@@runecrimson399 I dislike the idea of having to transport villagers because the transportation would just take forever and it won't be hard or difficult just really tedious and boring
The memory of that grind could be fun. But I don't know anyone who would think looking through hundreds of villages and breading hundreds of villagers is a fun and well balanced grind.
What's going to hurt the game severely
Trading halls will forever be remembered, even if they get nerfed
i hope its kept as a toggleable option, as i dont think i would play a new version of mc if it nerfed the villagers, they are just to key to my preferred playstyle
@@ThatGuyTayeos knowing mojang, that aint gonna happen.
@@ThatGuyTayeosbut right now its the only valid playstyle, everyone MUST do it or game is harder. So its normal that its gonna hurt nerfing them but imo its good change because its wild how op villagers are now
Fucking hated trading halls. Literal cruelty and is boring as hell.
@@cytrynowykisiel3715 You realise how stupid you sound? Minecraft a sandbox, having only one valid playstyle?
IMO the biggest issue with villagers has less to do with them being OP and more to do with enchanting being completely broken. The enchanting table should be the go to method for enchanting but it has such terrible, unreliable RNG, and on top of all of that, there are treasure enchantments that the table can't even produce. What other choice do players have other than to grind out trading halls and emerald farms or AFK fish farms back in the day.
To fixing enchanting, I've got a few ideas:
1. Putting an enchanted book in a chiseled bookshelf increases the odds of getting that enchantment from the table. This mitigates the RNG problem, and would make treasure enchantments like swift sneak renewable while preserving the work required to obtain that first book, kinda like smithing templates.
2. Alternatively, different items could be used to obtain different enchantments. These could be any items, but some examples could be Lapis for common enchants, prismarine crystals for water themed enchants, blaze powder for fire themed enchants. Perhaps there could be something like a recipe book that grows as you discover new enchantments / required items.
3. Currently, the table only works for unenchanted gear. Perhaps it could be used to add more enchantments to already enchanted gear, but at a much higher price. This would streamline the whole process so you're not constantly resetting at the grindstone and combining with the anvil.
4. Something everyone asks for: Remove the too expensive limit from the anvil. Low level enchantments could reliably be combined to higher levels, and repairing gear in an anvil can be an alternative to mending.
All of your ideas are based, and creative. Especially giving blaze powder more of a use, I'm always on board for that.
There is still an issue as you can get enchanted diamonds gear without ever mining any ore.
I also think the enchantment system is flawed but I think it need a deeper rework, because imo god gears shouldn’t be a thing in Minecraft. And I would like to see it change to more "meaningful" enchantments, somewhat like the trident. And your idea of using other items in the enchanting table is really good actually, although maybe not blaze powder as it already gatekeep both the End and potions…
Another point about the 'too expensive' limit: That limit should only stop high level enchants from combining with more high level enchants; gear should be able to be repaired indefinately for no exp cost increase.
All great ideas except for the number 2... it would be a pretty obscure feature that would get easily outclassed by the idea n.1, so I don't really see the value in it. Other than that, these are some really cool and creative ideas to make a better enchanting table.
My idea:
in reality enchanting sistem and anvil are the real problem. how to fix them? 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).
An ideal fix needs to still allow you to eventually unlock the ability to get consistent drops from them and reducing RNG overtime. still require investment! but don't turn them into ez farms
just leave the game how it is.
What if you could do quests for villagers to progress their trade options? Imagine you help them find some lost knowledge in a dungeon or recapture an master craftsman/elder captured by pillagers who grants you more trades. To be honest, I like villagers being overpowered but I would enjoy more ways to interact with villagers and help them out, and putting in more work to reach powerful trades would be more rewarding.
@@tflux8585 I like this idea
0:20
"The community is quite divided on the matter."
When have they not been divided?
When the movie trailer came out
@NOTSuspicousgatito facts
It took me 218 hours to breed a full set of 1.12.2 Librarians on 2B2T.
good for you man
A group of friends in 10 minutes (the grind resets) :
Villagers are OP, but not fun to get set up (specifically for enchantments). For enchants we need something new, an alternative to actually get them then through Villagers, because getting Mending is such a pain
I feel like they aren't tho and this comes from a casual player who plays maybe like couple hours a week primarily solo player not playing on servers with friends or big populated youtuber servers with mega farms setup to automated everything in the game. Honestly villagers are probably at the right balance they need to be but since lot of stuff in the game is messy and full of band-aids, villagers in comparison feel "OP" like if Mojang meaningfully reworked both the enchantment table and anvil system people would less likely build mass trade halls for villager enchants because as you said yourself it's not fun to set up. I understand that it would be big undertaking and take a while of R&D to get it right but fixing the enchantment table would remove need for enchant villager farms which players made as a band-aid to fix enchantment tables and fixing the anvil would remove need for mending which Mojang added as a band-aid to fix anvils. I mean Mojang finally added game rules to speed up and mess with minecarts after many years of ignoring them so maybe one day we will get a proper minecart update since horses and elytras were added as band-aids to try and make better transportation traversing around the world since minecarts are still very slow, basic, and not fun to set up.
0:40 Without having watched the rest of the video, No.
What's "ruining" it is the lack of a decent alternative to villager trading for things like enchanted books.
All other options involve heavy RNG every. single. time. you want a book.
Librarians frontload the RNG and then it's available again and again and again.
And we only need to do this for mending, because anvil mechanics are terrible.
The biome lock on trades, only swaps the RNG block spamming, for RNG biome finding + villager relocation + trading... doesn't solve the core issues.
Thats what i say
Mojang, nerfing the village is just not like this way
And chunkbase get buffed
An alternative to villagers just means more ways to get insanely op insanely easily and to skip all progression of the game to satisfy ADHD children.
@@Whatismusic123 I like getting through the progression quickly because it means I can do what I enjoy (building) faster. I might be singing a different tune if getting Enchantments was actually engaging and not an RNG snorefest.
@@miimiiandco just play creative mode, as survival mode in modern minecraft is just glorified creative mode anyways
I recommend you try the older versions of the game, my go to being 1.4.7, as it is a much more survival experience than modern minecraft, and there aren't a bunch of useless and pointless features in that.
Villagers are op.
But for singleplayer who cares?
Minecraft is a sandbox that you can do anything in sure you can trade villagers for good stuff but against zombies and skeletons it doesn't matter if it is OP as they aren't other people.
Also in 1.8 they had eyes of ender so you could argue this is worse then 1.21 villagers.
Don't eyes of ender look for the stronghold?
