Here's the best way to not get that Instead of using two enchantment on the armor and the same two enchantments for books and it will do one book after you have all the books you need. You can safely enchnat with low xp
removing that mechanic entirely would be so much more fun, and have mending as more of a end game convenience would be better. Or revamping enchanting entirely, needing lapis, the tool/book, and a material to get certain enchantments. Like say, Knockback needing pistons, or slime blocks. Or knockback 1 could need a slime ball and 2 could need the block. I think that makes way more sense
They should make Camels (or llamas) be able to transport Villagers. Then people wouldn't complain so much about transporting Villagers long distance, while also making Camels significantly more useful.
my problem is the raw distance, my nearest swamp is 6km away from my current base and if I didn't already have villagers it would be even farther to transport them, even on the nether roof that's 15 minutes of just boating the villager across the nether roof, not counting the 15 minutes boating the swamp child back and the time it would take to set up a small breeder. villagers are already incredibly annoying to deal with, and it's even worse for bedrock players because they don't even have access to the nether roof
As a bedrock player, I find the statement of inaccessibility of nether roof slightly forgetful. When you have topics such as op wither and banners not on maps, you can forget the simple things that is nether roof.
@@ansarijuned1234 Yeah, Bedrock Wither is hilariously evil. Every now and then, I see a post on Reddit of a Bedrock player finding their way on the nether roof, then asking why they can't place blocks.
I don't think they're adding this without swamp villages being added in conjunction. Remember this was an experimental feature so the village is prob in cue to be made.
Yes, and imagine having a world that is "Badlands Biome" only? I guess that challenge is dead, as well as many other single biome world challenges, unless you like having a world where the only way to get mending is chests and fishing. About as fun as requiring you to sleep every 60 minutes in a video game so random stuff doesn't instantly spawn in the air in groups of four, and instantly hit you, and instantly knock you off ledges... because you forgot to sleep. Bad Minecraft player... do your hourly ritual!
Should do away with "too expensive" or the master librarians give max enchants. Maybe even having novice villagers give level 1 enchants but as he levels up so does the enchants
I still think Villagers are just designed in a way that encourages you to exploit them. You don't have to give them any space to move around, literally just a 1 block space with a work station as a wall. I really think you should actually be required to give villagers a bed at the very least and ideally even something to do. Which realistically would only be giving a Farmer Villager a single crop to maintain but I don't like how Villagers are just there to be exploited and you're not encouraged to build actual villages
I totally agree with you. I play minecraft in a way where I avoid exploiting villagers with no exception (no intentional zombie stuff, trapping, iron farms etc). It personally feels wrong to treat them as tools and nothing more. Unfortunately I feel like the game punishes me for not essentially taking them prisoner and abusing them. The game makes me work much harder for what they can provide by just trying to interact with them without exploiting them.
Ironically, I think how villagers claim beds has trained players to see them as adversaries. You can’t truly “live” in a village without risking your respawn point. It’s like how settlers steal power armor in _Fallout 4._
Isn't whole point of minecraft being a sandbox game. If you want a beautiful village then build it if you want trading hall then build it. It is up to the player to choose what to do with there world and its mechanics and in what ways there used.
I kinda dislike the idea of the trades being locked behind biomes because I find certain biomes to be ridiculously hard to come across and close enough to each other to effectively breed villagers
I think it makes sense but maybe some villagers could have a rare chance to trade stuff from another biome, as if they've traded for it in their travels at some point. Would add worldbuilding
My problem is that transporting a villager long distance is terrible, especially if you have no Nether roof access. Honestly, if they fixed that, and added an intended way for jungle and swamp villagers to spawn naturally, then I'd be down for this
But the limited transportation options make mine carts and boat useful, if they added another way to move them about it would be a nerf to them. Also I don't think that them not spawning naturally in jungles and swamps is an issue, its supposed to be that way to make It harder
@@fredoraa minecarts suck for long distance since you need to be in simulation distance and they move barely faster than sprinting. And there being no swamp/jungle villages means that players would barely be able to tell that those villages exist in the first place. They could even only spawn as abandoned villages. It's just like before ruined portals where it was near impossible to figure out how to make a portal before
@@rubylikessonic2being able to move villagers easily is not only OP but it kinda ruins the whole concept of a “structure specific” mob, If you dig me. It was never intended for us to keep them like cattle anyways, so I don’t think mojang will endorse slavery any further
Fun fact about wandering traders: you could always get an invis potion from them. Since they get invisible when they are attacked or night falls, you just have to hit them, wait for them to pull their invis potion and hit them again to kill them before they drink their potion, it'll drop and it's completely free.
Though I think that’s exactly what’s seen as the problem here: Minecraft accidentally teaches players that the best thing to do with traders/their pack animals is to murder them for scraps. Clearly unintended.
I think that must have been leftover code from the witch or something, because they have a ~8% chance to drop whatever potion they have if you kill them as they drink it.
I think a cool way to make Wandering Traders good is by making them give you bounties. Like, if you trade with them, there'll be a randomly generated bounty that could give you a random reward. It may not be useful, but it'd be fun.
@@MegaZeta I feel like most would get used to it after a while. Remember when the elytra was first added. People said it didn’t fit the game, but now most people love it. I feel like with new, more interesting features are always going to have some pushback, but ultimately will be accepted.
@jopnop22 The elytra's reality is that it’s a late-game item for most, and most never obtain it. Giving Wandering Traders bounty quests would change every player’s game from day one.
Here's something cool I noticed: Desert villagers will sell thorns, relating to cacti, snow villagers will sell frost walker, relating to cold, and swamp villagers will sell mending, which you can get from fishing. And swamps relate to water a lot, which also explains the depth strider and respiration. Now isn't that fun!
I am very conflicteed about that change. On the one hand, trading is stupidly powerful. On the other hand this just adds tedium. Like it is now this is just a nerf for the sake of nerfing. Couple of ideas instead: Allow the repair of items with ressources indefinitely. One of the main reasons Mending is so essential is because you can not keep repairing your gear otherwise. Increase the finding of mending books in treasure. Give me more incentive to go look for structures. Maybe even make some guaranteed from certain chests, like ancient ruins. Instead of librarians not giving the highest enchantment levels have it scale with their level. Getting lvl 1 from a novice and 4/5 from a master. More reason the work with them for a time. Remove the enchantment weight mechanic entirely. It serves no purpose other than screwing players, especially newer ones.
The indefinite repair feature is actually really nice. Maybe with a experience cap increase (not just 1XP per material consumed in the begining, but rather 4 or 5 XP) and having the materials to repair it should do it!
The problem with Mending isnt that its OP, but its one of two ways of keeping those expensive enchanted gear from braking, and the other way is absolute dog shit. Since enchanting is such an expensive and time consuming thing to do with your gear, then you dont want to repeat it, the other option is to just put a random tool in your enchanting table, take what you get, and then let it brake. Needless to say, spending time and effort into getting a cool item, only to loose it is not fun, and what is even worse is spending that time and effort only to never use that thing in the first place. And the worst part is how close we are to getting a good option, all we need is to just remove the scaling exp cost of repairing your tools and the "too expensive" mechanic of anvils. If things only got more expensive if you put new enchantments on it, rather then repairing and renaming things, then i would not mind spending my diamonds to repair my tools, id may even preferer diamond tools and armor more then Netherite since i can get a lot more diamonds then netherite.
the only reason mending is so centralizing is because anvils are stupid and convoluted. mending should be an endgame convenience, not a borderline necessity.
I do think “it should be a world option” is kinda a cop out in game design in most cases, especially since you’d then have debates for which one is the “true way to play Minecraft” a la the keepInventory gatekeeping. Plus, having an option to disable something doesn’t always make it okay; there’s an option to disable phantoms and people are still hella annoyed with them.
@@danieldavid3766Then I can just get mods that revert it. Or I can spawn everything I want by hopping into creative for a second. Is the fun police gonna stop me?
How would anyone ever know that by building a custom village and transferring villagers to these biomes, you unlock specific exclusive enchantments? Like, mending is too easy to get, sure. But I don't know if this is the right way to go about it. Especially if you play on large biomes, like I do. Hell, increasing the minimum cost of mending from its pitiful base 10 emeralds would be on track to fix its ease of access. Alternatively, have a mending trade require 4 unique items that are used only for buying treasure enchants, that can only be obtained from each of the base villager types. Maybe they're only sold from leveled up villagers too. That would be a better solution. Now you increase the cost due to spending emeralds for the 4 prerequisite items, and requires a diversity of village locations, but doesn't require creating a village from nothing. Also explains why you can't enchant with mending on your own, you don't understand the weird magicks they employ by using these items. Maybe each biome librarian villager could have an extra max level trade that is a "x biome" totem. Like a desert librarian or cleric sells a desert totem. And if the desert librarian has a mending trade, it costs 1 plains, 1 taiga, 1 snowy and 1 savannah totem. Maybe each totem costs 5 emeralds minimum, and the mending book is free aside from the totems, or costs 1 emerald. Also, reduce the need for mending in the first place by fixing the "too expensive" crap. Have it be a set xp cost based on the amount and strength of enchantments on the item and its material. But it will always stay the same. And then make combining damaged items together the option for if you don't want to use xp levels.
I like the idea of biome specific trades on their own, but it also sort of exemplifies the issue of how absolutely pitiful the anvil really is. Mending was essentially a bandaid fix and now that our only option to consistently fix our high value items is severely restricted in comparison to before while the anvil is just as bad only leaves a bitter taste.
I think they tied their hands with the anvil. Most players don’t build farms, for instance. But Mojang can’t change it now without altering the game in other ways.
Except before a casual could potentially find a villager with mending. Now you need to know how to villager farm to be able to get mending which is a huge problem imo. Making it so you get an advantage by metagaming it is fine but requiring it goes too far since the majority of player won't even know how to get mending or is so hard/tedious for people who aren't making villager setups/farms for every resource. I've always liked playing casually rather than making farms for everything so this hurts a lot for me.
I honestly really dont like this change. To me it just makes the game more tedious. It doesn't add any interesting challenge, it just makes things take longer. Im just gonna wait for the inevitable mod or datapack to revert this change.
it literally REMOVES tediousness., the stuff it "adds" is for you to explore and actually play the game, and if you dont like it: either do as you said and get a mod (because so many people dislike this there WILL be one) or straight up stop abusing villagers as they dont provide anything unique! they just make it easier to get stuff!! and with farms/trading halls they make it literally 20 times easier. it needs work, but im glad they arent letting people hate on minecraft for being "boring" after spending an hour rolling for the right enchants in a hole.