The problem is not that you have a competitive advantage in singleplayer, the problem is that, "given the opportunity players will optimize the fun out of games" (quote by "Civilization" developers).
If the game has op features, it can make the game boring and remove the sense of accomplishment the player has. Particularly if the mechanic is really boring like villager trading, where you basically just breed a villager with the profession you want and just refresh their profession block over and over again until you get what you want.
@@leonardotrujillo8661 yes they do.
And in pre 1.9 version Clerics could trade for eyes of ender meaning you could skip the nether.
As a fun fact if you go to 1.8 unlock the eye of ender trade then update to any version from 1.9 to .1.20 you can keep using the trade after the code changes in 1.21 it doesn't work anymore however.
@@SoneNando so?
Let them.
That is what Minecraft is all about doing what you want with the tools given to you.
I agree @@havingfunwithelijah214 tbh if they don't like it just don't use it 🤔 nobody forcing people to use it
Saying that breeding villagers for 2 whole months for a book was more fun than reseting the profession for 10 minutes is crazy
I'm one of the people who full throttles my playthrough with villagers. It's just the more enjoyable route for me. Never use them to get diamonds, as by the time I have setup the villager hall. I'm already covered with diamonds, ever since the cave & cliff update. I find it fun. Finding a village. Transporting two villagers. Setting up a breeder, then a couple food farms, And an iron farm, A sugarcane farm, a leather farm. I find villagers just another way to go about the game. I could setup a skeleton farm to make bonemeal and make a food farm that way. I could setup a boring machine to get diamonds or iron. And frankly I would much rather slowly cycle a villagers trades by breaking and replacing the lectern than using an enchantment table. Because, I don't want to setup a xp grinder farm. With an enchantment table. And in order to get a pick fully enchanted. I don't want to check for the enchantment, see it's not the one I want. Enchant a iron shovel, disenchant the iron shovel, grind back the xp for a bit. And rinse and repeat till the enchantment is gotten. And there's also the chance of choosing efficiency V, but then getting silk touch or fortune III. When you already have a pick like that and then have to rinse and repeat again.
I would still be fine with a change though, but to enchantments as a whole. Maybe make it so what enchantments the table provides is also based on the biome so it's a hell of alot more consistent. Because thats why villagers are preferred, consistency. The new biome change to villagers won't do anything really to me. Because I don't really setup a trading hall, I setup a library. I farm some emeralds then make the book trades and populate the library. So I would just then farm some emeralds, and travel a bit further.
Villager resetting is still much better than before in 1.13, as instead of resetting, you would trade up to all 3 books, find that mending wasn't one of them, then literally murder the villagers that didn't meet the right trades. One thing that was nice was this let you upgrade the prices/available books on ALL your trades at once, since even if you didn't hit mending, you did hit something, and there was likely a better trade for some enchantment than what you had. However, I still found it weird to basically be setting up a villager concentration camp.
It’s been more than a year since the Cartographer got Buffed, the Librarian got Neutralised & the Armourer got Neutralised but mostly nerfed. The Villager Trading Rebalancing changes have not been implemented onto default gameplay yet.
I'm not sure how I feel about mending being renewable. After all, it allows you to get unlimited use out of any tool you put it on, so being able to put in on unlimited number of tools seems OP.
Plus, that's why it's mutually exclusive with infinity for bows - you shouldn't be able to get INFINITE use - there should still be SOME resource investment (or at least a deliberation as to what to put the enchantment on, as you could never know how many of them you'll have).
I feel like there's a big difference between having fun and doing tedious tasks.
There is no way that you prefer the old trading system over the new one. Sure, it's still pretty tedious to constantly break a lectern to get the enchantments you want, but I'd much rather do that than spend days, or potentially even months travelling tens of thousands of blocks away, just to find a librarian villager who sells mending. That is FAR more tedious than only taking a few minutes to get what I want (even then, you still need to get the emeralds you need to buy such an enchantment).
I don't blame the villagers for making enchanting useless, I blame the enchantment system for being so trash, RNG and extremely tedious to do.
I prefer it because most people didn't use it so it was still kept away from the casual audience. Now literally everyone gets max tools and armor after an 8 hour grind of placing and replacing workstations in villager breeders
Edit:btw I'm part of the casual audience. Making survival a glorified creative mode just isn't for me.
If it’s taking you days or months to move a villager to a swamp then I don’t even know what to say to you. But if that was the case I would see how diddling yourself while breaking and placing a lectern repeatedly would be more your speed.
@@mcbeaty3971 I think you are missing something.
You have to find a village, then bring 2 villagers over, breed them, till the RNG spawns a baby swamp villager, then. You have to wait for that villager to grow up before you get you book.
Oh... i might add, unless you already know about this. How in the word would you know to bring a villager to breed in a swamp?
This is with villagers also being the single most annoying mob to deal with to begin with.
@Espeon1134 I personally use the healing method.
You wait for night to come, lure villager zombies where you want to put them, i.e., your trading hall, and then cure them.
@@guntherdoesaliltrolling5757 A fun challange there
I’m at 1500 lecture breaks trying to get all the max villagers, the last one i need is power V, since I accidentally killed him while curing
That sucks i have duplicates of the ones where i can farm one of the items so 9 stacks is enough for most other items
(This is single player and I have locked some out occasionally)
0:40 no lol it removes tedious grind trying to find certain enchantments over and over again, I hate when a game mechanic is considered "easy" just because it includes less tediousness and XP grinding
I guess I don't entirely mind trades being specific to biomes that are relatively common, but there being no IV and V enchantments in the chart worries me.
@@TheAbsol7448 I like trades the way it was and I'll probably just use a plugin/datapack which changes it back to pre nerf, just because I'm ngl the grind for enchanted stuff before village and pillage was some of the most tedious grindy stuff ever, not fun.
Wish games stopped making me spend more time on tedious stuff so I can just have more time doing actually fun stuff like the sandbox game it's supposed to be.
@@Nolvri Aside from making an enchantment level cap, this actually makes it easier to find certain enchantments. Instead of there being one giant enchantment pool, the pool is split into multiple smaller pools, greatly increasing the odds of finding an enchantment you want. Making it impossible to get, say, a Sharpness V trade is the only problem I have here.
Enchanting is just a bad mechanic. No matter how you spin it, its just gambling and a massive time sink.
Enchant Books yourself? Get your monster farm ready, and enchant lvl 30 for a few hours, only to trash 100s of books. Tools directly? Enchant wood shovels until the preview looks good and hope the random stats arent terrible. I feel like villager resetting is the leadt boring one of the three.
I feel like the whole enchanting system could net a revamp, maybe like Tinkers Construct or Silent Gear, where you can add a slime for silk touch, and level the duravility of your tool by just using it. Or revamp the enchanting table, so it can take items that let you reliably craft a type of enchantment, and make the max level depending on some progress you made in enchanting.
For me I got really lucky with enchanting I’m now just using villagers to get replacement gear knowing I’m going to remove those and use it to repair my stuff
To be honest, villagers never requred skill, just time.
And it seems that Mojang demands more time be spent, while skill is still not required. Is it really a win?
“Mending should be rarer!”
“You know, we COULD make it so you can only get them from Wandering Traders therefore drastically increasing the mob’s value.”
“NOOO!”
Yeah if anything add weird biome specific items to them (especially in flat world since people are doing that)
You can't just nerf them there needs to be an entire rework unfortunately
that's what the trade rebalance explored (e.g. cartographers offering explorer maps to all the major biome types as part of the biome-dependent enchantments), but I would agree that it needed to go further. I was thinking that, since the cartographer maps point to jungle temples and witch huts, those structures could get cages/jails/vaults with unemployed villagers of the respective types, encouraging players to free them and set them to work
@@waytoobiased
the villagers you just helped: thank you, you have freed us!
you: I wouldn't say freed, more like, under new management :)) and i want those unbreaking 3's by sunday
@@ehannasir8464 can't get any worse than Village and Pillage pris...erm, trading halls
Enchanting repairing and villagers need to be redone wholey
It's actually good because now you get a guarantee mending from swamp villagers
except swamp villages dont fucking exist. the only thing this incentivizes is hauling villagers all over the place
@@_e9647 which Mojang have outright said they don't want players doing, which is what makes this so frustrating. When they're asked to add better ways to transport villagers, their response is "we don't want players transporting villagers", and then they try to do an update that relies on players transporting villagers.
they really struggle to be consistent with themselves. Same goes for the nether roof. Java team says it's an intended feature so they won't remove it, Bedrock team says "it's a bug on java so we won't add it".
I don't even understand the point
Why they just don't add a reroll mechanic to villagers? It could ask you random raw minerals in a range of 5-25 of that mineral or another material you couldn't trade
They could lock the trade until you get a book and placed it on the lectern
Why not fixing the anvil formula so we can repair our tools without getting "too expensive"
Just put mending as a super rare reward of chests
At this point I just get mending because repairing a tool is too expensive and I don't want to enchant another tool again and again and again, not because it makes tools unbreakable
With easy anvils I even feel satisfaction when I repair my equipment..
Villagers, mending and anvils all reduce the value of enchantments.
@@gyroninjamodder Yup, we should go back to the first enchanting method, where it was 100% random, you couldn't disenchant anything, you couldn't combine anything, it took 50 levels, you weren't even guaranteed to get a full lvl 50 enchantment, and it used 100% of your levels every time you did it. Those were the days.
@@Tomeroche I am glad someone else agrees. 50 levels took quite a while to collect and you had to avoid dying so it gave real value to even the bad enchants you would get. Mojang got it nearly right the first time around. Overtime Mojang continually made enchantments more and more worthless to the point where I'm not even sure why enchantments even exist. At this point Minecraft may be better if all the base tools were buffed and enchantments were removed.
Because that's totally unintuitive
@@gyroninjamodder Sorry but that option is even more torture. I'd rather build myself a trading hall then mindlessly clicking a single point over and over just to miss it when I have level 50.
MisterEpic has talked about that and he also doesn't think this was a good way.
I found a fix. Just do not do it in your world 😊
Yep. I still treat villagers the same way I did when they were new. A decoration for my kingdom.
All we have to do now is pray that this won't be a permanent change. If it does become permanent, I say let's start getting as many mending books as possible while we still can.
I enjoy how strong converting natural-spawned Zombie Villagers are, and I don't think it's too easy to do.
Stray Igloos in the wild tundra will have a chance to have the fixings for zombie villager curing under their carpets, I'm sure this is nothing surprising to most folks. Depending on one's biome arrangement/climate, you can find them infrequently and stockpile the weakness potions/gold apples needed. The G.Apples can always be made, and prior to going into the nether to get potion fixings, you could always lure a witch into a boat and have her splash a potion of weakness onto your target villager as well. That's how skyblock players do it (though they get gold for apples from zombie piglin farms).
It's a little bit of exploration, sure, but I wouldn't call it a lot of work, either.
I think it's neat... What I don't think it's great is being able to 1. Convert villagers back to zombies yourself and 2. Stack that bonus multiple times.
1 is ok as is as you can save villagers from a zombie attack, but 2 is absurd and incentivizes setting up a torture chamber to get your villagers through 3-4 times.
@@natanmaia3575 You don't get a bonus from reinfecting villagers anymore
nah bruh, fuck biome specific enchants thats bullshit
THATS WHAT IM SAYING!
I’m curious, why do you feel it’s bullshit?
@@RePorpoised New and less OP = bullshit apparently.
I personally think these speedrunning tactics hurt the game.
@@zephranarx2172 the problem is it isn't less op, it's just more tedious. Villagers need to be nerfed, but this isn't the right way to do it.
@@zephranarx2172 I personally don't care what you personally think about how I play my private game.
there are two things that always bugged me about Villagers... why is it that we can't get different seeds from Farmers through trade? And why did they change the Cleric's white to this dull brown and purple? Honestly it'd be cool if we could get trades of lava buckets from Black Smiths and Fish in a Bucket from Fishing villagers. Like it makes no sense that you need to trade a Fisherman coal to get emeralds... I understand string for fishing and nets (if there were any to craft that'd be neat) but nothing regarding coal. And the Butcher should be asking for Charcoal rather than coal since the former is often used to smoke and add flavor to meat when grilled or smoked. LIKE IN THE SMOKER-! It feels weird not being able to get certain items or even have villagers craft certain types on your behalf. Like, what if for the armor smith, you can trade iron nuggets with an emerald to make chain mail, a type of armor that pairs well with leather. So many things that they just don't want to do because either: microsoft being microsoft or them are unwilling to add more things to make it seem logical. Like as far as I know, no one has any use for a butcher or leather worker.
If they really nerf villagers then that’s fine because I’ve been needing an excuse to stop paying for realms and moving my world to a normal hosted Minecraft server where I don’t have to update to these new updates constantly and can have some quality of life mods and data packs. If they nerf villagers I’ll basically just leave realms and never update again.
in my opinion, they should just nerf the ways to optain emeralds: patch string dupes completely, make it so that raiders can't spawn in water and that the captain won't drop a bottle, change the stick trade to an arrow trade, ...