@@emilstumme9645 I genuinely don't understand how this "removes tediousness". It doesn't remove any, at best it just replaces the tedious action of breaking a work station over and over with the tedious action of dragging villagers to a different biome. Also I hate this "actually play the game argument". There's no right way to play this game in the first place. It's a sandbox. Who cares if trading halls makes things easier? I swear to god people act like everything in a game needs to be challenging or it isn't good these days.
there is no problem of dragging villagers across the world to begin with. its something silly babies either make up, or read and then choose to agree with without a second thought. just CURE them ON location. and as for the sandbox/making things harder? yeah! its a sandbox game! its CONSIDERABLY easier to just make something simpler with modding, than it is to make it more complicated in a way that actually works, and villager trading isnt just "easy" its GAME BREAKING. @@sol185
@@sol185 and if anything,this just adds tediousness,potentially having to haul villagers thousands of blocks,and you can't get max level enchants anymore,exploring should be ENCOURAGED and NOT REQUIRED,its not neccesairly required but its a pain in the ass to haul villagers over longer distances,even with the nether
@@emilstumme9645 This isn't a solution it's a half assed attempt at balancing which inadvertently made acquiring mending even more tedious than ever before. Anyone with common sense is going to be able to put 2 and 2 together and see that rerolling a lecturn is infinitely more convenient than potentially having a carry a villager thousands of blocks just to get a single enchantment. And to top it all off other enchantments got nerfed and won't even give you the full level so theres even less incentive to use villagers (at least librarians). If Mojang was so concerned about people abusing ways to get mending so badly then they should've been tackling the bigger issue and fixing the garbage anvil system, which is the reason why mending is so valuable. I find it ironic how you defend this with "if you don't like it get a mod" when previously you were whining about how people were playing the game their own way which didn't affect you at all. There is definitive way to play minecraft or how it should be played, the way I see it you're just hating on people that like their experience to be more "efficient" instead of intentionally making the game harder for themselves.
See the biggest problem is that there's not a very good way to transport villagers large distances, so it'd be extremely, if not MORE tedious than the original job block smashing and replacing
@@Mr.scooter-le8yono it is because all mending does is get rid of the unnecessary gring for new tools if they just got rid of cost scaling for anvil so there was another solution to the grind of getting new tools I might agree with you.
I want villagers to be able to migrate between villages on their own, potentially after you’ve built some infrastructure (say roads, rails, and lighthouses) and then if you drop them an item to use this infrastructure (tent, minecart, and boat respectively) they will pathfind to it and use it, potentially moving or breeding at the destination. This would encourage you to build a network of villages and designate a few villagers in each village to migrate between them (perfect use for halfwits). Also I would love to be able to build a lighthouse that actually serves a pretty good purpose.
It’s not even just about mending. Now we can’t even get level 3, level 4, or let alone level 5 enchantments from villager trades anymore. Meanwhile the jacked up prices remain the same. So now you’re paying more for a lesser version of the enchantment you get and also having to buy multiple of that book to combine them. Instead of combining 2 Sharpness 4 books, now you gotta combine 4 sharpness 3 books since now it’ll only max at level 3, and for stuff like fortune and unbreaking those will only max at level 2 now. I hope that this stays as a toggle option when creating a world so we can choose whether or not we wanna play with these “balance” changes. This has to be a very small portion of people that are actually for this change. People really out here moaning about balance in a game that’s mostly solo/co-op??? PvP is a very small part of Minecraft unless you’re playing a gamemode or are on a server that’s dedicated to PvP. The Overwhelming Majority of us tho are playing solo or with our buds with friendly fire turned off to avoid accidents. I thought the whole point of an open world sandbox is to “play how you wanna play”. Just because Villager trading is there and exists, doesn’t mean you have to use it. It may be broken, but to get some of those enchantments you want, it can take hours of placing lecturns before you finally do get all the ones you want. Don’t like how OP it is, don’t fucking use it, but instead that small percentage of people gotta complain and ruin it for everybody else. “BuT i WaNt A cHaLlEnGe” Minecraft on its own is not even much of a challenge, so I fail to see that argument. There’s plenty of other things that make the game easy. What’s next people gonna complain about iron farms?? You wanna play the long game and make an already easy game hard on yourself that’s up to you. Knock yourself out. Just know that trading and iron aren’t the only things that get abused. There are tons of things in this game that are MEANT to be exploited, which AGAIN YOU CAN CHOOSE NOT TO DO. I rest my case.
i think they should make curing stations in the swamps and jungles just like the one that exists in the snow biom, it will make more sense atleast giving those villagers a background and a story.
I'm pretty convinced this change is designed to kill villager trading halls. If their big concern was villagers being too grindy for this many players to be setting them up, the solution isn't to make it even slower by forcing people to cart a handful of villagers across the whole world. And if their big concern is villagers being too OP, then they should be buffing other systems instead of killing the only one that works well. I like that villager trades can be more consistent and more varied by spreading trades between biomes, but not if we can't transport them any easier. The level cap decreasing is a total clown show though. There is absolutely 0 reason to get enchantments for villagers when what you get is so pathetic. If the anvil level increases didn't exist then maybe you could try combining books, but as it is now, it's too expensive (or literally impossible) to even bother. This change specifically is what tells me they aren't even going to bother balancing it
tbh Id have wondering traders have a rare chance of having good enchants to buy, like maybe mending or silk touch, however you can only buy a certain amount and they wont restock, maybe it could be balanced by having the swamp villagers have a 1/2 or 1/3 chance of getting mending maxed out, it would def make seeing a wondering trader more exciting and more useful
thats an AMAZING idea!!! that just solved the singular last problem with this update no cap! there are easy solutions for every single complain people have EXCEPT for people in superflat :( BUT YOU JUST FIXED THAT!!! THANK YOU SO MUCH ACTUALLY!
I personally hate these changes and mending isn't even one of my concerns. So the way I play minecraft, I usually speedrun a villager trading hall early because it lets me curate the exact tools that I want whenever I want. On one server with my friends, I built a guardian farm on bedrock and I needed 50 impaling 5 tridents to make it work optimally. My villager trading hall came in super clutch for this as I bought my 50 impaling books, along with 50 unbreaking and 50 mending books because the grind for 50 tridents was painful ngl. Then I set my farm up with it. This grind would have been even more insane if not impossible if I had to try to roll 50 acceptable tridents with the enchanter because loyalty and riptide would have meant i had to grindstone them and try again. Another example is that I want my tools and armor to have specific enchantments. Efficiency 5, unbreaking 3 and silk touch is required for any tool I'm using to build and the enchanter very rarely rolls these in combination. In fact its capped at efficiency 4 and now that villagers would be capped at efficiency 3, I might really be faced with the anvil limit in some situations. At the end of the day, I don't mind the biome thing. Tbh I think some books are even easier to obtain because the max level librarians guarantee a book. What I absolutely need though is some way in the game to guarantee the exact tool I want with the exact enchantments because in the current system, some tools and armor may require a really dumb grind. My tridents come to mind specifically.
I think it's stupid to limit basic enchantments like efficiency, unbreaking and all the damage increasing effects to one villager or remove them completely. They should be part of a general pool that every villager can offer, along with one or two more specific books that are unique to the biome. Like obviously fire aspect would be more useful to snow villagers, but all of them need good tools and sharp weapons! This change somehow ran way past being more realistic and is now unrealistic on the other end. Also capping the level of the enchantment below the max level is bs
Honesty it just feels like changing them just for the sake of it it's not like it makes it harder to get just tedious and depending on how far apart your biomes are you could have a swamp in a few chunks of a village on so In all it just makes it more annoying to get what you need
Having to reroll lecterns over and over was already tedious enough. Having to move them makes it more interesting at least. You can’t tell me building nether tunnels is more boring than standing next to a villager and placing a lectern over and over.
I would argue the biome thing is more tedious Sure placing and breaking a lecture is awful bit imagine this You’re a bedrock player and the nearest swap is 10K away Good ducking luck you don’t have the Berger roof so it’s either build a complex series of tunnels in the neither or have to constantly go back because the fucker died on you
@@danieldavid3766For Java Players you have the Nether Roof. Bedock Players don’t and will never have the Nether Roof, meaning Java Players will have a easier time, as for Bedrock Players, they will be screwed over as always. We suffer once again. Mojang ruins Bedrock all the time by giving us the short end of the stick, whenever Java gets new features and they don’t get added to Bedrock, or they remove features from Bedrock instead of giving them to Java for parity. Nor can we go back to previous versions so we permanently are forced to have them! The way to make Java Players get a taste of how we feel is by removing the Nether Roof in Java. Java Players will hate that sure, but hey at least they know how us Bedrock Players feel about how Mojang treats us!
i respectfully disagree. This will only make it more annoying to get, but not harder, as you have to travel/transport over large distances to get these enchants, but the difficulty is the same....
@FraZzJ The biome issue is just not one I think Mojang could ever solve. It’s the result of creep over years to add more and more to keep long-time players interested.
@@MegaZeta I don't think it's an issue, but this villager update would be very very bad. So bad that I would use data packs or mods just to play, because no way in hell I'm going to travel thousands of blocks just to be able to buy mending or other enchants, especially when I play with friends....
One thing I dislike about this is that if you have a certain style to your trading hall, the different outfits will clash. Like, my hall looks like a desert temple, and all the villagers are desert villagers, so they match. With this, I'd have to put in ugly ones that don't match the aesthetic of the building if I wanted all books in the same location, or be forced to change the look of the building to accommodate the look of the villagers. I think there is a way to bring mending in line without restricting villager trades based on biome type. Also, removing the books for crossbows and tridents is really, really stupid. At least make another villager biome set on beaches, ocean, and different forests, and have them sell the trident and crossbow and other enchantments, if they are fully intent on implementing this.
Terrible update. Tedious grinding replaced by longer, even more tedious grinding. Just make it so mending can only appear by chance as the master level trade. Meaning you have to breed villagers over and over again in order to get one with mending. That’s tedious and boring and takes as long as this tedious boring update. Way less effort for what is essentially just as mindlessly time consuming.
The reason I hate this new change is because villagers are already way too complex for me to handle. I literally always have to rely on a friend of mine to help me work out the current villagers, without him i'm screwed. So making these changes has made me lose almost all hope in villagers as now they will be even more confusing making it near impossible for me to use or understand them.
few tips: 1.Make cartographers sell you other biomes location. 2. maybe Make a structure similar to the igloo in swamp and jungle where you can find zombified versions of the villagers.(it might add to the lore that there are no villages in jungle and swamp but there are mostly zombie villager on those area will imply that a village used to exist.) 3.I think one thing they can do to fix the wondering trader despawning problem is to make a wondering trader workstation. It will work rather differently where instead of assigning the trader job to a villager. It will rather work as a sort of wondering trader hub where it will increase chances of wondering trader spawning there and once they spawn, they will stay on the workstation to...Ig relax and refill their trades?(also just had a idea, would love to be able to trade lamas for discount or for other items to...lets say a new wondering trader with no lamas) imma need some suggestions on these ideas.
i mean we already got the witch in the Swamp and i kinda like the Witch theroy (the witch was an ex Villager but was banned from the village bc she experimented with Infected VIllagers mojang could expand on that and add a infected villager in her hut
“seriously hurt” is a little absurd. Statistically speaking, the overwhelming majority of players will never bother trying to get on the roof of the Nether at all.