Even without Villagers, the game would still be too easy.
The existance of Villager trades would really just make the game less grindy.
Minecraft is a grinding game dont lie.
no it's not. It's a sandbox game.
@BlueSheep777 Lol. Your sandbox still need sand to build. Unless you are saying you play creative mode all the time. No grinding? Stop lying to yourself
@@D3MONFIEND We can all agree its not a game thats meant to be completed or beaten tho. That is insanely stupid.
@@D3MONFIEND Bruh, that's not the point.
@@D3MONFIEND There is no grinding because you don't need to afk all the time for stuff, or kill mobs
3:35 Auto Fish Farms: Am i a joke to you
It comes to the point that I only ever craft an enchanting table for aesthetic purposes because of how good villagers are
I got some really good tools from one so it still kinda has a use but yeah one you get the enchantments set up it kinda is just decorative
The reason we HAD to resort to this is they made a really good and sought after enchantment and put it behind a villager pay wall so to speak. If they were to make mending able to be gotten from the enchanting table im sure it wouldn't have been so bad. But doing the enchanted books via villagers is the ONLY way to get maxed armor and in certain cases maxed anything if youve had to repair them several times. To get max boots and Helms you are required to have a freshly crafted set of armor, and books traded from villagers. Armor that was bought and grindstoned wont be able to get all the available enchantments you'd want on a piece. Then there's the anvil level cost system that's broken. Fix those areas and the days of resetting could be more or a memory. Give us the option to play the GAME how we choose instead of being forced to play it in the crappy way they designed it to be played. The village rebalance will only infuriate and alienate its playerbase. Thats why after a year its still in experimental. Not having the ability to get max everything from villagers isnt a good look because theres still the broken anvil cost system. Remove some of the limitations and id be more okay with having to buy multiple books to pair together to go on an item if i was guaranteed to be able to max it out later without worry. Just saying.
I think they should add ways to force the player to not put Villagers in trading "halls" and actually keep them in a village
Would be a nuisance so maybe have it where they need X amount of free space beyond meeting general requirements for a village (this would probably break irons farms so maybe if they don’t meet the space requirement they don’t have trade functionality but can still link to blocks idk)
The fun thing, you dont need to trade with them. On normal worlds, i sometimes use them end game. But on challenge worlds, like superflat only, villagers and wandering traders are why i get to keep playing for longer. Theyre not compulsory to play.
7:40 "efficient" me who rerolled a villager over 300 times and still didnt get mending....
Don't buy any lottery tickets. I've been playing for over a decade and it's never taken me more than about 50 tries to get a mending villager.
Same, also same with getting wither skeleton skulls. Last time it took me 70 kills to get one skull with looting 3
Whenever I see critique on the experimental rebalancing, I always notice a pattern of people thinking that the trades are still going to be random - it's important to remember that they aren't. If you get a swamp villager to take the librarian profession, then it doesn't matter what its other trades are, its final trade will ALWAYS be mending. So you don't need a whole village or anything - you just need a single villager to be born in a swamp.
I personally think that, while it isn't the BEST fix to the issue, the rebalancing is still a good idea. The thought that you have to put some effort in and do some actual exploring and transporting, but once you do, the reward is GUARANTEED.
This would work but for bedrock I’d say nether roof building should be a thing unless their AI is buffed
I love listening to videos like this, as it just makes me realise how much I don't use features or massive farms. I've just never set up a trading hall, I've just not required them
you dont have to watch everything
1. Villagers' Power Surge: Villagers, introduced in Minecraft 1.0.0, have become a core aspect of the game. However, their power has significantly increased in recent years, leading Mojang to acknowledge their overpowered status and experiment with changes in an experimental snapshot. The community is divided on whether villagers are making the game too easy, particularly with the ease of obtaining powerful items and enchantments.
2. Villagers' Early Evolution: Initially, villagers served as a novelty, offering random trades with limited value. The game's progression was slower, and resources like emeralds were rarer, making enchantments like Fortune difficult to acquire. Trade orders were randomized, making it challenging to find useful trades.
3. Villagers' Rise in Value: In Minecraft 1.8, villagers were improved, with their professions becoming more visible and trade unlocks less random. They gained further value in later versions, becoming essential for acquiring valuable enchantments like mending, which could only be obtained through trading with a librarian villager.
4. The Challenge of Acquiring Mending: In Minecraft 1.13, finding a librarian villager who traded mending required significant effort, often involving extensive exploration and breeding villagers with a low probability of obtaining the desired trade.
5. The 1.14 Revolution: The Village and Pillage update in 1.14 introduced a significant change, allowing players to control villager professions and trades through job resetting. This made obtaining desired trades like mending significantly easier, reducing the need for extensive breeding or exploration.
6. The Downside of Easy Access: While the new system was efficient, it also made the process of acquiring high-level enchantments and items less engaging and rewarding, as players could obtain them through repetitive and unchallenging actions. The ease of obtaining emeralds through raid farms and a villager zombie-curing exploit further amplified villagers' overpowered nature.
7. Mojang's Response: In Minecraft 1.2.2, Mojang introduced experimental villager trade rebalancing, addressing the overpowered status of librarians and the ability to obtain diamond armor with minimal effort. The changes included biome-specific enchanted books, making acquiring mending more challenging by requiring players to breed villagers in swamp biomes.
8. Community's Reactions: The experimental changes received mixed reactions, with some players finding them justified, while others felt they increased the grind and complexity of obtaining certain items. Mojang's willingness to address villagers' power suggests future adjustments may be implemented.
Even if trading gets better there's still plenty wrong with some enchantments, mending being the worst offender. Perhaps it could simply make it so you don't need levels to repair it on an anvil or at least the cost doesn't go up. This would make it so you still have to get materials to maintain your tools but you wouldn't have to worry about needing to completely remake them
Yes, because finding tons of netherite would make people happy to fix thier tools
That would still make Mending mandatory, which doesn't fix the issue.
I think instead of nerfing villagers they should buff other methods of enchanting.
Why not both?
@@EmperorPenguin1217 because if we get other good ways to enchant items villagers won't be so overpowered in comparison
@@Сеньор_Человек Villagers being able to give almost every single enchantment for a minimal price is objectively overpowered, no matter how much you buff everything else. People will always choose the best option
10:51 only problem with that is skyblock.