I just can't agree, they really should have buffed the alternative sources of Enchanted Books before gutting Villager Trading. The only thing nerfing Villager Trading really does at the moment is make the grind for obtain BIS gear longer (the severity of this point is dependent on how much you hate grinding) and exacerbate the "Anvils and Enchantment Tables suck to use" issue. I don't think anyone actually cares for the "Too Expensive!" mechanic and getting completely random enchants from Enchantment Tables also sucks as it adds another level of RNG to the grind. If Mojang wanted to nerf enchanting on gear, then the smart solution is to put more limitations on the amount of enchants you can put on gear, something as simple as "you can only have 3 enchants on your gear" is less work on their part for the same desired result of making enchanted gear weaker, without actually changing the systems players use. As it stands now, the best way to obtain level 30 books (including treasure enchantments) that don't have other enchantments tacked on, is by _fishing._
I think they should just fix the enchantment table. Maybe have a tier tree of sorts, or maybe have certain enchantments locked behind milestones? Something that can kinda guide new players, while also keeping things more regular. I'm also speaking from a perspective from someone who doesnt have tons of time to play games, so I hate wasting what time I do have doing tedious and stupid tasks for something I have a chance to get, while also having to grind to continue hitting that slot machine for a chance to waste more time. Love the game, but it's gotten pretty convoluted. Also sure I could play creative, but it's not really that rewarding.
I love the idea of these changes too. In my current survival world my base is in a swamp biome, and I’ve got a librarian dwelling in an artificial witch hut (already with mending) to be ready for the change :)
I always use the enchanting table to get what I need and then toss mending on top so this doesn't affect me much. That being said, they should always offer max level trades at master. I also think they should remove too expensive and just make it take 40 levels at that point. It's still annoying but you can continue enchanting the same piece of gear instead of starting over.
I am perfectly fine with this change! It gives you a good reason to try and get every type of biome villager! That can be a REALLY cool advancement or challenge idea!
The thing of exploring is you making use of what you find. If you are exploring the world and you find a desert temple, you get the loot. If you find a mountain, you mark the location to explore a deep dark. If you find a village, set up a mini trading hall to get a sorce of enchantments. All of these are byproducts of exploration like stone for construction is a byproduct of stripmining. I see this update like "Oh, I just found a new village type! Now, I have unlocked the enchantments of this biome!"
@@andriymc why not treat it like a structure-based farm? Keep the trading post in the village and go there to restock your enchantment books if they start running off. With mending, you spend much much less enchantments, so you don't even need to travel that often.
crybabies are complaining about this for very few but big reasons. "I have to travel up to 15k blocks with multiple villagers to even get the enchant I want" is the main one, but just... dont? 2 golden apples and 2 strenght potions BOOM ez new village anywhere u want ;) "it just makes the process more annoying!" is another one: but no it doesnt silly guy! now you have to travel and explore to get **CHEAP** and simple deals for the specific item you want instead of re-rolling for good trades for MULTIPLE HOURS (speaking from experience) last but not least is: some variation of "how am I gonna get mending now?" / "why are they making it so hard to get mending?" but (yes ofc theres another but cuz these guys are CRYBABIES) mending is an ENDGAME enchant! there is literally no arguing about it... it is THE enchant that solidifies your gear as ultimate and ever-lasting. you do no need mending, its generally more fun without it, and even if you dont agree: its still SOOOOO easy to get!! they just make it unlikely to get in the first 3 days BUDDY. **grow up please, its not that hard and it does not take that long.** EDIT: @agentchicken3577 had an AMAZING IDEA (which ofc may need some tweaking but is overall a great idea) for wandering traders to have a rare chance of selling rare enchants such as mending/silk touch or stuff like that! I think thats SUCH a good idea as it fixes a lot of u babes complaints AAAANDDD ofc only contributes to the specialty cases of 100x100 or super flat or game challenges like that.
Yep the same thing can be applied to the crab voters in the mob vote which would just give them 1 additional block range. How lazy can the average Minecraft player get?
1) Idk, I’ve grind for stupid things in other games for days, I don’t give a fuck if I want to spend hours to get mending or any other enchantment 2) Cheap deals? Come on, Nowadays and without this villager update nothing is expensive, “enchantment book for 47 emeralds”, just get paper, sticks, clay, wheat, coal or another item that can be traded and obtained easily and you’ll get a lot of enchantment books 3) Who said that mending makes the game less fun? Who said that you should obtain it after you finish the game? Let the people play how they want, for me, I always try to get librarians before fighting the ender dragon, but everybody else have their own way to play. Some people like mending, others don’t like it, but that’s it, let the people play how they want, don’t make this kind of updates that doesn’t fix something that was broken
I cannot tell what the hell you are talking about: because your message is built like an argument, while literally just repeating what I said. let play however they want? yeah ok bud u do realize my comment is purely dedicated to people complaining about an update right? go tell that to them, dummy. reality is cruel so play your part carefully weirdo 😂😂@@vivitaelpubg
just a few hours??? it was already difficult to get mending unless you get insane luck. but to have to travel to a swamp, make the villager be BORN in a swamp and MAX the villager out? nah. that takes a LONGGGG time if you want to get mending. Not everyone wants to spend countless hours getting 8 books or so of mending.
download the Bucket every mob datapack its such big improvment of transporting mobs maybe too cheaty for most players but i wanna play the game not move in a boat for 2 hours
I think removing the swamp and jungle village requirements would be best, because players who don’t read wikis will have no way of knowing to bring villagers there to breed.
Minecraft’s biggest issue, or at least one way to frame that issue, is that it has one foot inside “you can’t enjoy the game without wiki homework”. Both feet or no feet work better there than one.
2:15 Odyssey: villager trades don’t involve luck Me who has been rerolling for *> 5 hours* and has only gotten curses, proj prot, and luck of the sea: *oh boy here I go killing again*
great, another reason to never move past 1.19.2 with my mods. have fun with your useless sniffer plants and limited anvils and villagers guys. i'll be over here with my fun cooking system, loads of fun and useful mobs, tons of QoL stuff, new biomes, treasure, fantasy elements and tammable foxes.
depends on how big the server is. if it's a big one than yeah probably best to leave alone. but if it's just a small SMP with you and your friends, talk with them about it installing a modpack isn't as scary as it sounds. if you want i'll even link you to my custom modpack i use to spice up mc when mojang seems allergic to giving us anything good anymore @@pc_115
I really like the new villager trades but I think it should stay as experimental features because then it would be just 1.9 part 2 separating the community in 2, the ones that like the nerf and the ones that love mending and cant find a swamp.
have you read these comments? SO many people are absolutely malding about it and making up terrible reasons to hate it AND THESE REASONS DONT EVEN MAKE SENSE!!@@whateverIwasthinkingatthetime
For other games nerds like this are fine but it makes no sense for an open world sandbox game like Minecraft why nerf something and make it more annoying to get when it’s a mostly single player game more about building than it is surviving
This change makes it better for the grindy players that play daily for hours and have the passion and desire to put in the work for this. But for me, as someone that barely logs in anymore, its not really a good thing. Call me lazy, but if I cant get myself to mine for diamonds because I think that my iron tools are good enough, and I cant get myself to build a house because the villager ones are doing just fine, why exactly would I go through the “pain” of finding a swamp that could be 3k blocks away, bring 2 villagers and hope to god they dont get blown up by a creeper halfway there, make a breeding post, breed them, get the librarian, then try to get that villager back to my base? I would much rather have them make swamps rarer but make Villages generate there with new house designs and everything like that. It would be a much better implementation than to make the mending book for swamp villagers that dont even spawn naturally, and if they do, its on accident or zombified. Also, if they want to make enchantments harder to obtain through exploiting villagers, atleast remove the XP cap on the Anvil.
Yes, you’ve arrived at what may be Minecraft’s biggest problem, and maybe one Mojang can’t solve. Minecraft now needs a mass audience to survive. Most survival-mode players don’t play long enough to find the game “too easy”. Most players don’t grind out trades, build XP or iron farms or ever get elytras. Minecraft has to continue to satisfy those players or shut down entirely. But the word-of-mouth online for every part of the survival game depends on a small minority of long-time players, people wondering what’s next after obtaining max-enchanted netherite gear or engaging in self-propelled challenge runs over and over. Those people _also_ need to be satisfied by any additions or changes, or at least not be salty over them. And as the game lasts longer and longer, those two audiences grow further and further apart, their interests more and more at odds with each other. Again, I don’t know that Mojang or any developer can solve this one. Video games just usually don’t last this long on updates alone without players moving on to sequels. It’s not an issue likely to go away on its own, either. A tough problem.
I think they should keep the "selling any enchantment" thing, but only at Master level so you can't just keep rerolling novices and actually have to use different villagers
They should have just Made Mending a Master Tier enchantment and not have the Biome specific trades. The Master Tier Enchantment pool should include Silk Touch, Infinite and Efficiency 5. That way, you are forced to trade with countless villagers and not have to worry about driving them
Then you get the problem of mastering villagers and then getting the wrong enchanted book. I would just remove mending from villagers and make it exclusive to the ancient cities, but it would be guaranteed.
I really like these new changes, but you definitely pointed out most of the issues. The anvil needs to be fixed. The "too expensive" message shouldn't be a thing, and _repairing_ items and combining enchantment books shouldn't effect the cost as much. I think its okay having the villagers no longer able to have max level enchants, but ONLY if combining the books together doesn't increase the limit/price as much. Its not so bad with the level 3 enchants, since the villagers trade level 2... But really there's NO REASON the level 5 enchants like Sharpness should be traded at level 3. That means you need FOUR of them to get Sharpness V, when it should only be two at most. They also need to increase the chance of zombie villager spawns... at the very least in Swamps and Jungles. Alternatively, it would be cool if they abandoned zombie villages in those biomes, as not only an easier way to find the zombie villagers for those biomes, but also as a hint that those villager types exist for newer players. I love the new maps though, it will be super useful for finding different biomes. The downside is these changes seriously harm superflat and single-biome worlds, which is unfortunate.
Wandering traders should befriend the player and comeback the more you trade with them, having levels to unlock rarer trades imagine trading a stack of emeralds for a god apple or a saddle horse armor he is a wandering trader it makes sense that he would encounter structures troughout the world and fing rare itens
the idea that using an enchanting table is cheaper than villagers feels like a joke; especially for tridents where you cant exactly combine them unless youre willing to get rid of a trident which is stupid rare. it doesnt cost emeralds to enchant books but rerolling enchants constantly is annoying; villagers are significantly faster for getting fully enchanted gear also the log trades from wandering traders are good; saplings are an easy source of wood; sure; but being able to buy a stack of logs for relatively cheap is nice; thats a ton of wood without any of the work of growing and cutting down the trees; which is especially nice if you dont have a good axe
I'd argue the new Wandering Trader trades are incredibly useful early-game, especially the Enchanted Iron pick and Invis Potion. (which is somewhat useful when trying to avoid mobs in structures) It's literally the Rascal from last year's mob vote except without the stupid hide and seek minigame.