If mojang somehow solves this problem this is good change
Superflat as well excluding modified superflat with biomes
(Vanilla superflat will lock you to only plains trades)
Mostly thinking of mogswamp with this one even though he already got mending
@@superNova5837 If mojang somehow solves this probles, I think villager trade rebalance is good change
You can get diamonds on Superflat worlds through Mineshafts, Trail chambers and End ships. Unfortunately it's not renewable and Skyblock players can't get diamond.
I remember the time me and my brother screamed and jumped when we traveled millions of blocks and found a mending villager, we were so excited that he immediately went back to our main base and grabbed all the emeralds he could find and we traded with the villager, but, sad part is that after we left the village, we forgot to take the coordinates (and yes, we didn't take the villager, we didn't know how to do that at the time), we never found that village again, so we called the village the Ghost Village.
Hmmm I got a solution… if you don’t like it don’t build it. You don’t want mending from villagers? Don’t want anything from them? Then DO NOT USE them. Jesus people are making this rocket science worried about the wrong bs
Good point! There are other ways to get mending. Fishing or finding it in a chest in certain structures.
I do not think villagers are overpowered. They are perfectly fine given the effort it takes to wrangle them. Villagers are extremely grindy and annoying to deal with on purpose. The only way of transporting them is in boats, minecarts or some weird pathfinding thing with workstations. It takes ages to get the enchantment you want, they die so easily, come on, surely everyone wants to pull their hair out when dealing with them. Their trades are a fair reward for that.
Exactly.
Once you have more than 50h in the game setting up villagers is trivial.
@@theairaccumulator7144isn't that true for any game though? Once you get 50 hours into any game you can do just about anything in the game easily
Ah yes, of course, you're so right, it's not overpowered to have infinite access to almost all aspects of progression, just for the small initial cost of like 8 hours of grinding villagers
Got almost 3000 hours on mc and villagers are just as annoying to deal with now as when I first started to use them traiding is definitely fair with the amount of effort it takes to set up a top level trading hall
Dont really mind it tbh, but i do see why people would say it. Those items are meant to be "harder" to findits a bit later into the game, so there's no point to have some that good right off the bat. It's why some old modpacks are good because they have a progression instead of instantly getting strong gear
The game genre is sandbox, there should be no progress in it, if you want to add it, use mods.
@EvilGeniys im speaking from their perspective, i dont mind it myself, doesn't change the way how i feel about the game anyway. In the end the game is still my childhood
Just build a nether ice highway(if you are lucky enough to find ice) to all biomes, breed villagers and get the trades there and transport them to your main base. It's a step in the right direction but they are still very overpowered.
Thanks for the old tales on how people used to get mending. I haven’t played Minecraft long enough to know about that.
Me and my brother made a village and we migrated a whole village to it, made babies and more homes for them of course we played with the tables so we have a mending librarian and other cool stuff. The update made villages useful, before they were just junky and nobody really cared, they were only good to be less lonely and live around them. The village has ton of iron golems so they roam free where ever they want. The enchantment table is good to get a basic enchantment going and then you get the books to complete them. I think its pretty well balanced in that way. But the zombie heal thing is busted indeed.
praying that the rebalance stays optional 🙏🙏🙏
Yep
Just in case, I'm gonna start stocking up on mending books.
TheMisterEpic try not to black out the eyes of whoever’s in his thumbnail challenge. difficulty level: impossible
Hahahahaha
i find funny how this guy when on explaining the most mind numbing and boring task to get a resource that became absolutely exploitable once somebody got their hands on it and then just went ''oh yeah the quality of life change made it boring''
i believe he has a point, as after the villager update the way people plays minecraft drastically changed because of villagers, but I BLAME it on how villagers were the ones that got the QOF upgrade while everything else did not because no one wants to do the extreme grind of the enchanting table just to be forced to play the slots and get bane of arthropods, in a way mending was just the stepping stool for what's basically still a multiple day grind, because you still need to get the armor, the exp to put the enchantment on, enough iron to make an anvil, and so on and so on, i believe the villager re-balance is just a roadblock that doesnt change anything other than the amount of hours one spends grinding mending books, or gear, if they want actual change from the gameplay they would have to give a lot more ways to get mending instead
The game starts being fun after you max out your tools anyways.
@@witherschat TRUUUUUUEEEEE, this wouldnt be a problem if tools werent just tiers where you have no practical use for }after you upgrade it, the only reason swords are still relevant is because you cannot get combat enchantments in axes
@@cototototorra7106true with the exception of sharpness
@@cototototorra7106 Sword are and will always be relevant in PVP and custom PVE (like CTMs). And what is bad with the current system is that everyone want to do the grind for god tools, and don’t get any fun in the game before this, because people don’t build, don’t explore and just grind for maxed gears … even if they don’t really need them …
@@Plasmeur0 I build and explore... after I got tools I can rely on.
might be an idea to find a book then use it on a villager with the right profession to force it to learn. then you can buy 'copies' of the book, or maybe just have a specific 'job' like copy-writer or professional writer, a literary master, who can learn many books. you could make these a kind of lore master and they can become the 'elder' chief villager, or maybe even the 'good mob' equivalent of one of those pillagers that fight with magic. that way you can re use the design but give them more usage. I also had the thought that mansions can have a 'good' equivalent that doesn't spawn enemy mobs that has multiple book drops you can loot, some kind of a library but use the mansion template/design.
this might be the roughest ad transition i've ever seen
I think I have an interesting idea for trades:
Each naturally generated village would have specific "trait" items that they work with for each profession. All professions will have an encyclopedia that the villagers can use to learn to make more items. You would find pages of the encyclopedia in structures, other villages, etc, and you could pay the villagers to study the pages and get the new trades.
Exclusively for enchantments, I think books should need an specific item to "activate" them. For example, if you want to enchant an item with mending, you would need to combine the book with phantom membrane for it to be possible.
I dont think mojang would ever add that to the game, although it would be cool as a mod
@@Lambdrx I could probably try to make it if I knew anything about programming hrhe
This might work plus it gives phantoms some use outside of being annoying
On the experimental changes, villagers also sell maps to villages in other biomes iirc which makes exploring so much better, it makes me wish they did the same thing for wandering traders
One thing I am worried with that is that cartographers could become too bloated in the future
Maybe make the biome maps trader exclusive since they were setup to show trades from a different biome
that is a good point in terms of bloating of cartographers, idk the solution though
@@waytoobiased if it becomes a problem they could remove some useless trades they have, I think they sell item frames and banners at emmerald level 💀
@@enn1924 yes they do, including in the rebalance experiment...I think Mojang has room for a couple more maps if they get desperate
They need a nerf but I'm not a fan of how mojang has proposed they go about it.