Yeah those alone will revive the Wandering Trader as useful in the game for most players. Potions play like TTRPG early-game items but are positioned in mid-game.
My issue with the villager nerfs is how it affects superflat or single biome worlds. I enjoy the challenge these worlds offer and the type of play. Villagers are the only way to get enchantments in some of these worlds realistically speaking. I do agree with you though on how it affects regular worlds.
EXACTLY!! so many people are malding about it but for all the wrong reasons, half their shit is instantly shut down by saying "cure villager." but one thing I AM worried about is specialty cases like superflat or restricted areas :(
Man I was hoping that the book wasn’t going to be guarenteed at the master level. It’s still way too easy to get infinite mending books from villagers. IMO they should just remove mending books from villagers altogether. It’s THE endgame enchantment to get and you can easily get an infinite stock of them if you find a swamp biome. I think that minecraft still needs more incentive to go exploring and making rare endgame structures the only way (outside of really rare fishing drop) to get mending, would be a good way to adhere to this.
I get what you're saying but that would make it just as tedious as smithing templates, without being renewable outside of the already nerfed fishing farms. I think it's fine being the master level of swamp villagers since it moves mending from being accessible in the early game to the midgame. But if they follow thru with your suggestion I think the best way to handle it should be by also adding it to the enchanting table, either as a super rare extra enchant or as a netherite exclusive one, making people actually have to use multiple tools and armor sets until they get they're scraps. Maybe it's a bit much but idk in my mind that works out fine lmao
Mojang is not on the right path when it comes to Liberian Villagers. Mojang if you don't reverse this change, the player base is just going to use AFK fishing to get Mending. Please consider this well doing your little snapshots.
Tbh, I feel a nerf was necessary, but this needs SEVERE improvements. The one that dropped today (armorer and cartographer [part 1!???!]) were way better in my opinion
Honestly I haven't played Minecraft in a long time so I'm not aware of most new features, but Odyssey's videos are so entertaining that I still watch them (also I'm learning through these lol)
dude this update sucks like why FORCE you, either make it an option, or just keep it experimental. Let us minecraft players that like the current system not have to switch. The "Too expensive!" BS has to be fixed though
Normally for me swamps aren't something easy to find and just to get one trade and having breed two villagers randomly have a chance of getting a swamp villager this is just the dumbest change ever if they want to make villagers better give them new trades, new enchantments .
For getting multiple books with one villager, this was possible before. I had a villager which had 3 mending books and in the same world I had one that sells 2 EFF V books.
The villager nerf is ESPECIALLY terrible for bedrock. On bedrock, you can’t build on the Nether roof, meaning there’s effectively zero easy ways to transport villagers across your world. While I think there’s positives to this system, it’s way too unviable for anything other than Java
Overall I am personnally very happy with this change because it make the process to have mending less rendom, however I don't like the fact that I must transport 2 villager to a swamp biome because I think villager transportation is tedious and unfun to do in minecraft.
I’m fine with it, as long as it gets a few tweaks. The “too expensive!” BS is one of them.
mojang lowering the "Too expensive!" limit to 30 (it was too op)
@TwilightChomperEnthusiast lol Hi. I see you like everywhere around plenty of PvZ and RUclipsrs I appreciate like LT Dark Ring.
Twilight Chomper was too expensive
@@A_Ali173 People who got it during the event for free:
agree
I'm fine with it but the "too expensive" thing ruins enchanting now even more than it used to
Yeh like, it’s our decision to say what’s “too expensive”😂
Here's the best way to not get that
Instead of using two enchantment on the armor and the same two enchantments for books and it will do one book after you have all the books you need. You can safely enchnat with low xp
removing that mechanic entirely would be so much more fun, and have mending as more of a end game convenience would be better. Or revamping enchanting entirely, needing lapis, the tool/book, and a material to get certain enchantments. Like say, Knockback needing pistons, or slime blocks. Or knockback 1 could need a slime ball and 2 could need the block. I think that makes way more sense
They should make Camels (or llamas) be able to transport Villagers. Then people wouldn't complain so much about transporting Villagers long distance, while also making Camels significantly more useful.
Good idea
A truly good idea.
just cure a zombie villager
Mojang should hire you.
Fuck how is this not a feature !
my problem is the raw distance, my nearest swamp is 6km away from my current base and if I didn't already have villagers it would be even farther to transport them, even on the nether roof that's 15 minutes of just boating the villager across the nether roof, not counting the 15 minutes boating the swamp child back and the time it would take to set up a small breeder. villagers are already incredibly annoying to deal with, and it's even worse for bedrock players because they don't even have access to the nether roof
As a bedrock player, I find the statement of inaccessibility of nether roof slightly forgetful. When you have topics such as op wither and banners not on maps, you can forget the simple things that is nether roof.
@@ansarijuned1234 Yeah, Bedrock Wither is hilariously evil. Every now and then, I see a post on Reddit of a Bedrock player finding their way on the nether roof, then asking why they can't place blocks.
I don't think they're adding this without swamp villages being added in conjunction. Remember this was an experimental feature so the village is prob in cue to be made.
Yes, and imagine having a world that is "Badlands Biome" only? I guess that challenge is dead, as well as many other single biome world challenges, unless you like having a world where the only way to get mending is chests and fishing.
About as fun as requiring you to sleep every 60 minutes in a video game so random stuff doesn't instantly spawn in the air in groups of four, and instantly hit you, and instantly knock you off ledges... because you forgot to sleep.