Imo trading isn't overpowered at all, it's well balanced, the problem comes in with curing villagers making it ridiculously cheap, and raid farms making emeralds cheap as hell too
If it’s temporary it should be fine but the community might not take changes well
I like this explanation a lot. I have a hankering to play the experimental settings, now that I have a good understanding of a gameplay benefit. Being able to correct the negative grind by giving exploration more purpose. I like that a lot. Thanks for putting this in good perspective.
If someone is skilled and knowledgeable enough to build a trading hall, he should be able to get all the enchantments they need. Period. The nerf is dumb. If you nerf villagers, remove the randomness from the crafting table. RNG is not fun, and not challenging. I don't wanna sit at an AFK or semi AFK farm for hours just to get some random enchantments that I dont need. There is a reason trading halls are popular....
Some people say setting up a trading hall doesnt require "skill" but then act like RNG table/chests somehow does. If anything a trading hall not only requires effort but is actually rewarding where as searching for structures could end up being a waste of time. Not to mention it forces you to do this if you want Mending and most of the time chests give garbage low level enchantments so they're not even worth the time anyway. Trades dont stop me from adventuring to find structures and loot, they just give me enchants that are actually worthwhile.
Popular, but too prominent in multiplayer settings. Villagers shouldn't be the go-to source for enchantments
With the exception of how this would mess with modded enchanted books, I honestly think I am for it (mostly, but wish they had the tiers of enchantment being sold higher.) Now with this change though they really need to address the anvil repair method. Repairing an it is should not have a growing cost for each repair and have that increased cost affect the cost of combining enchants. Which would greatly help now that mending is well no longer something to be acquired in the first hour.
Sure, it's easy to get the trades you want, except when it comes to fletchers and tipped arrows, masons and terracottas, and shepherds and dyes. It took me at least a real-life month of playtime to get all of those trades on Java Edition, and I'm still trying to optimize the masons. I do _not_ want to know how many villagers I sent to virtual heaven with the Bucket of Lave.
These are the types of trades they should make biome specific. It would be so much easier to get the dye-related trades you want if each villager type only had 5 to choose from instead of 16.
One of the first things I do in most smps is get every max level enchant on villagers and organize them by tool, armor sword, etc. the last time I did this it took around 3 hours with 1200 lecturns placed. Fun stuff if you’re methodical.
back in the day couldnt you just infect a villager and cure them to reroll them? in modded playthroughs in 1.12 thats how I'd get enchants i wanted.
I have so many opinions on villagers…
Yes, I think they’re OP in their current form. However, I don’t believe the trade rebalancing Mojang is doing is completely the right way to go. (More on this later)
No, I don’t think forcibly nerfing curing was the right answer. At least make it a gamerule. The real issue is the hidden value responsible for how much a discount is given to each cure (0.05 or 2.0).
The way to rebalance the trades is to make the first set of trades largely irrelevant for cycling (for librarians, a selection of level 1 books that exclude level 1 only books).
There’s a mod that lets you use a datapack to modify vanilla generated trades and I’ve tweaked it to be less exploitable. For diamond armor and tools, add 1-4 diamonds to the trade so it’s cheaper than mining and crafting but not free. For villagers, each tier now guarantees a book trade, but only Expert and Master have the best trades possible, and at basically 5% odds of any given trade (all books on all levels distributed as evenly as possible, omitting level 4 books for level 5 max books). The hidden values were also adjusted so it’s barely possible with the best value emerald trade to 1:1 most things that are one cure wouldn’t just be there already. Enchanted books, particularly high level books, are especially affected. Bookshelves are slowed down so each cure drops the price by 1. You get less glass per trade so glass panes are harder to exploit (still possible). You can get the good enchants with not the best values with some work, but you really have to put in the work to get the best, and that’s where the line SHOULD be. Possible, but takes work and effort, and no amount of spamming trade cycling will have any appreciable effect.
If it gets nerfed without a gamerule that can be toggled, then I'll stay on 1.21 permanently. They keep saying they're making changes to "encourage" exploration. It doesn't. It MANDATES it, which wrecks the game.
You want to motivate me to explore? How about some real variation in the biomes. Once you've see one cherry biome, you've seen them all, so why bother looking for more?
How does it mandate it? No one is mandating that you get a villager with a certain trade.
@@gyroninjamodderMending. Enchanting table does not have mending. Treasure enchants are usually dog ass. I don't agree with the biome thing they said, but when it comes to the "how to get mending: explore" they're entirely correct.
Oh I guess you could fish for hours though. That would probably be more fun and consistent. (This is sarcasm)
@@certafan No one is mandating you get mending either. It is an optional enchant that players played the game without for years.
@@gyroninjamodder Yeah, and not having it mandates a specific playstyle, or an absurd amount of grind remaking tools after each project bigger than a starter base.
The scale of the game has changed. So should the design philosophy.
@@witherschat It seems that your actual problem is with how the base durability of tools hasn't kept up with the scale of how people currently play the game. The last time the durability of tools was adjusted was in beta, over a decade ago.
There's a mod called Tetra in which, imo, indirectly fixed the problem of mending being op and conversely fixing the "too expensive" repairs on anvils. It made it so that tools can be indefinitely repaired using the base material (Netherite ingot for netherite tools). It made it so that I didn't really have a need for mending until I got to netherite. Unless I really wanted to mine tons of netherite.
With Tetra, I didn't feel like I had to speed run to get mending, I was able to get it at my own pace, and when I felt that the resource gathering became unsustainable.
As a casual player who can only play a few hours villager trading is a life saver.
Sure it's OP. But it kinda helps some players who barely have enough time to grind for hours.
I hope Mojang just place this as a optional feature once fully implemented.
This makes me sad, I never EVER did trading and was planning to start this weekend...
I'm kind of torn on this topic. On one hand... I like villagers as they are because I _do_ like the idea of making a singular *BIG* town. But on the other hand, I do think the system needs a change - I just don't think having to make different towns is the solution. This change incentivizes making different towns in different biomes. Some of which you might not have access to for several thousands of blocks. When it was announced, the mob vote was going on. I went Penguin, because it seemed like that's what they were going for. "Boat speed increase to make it easier to get around to all these new towns you'll have to be making." But in the end we got vessel for delivering useless armor for my useless barking scare-skeleton. (And _ultimately_ I would have wanted Crab anyway... we could have had hookshots, dammit!) Telling us to go well out of our way just to get enchantments is a hassle that many players don't LIKE to do often. Especially if we have to set up a town to do it, and in a generally hostile environment like a swamp or jungle. But I can only speak for myself.
For an alternative, since it would be wrong to complain without at least _trying_ to come up with something, let's overhaul enchanting! Remember the olden days of modding? I'm sure some mods still do this, but how about a combination of the current randomhat system, and a buy-in system?
[1] For starters, you place your item into the slot, along with an amount of Lapis equal to the needs of the enchantment. Note that for this, we might _FINALLY_ remove that accursed level-cap from Enchanting/Repairing. No more "Too Expensive".
[2] Random, this functions like it currently does, you get a random enchantment or enchantments - plural. It costs 1-3 levels, and 1-3 lapis. Just like it does now. You can get any kind of enchantments you would expect right now.
[3] Buy-in. A new tab at the top of the page lets you move to a new menu. You see all the enchantments available for the item you put into the enchantment slot, a box indicating what level it is with arrows to increase/decrease the level. You can select whatever you want, but know that the Level and Lapis cost is going to increase quite a bit as you go. So you can do it all at once, or maybe do your enchantments piecemeal, incrementally getting stronger and stronger.
Enchantments done this way cost a fair bit more than normal (since you are selecting them rather than randomly getting them), but you have the manual choice to get them if you so chose. You could always instead opt to randomly enchant and you might get a perfect Diamond Sword enchantment list for 3 levels, instead of paying 50 levels for the same setup (or perhaps a higher amount of levels).
I'm sure there would be some things to iron out (anvil out? tempering?) but I think I could easily see myself using both systems. I often end up doing a random enchant from the Enchanting Table followed by book-anvil'ing to ultimately get my equipment to perfect condition.
that honestly sounds just fine! so long as choosing the enchantments costs a lot more...like maybe 5 minimum level for the not good ones, and 10 for the good enchants? nevermind combined all at once.
and of course, no one likes the anvil limit. the thing is, it is based on a cornerstone bit of code that is simply an integer limit. I think it's 127,000 with some extra numbers in the back. the point is, that one is easier said then done for sure.
But it doesn't, at least how they showed it being implemented. It just means getting a villager to breed there then taking them back to your base, something that's thankfully not as frustrating as it used to be. There's nothing making you keep them there. And honestly outside of mending and maybe unbreaking no reason to seek them out since they want to nerf the level of the enchant your getting on top of that making it basically worthless since there's a good chance you will hit the anvil cap due to combining things. Honestly this won't fix the problem, it's just going to make everyone spend more time either AFK fishing for better books or standing next to an XP farm and constantly re-enchanting the same item until it gets close enough to perfect to combine it with a good book for cheap. All this does is make the process more tedious, something that is already a massive problem when it comes to setting up large projects.
The Idea is kinda good but I'm not too sure about the buying option. Not because of the buying itself, but because of the lapis and xp, especially xp. It's very easy to build XP farms that get you to lvl50+ in basically seconds. I have a feeling it would end up in enchanting, going to the XP farm, enchanting, going to the XP farm and so on...
There’s a mod that does similar. If they region lock enchantments I will just stop playing until I get a mod that reverses this
Every time I want a new villager I have to go like 200 blocks away from why base (thankfully to a nearby complete village idk why my world seed broke the one at spawn because of the stuff I have in my base being mostly villager related blocks
If they're going to do this, they also need to get rid of iron golem farms and XP farms. Maybe just get rid of the ability to make mob farms in general.
And either remove the Nether Roof or make possible to break through the roof without exploits.
I agree with the villagers being to Ope and I’m gonna try to enable that setting 9:44 10:51
In my opinion, the only fix the experimental village thing needs is some way to easily *get* a villager to the biome to start the village.
Mojang needs to remember that 80-90% of the audience that plays Minecraft plays at a relatively basic level, compared to how it’s seen on YT or other platforms.
There are honestly relatively few people that put in the time to make a full villager hall filled with cured villagers.
To make one, it still requires time that IMO produces a result worth the effort.
There’s so many different ways to play Minecraft, and people will play the way they find most rewarding.
I see other comments about balancing enchants in general, which I think IS the core issue that needs addressing. Only time will tell if that’s done through villagers, or other means.
part of the idea of the reworks they did was to make exploration/progression more intuitive - you no longer need chunkbase if you're having issues seeking out different climates. That being said, they probably could do more in that framework to communicate to players that they can start a new village from scratch
I think youre underestimating the player base a little. Villagers are stupid easy to obtain at this point
"Mojang Finally Admits Villagers are Too Overpowered..."
Me: *uses a mod to revert them back*
Mojang: Okay, now we removing mods now.
Me: *Goes to an older version*
Mojang and Microsoft: F@#$ you.
Don't torture those villagers, They are your own kind of master builders.
here before this blows up
@@underline1 it probably won't blow up, you know?
"5 to 10 minutes"
HAH
Wish i was that lucky
I never understood why certain high level enchantments such as Mending weren't limited to fully levelled up villagers. That way the constantly replacing the job site wouldn't work, you'd have to level up the villager first.
I have been playing on my Skyblock world since Minecraft version 1.2 and it's my main world and favorite way to play Minecraft. Villagers and the wandering traders are essential to get access to so many new blocks and are the only (realistic) way to get diamond gear. Considering that villagers need to be cured with a witch and zombie villager, they are a mid game unlock instead of just walking to the nearest village in a normal world. Classic Skyblock also doesn't have swamps and if Mojang changed the trade to require diamonds to get diamond gear, new sky block players would have no chance at getting diamond gear. I mean, I'd be fine as long as my old villagers stayed alive, but still. They could fish for mending, but the only way to get anything diamond would be to fight millions of mobs for the lottery odds of them having and dropping diamond armor, but you still wouldn't be able to get diamond tools. All this to say, Villagers aren't over powered, but are instead necessary for the way I play Minecraft, but I can see how they would be OP in a standard world.
This whole "Minecraft is getting too easy" thing is ridiculous. Are people next going to complain that Creative mode is too overpowered and should be removed? This isn't a competitive Live Service game, play it the way you want!
Fr!
I think the biggest issue with these changes are that it’s biome specific. Normally this would be fine but if your on a custom world size or custom map in general without these biomes, welp you can’t get them.
Also they want to remove trident and crossbow enchants in place of curses. It’s the most stupid thing
They should make treasure enchants tied to potion making maybe with a new crafting station. Craft the potion for that particular enchant and imbue the item with it at the new station. Expands potion making in a interesting way and makes getting the enchants something that you can work towards collecting the recipe for rather than using RNG to get them.
I've been saying this for years and every time I did, people were moaning that I want to make Minecraft "too hard". Brother. Minecraft is easy as fuck even without ever touching a villager, you just want to take the "2 hours to endgame" route.
One thing they got rid of on the Xbox version was the darkness filter thing from the 360 version of the game. U could go in caves in pitch black darkness and genuinely not see a thing and get scared from the ambience or silence alone. It also made torches have a far better use at the time for those who did mess with that setting as it was a must have item for cave exploring. Now it's too easy to see and torches are used to prevent mobs from spawning as the main use and a secondary use being lighting up the area. They took away one of the few things that made something like cave exploring, more difficult and risky but optional to the players preference.
Even the redstone glow or bright lighting in the distance from lava in a cave isn't that impactful anymore cause it's bright enough to see in caves and see any mobs that could be a threat to u if U couldn't see them.
After playing for years, starting from zero is only fun for so long. Exploring new updates and content is more fun along with building massive towns with your friends.
Besides if these changes ever get implemented most will just use a plugin disabling these changes. Mojang should keep it optional
@@NorthernLaw_ I had a thought about it since and realised that the ender dragon and wither may still be considered end game and the only bosses due to having the health bar at the top of the screen when summoned in or U go to the end for the 1st time. If this IS, still the case, They are still, end game.
Also worth mentioning that with the current string farm bug you can have infinite amounts of emeralds with only 1-2 fisherman villagers
It got patched in a 1.21.2 snapshot but, Sticks are a good alternative.
I didn't even know villagers could trade mendings before 1.14, because as far as I remember no one back then was obsesed with getting mending on every single one of their tools.
My opinion?
Make all villager librarians sell every enchantment but make it where the books are their own seperate vending level that requires lapis instead of emeralds to level. After that, set the more OP enchatments near the end.
That way it's not some tedious grind but requires effort to find the lapis to get the trade you want while not having weird randomized restrictions you need to mess with.
When is Minecraft villager breeding update coming out?
sorry bob it wont include players
its crazy cuz i left minecraft before 1.9 and came back in 1.13. Made a new world, the first village I visited had a mending librarian. I didnt even know what mending was
I personally like the changes, I hated job resetting since sometimes having bad rng is super annoying, and I think that now since there's leads on boats, transporting and breeding villagers is way more enjoyable than resetting. I think that they definitely should make biome-specific & new armorer trades be gamerule that's on by default but can be disabled when creating a world, due to the survival challenges mentioned at 11:27
Villagers are perfect without the new experimental change. I finally got used to it and built a trading hall and I love how it all works. It's extremely tedious but it's also difficult to get all the villagers you want in the perfect spot and all that. It's a late game thing anyways to finally have a proper hall.
Regardless, the changes should stay optional and if not I'll just get a plugin to keep them the way they were before while still playing on the latest version of the game. Shouldn't change a core part of the game after all this time though, Mojang has been doing that a lot lately. Changing core functionality for some reason, it's pretty fair to say that's ridiculous. Sea of Thieves recently did the same with PVP and the blunderbuss changes, players are upset rightfully so.
ok but, ever thought about not min/maxing the fun out of the game? this is something that doesn't rly affect you if you just play for fun instead of grinding the shit out of the most op stuff for minecraft
They could put some options in world creation. So if you wanted it to be more difficult to get the enchants, you could select that option when you create the world. Just like not allowing commands/cheats.
7:35 5 to 10 minutes????? Bro is delusional
I wasted 1 hour of my time trying to get protection IV and still didn’t get it.
I think villagers should be able to trade based on their village and whats there.. how many fields are there, how many of certain crops, how much stone is visible, how many animals are kept there, and whatever. They should act as settlements.
might be a bit complicated to implement but would encourage players to build villages that aren't just halls of beds and job blocks
@@somenameidk5278 i mean players are gonna streamline the process regardless. Someone gonna find out the requirement of whats needed and is gonna go the most efficient/ least grind-heavy route.
I think that would be too complicated and janky.
"minecraft villagers are OP and ruin the experience!!!!" then like... just don't use them????? it's a sandbox game, you choose how you play. why should the players who like the current trading mechanics be punished because some people don't like it? people will be like "i hate setting up trading halls" as if they're required to
Less of an option in multiplayer, especially if you're playing with friends you wanna work with.
Sure, you could ask them not to do villager BS, but then there's the problem that.. If you're in disagreement with said friend, they'll just not wanna play, and it's not like it's easy to find another friend to play with who *will* agree with you.
I'm getting tired of all these armchair game developers who don't understand player psychology, so I'll just say this: the mode is called survival, not sandbox... creative mode is the sandbox mode...
EDIT: I have to clarify that yes Minecraft is always a sandbox. But it has a mode with a more "intended" experience.
If you want to force self-balancing on people then why can't you just enable cheats and use commands as you see fit? You don't have to give yourself the best stuff. Just what you think you earned or whatever. You can perfectly balance the game however you want.
That dose not excuse poor game design though. If you give the player an easy option there just going to do that instead.
@@supercyclone8342Survival mode *is* sandbox. A sandbox game is just one that doesn't have a set goal. That still applies regardless of if you're in survival or creative.
@@Npyne Yeah you're right. Minecraft is a sandbox at it's core. However, the specific mode is called survival and it even has a "final boss." I don't expected it to live up to the standards of a typical open world rpg, but I do expect it to have a "game loop," progression, and balancing for a variety of playstyles (which is actually more important because it still is a sandbox).
I think it is possible to support trading halls, while also supporting exploration focused playstyles. The current experiment ain't it, but I'm hoping they can nail it. Mob farms are another thing that could be considered OP, but I don't necessarily agree there. That's more of a legit playstyle difference.
Oh and don't forget that Minecraft is a multiplayer game.
Imma shoot in the dark here with this idea I'd like to see something similar to NMS where a village would have the ability to do mission type stuff like build this or that buildings for us, find stuff nearby or protect the village with walls and would make that specific village like you which if done enough for that village you could reset a villagers trades to get a preferred item which would also happen from saving them from pillagers
(Reason for idea) This needs a good permanent fix because it seems a lot of people aren't satisfied even now after a while since this came out)
I also agree with another commenter enchantment tables should always be a go to method for enchantment and probably need a slight rework