Bad Minecraft player... do your hourly ritual!
@@oddlysatisfiedviewer8568people complained about mending Being easy .now you have to work 20 hours a day to get it
I got work, but who cares. New OdysseyCentral video
Same
your profile looks like it would belong to someone who doesn’t have a job.
@@seamino8329bc splatoon? People have interests
@@seamino8329 have you seen yours?
Wish I could relate but having time to watch Odyssey Central is one of the many perks of having no job and no future
Personally for the crossbow,rod and trident enchantments having them be sold by the traveling merchant seems like a nice buff
fishing rod too
Should do away with "too expensive" or the master librarians give max enchants. Maybe even having novice villagers give level 1 enchants but as he levels up so does the enchants
I still think Villagers are just designed in a way that encourages you to exploit them. You don't have to give them any space to move around, literally just a 1 block space with a work station as a wall. I really think you should actually be required to give villagers a bed at the very least and ideally even something to do. Which realistically would only be giving a Farmer Villager a single crop to maintain but I don't like how Villagers are just there to be exploited and you're not encouraged to build actual villages
I totally agree with you. I play minecraft in a way where I avoid exploiting villagers with no exception (no intentional zombie stuff, trapping, iron farms etc). It personally feels wrong to treat them as tools and nothing more. Unfortunately I feel like the game punishes me for not essentially taking them prisoner and abusing them. The game makes me work much harder for what they can provide by just trying to interact with them without exploiting them.
Ironically, I think how villagers claim beds has trained players to see them as adversaries. You can’t truly “live” in a village without risking your respawn point. It’s like how settlers steal power armor in _Fallout 4._
Counterargument: Slavery is fun
@@MadMewMew-mu3eq That I cannot argue with
Isn't whole point of minecraft being a sandbox game. If you want a beautiful village then build it if you want trading hall then build it. It is up to the player to choose what to do with there world and its mechanics and in what ways there used.
Adding more rng and making the process 10x longer, yeah i love it so much.
I kinda dislike the idea of the trades being locked behind biomes because I find certain biomes to be ridiculously hard to come across and close enough to each other to effectively breed villagers
Ikr imagine a plains only world and villagers can only give you the same 4 mid enchantments
I think it makes sense but maybe some villagers could have a rare chance to trade stuff from another biome, as if they've traded for it in their travels at some point. Would add worldbuilding
well you're in luck! the new version allows cartographers to sell maps showing you the way to other villages in different biomes :D
@@emilstumme9645 😐
@@MarioMoss69 😕
My problem is that transporting a villager long distance is terrible, especially if you have no Nether roof access. Honestly, if they fixed that, and added an intended way for jungle and swamp villagers to spawn naturally, then I'd be down for this
But the limited transportation options make mine carts and boat useful, if they added another way to move them about it would be a nerf to them. Also I don't think that them not spawning naturally in jungles and swamps is an issue, its supposed to be that way to make It harder
@@fredoraa minecarts suck for long distance since you need to be in simulation distance and they move barely faster than sprinting.
And there being no swamp/jungle villages means that players would barely be able to tell that those villages exist in the first place. They could even only spawn as abandoned villages. It's just like before ruined portals where it was near impossible to figure out how to make a portal before
@@rubylikessonic2being able to move villagers easily is not only OP but it kinda ruins the whole concept of a “structure specific” mob, If you dig me. It was never intended for us to keep them like cattle anyways, so I don’t think mojang will endorse slavery any further
@@One9999-rf6rq if they're gonna do that they need to add better transport methods so you can travel between the villages
they should postpone this villager change to 1.21 and add swamp and jungle villages in 1.21 (they should, the transportation method is just awful)
Fun fact about wandering traders: you could always get an invis potion from them. Since they get invisible when they are attacked or night falls, you just have to hit them, wait for them to pull their invis potion and hit them again to kill them before they drink their potion, it'll drop and it's completely free.
Though I think that’s exactly what’s seen as the problem here: Minecraft accidentally teaches players that the best thing to do with traders/their pack animals is to murder them for scraps. Clearly unintended.
It's a 1/16 chance
I think that must have been leftover code from the witch or something, because they have a ~8% chance to drop whatever potion they have if you kill them as they drink it.
@@MegaZetaWho cares it's a video game
I will not wait for wandering traiding to show up i hate that guy at all!
I think a cool way to make Wandering Traders good is by making them give you bounties. Like, if you trade with them, there'll be a randomly generated bounty that could give you a random reward. It may not be useful, but it'd be fun.
I love this! This should be in the game!
People would immediately begin complaining about MMO-style fetch quests in Minecraft. Harsh reality but there it is
@@MegaZeta I feel like most would get used to it after a while. Remember when the elytra was first added. People said it didn’t fit the game, but now most people love it. I feel like with new, more interesting features are always going to have some pushback, but ultimately will be accepted.
@jopnop22 The elytra's reality is that it’s a late-game item for most, and most never obtain it. Giving Wandering Traders bounty quests would change every player’s game from day one.
@@MegaZeta fair enough
It moves the gambling from villagers to enchantment tables
fax
Here's something cool I noticed:
Desert villagers will sell thorns, relating to cacti,
snow villagers will sell frost walker, relating to cold,
and swamp villagers will sell mending, which you can get from fishing. And swamps relate to water a lot, which also explains the depth strider and respiration.
Now isn't that fun!
You a bright chap ain't ya?
They have to remove this "too expensive" thing.
I am very conflicteed about that change.
On the one hand, trading is stupidly powerful.
On the other hand this just adds tedium.
Like it is now this is just a nerf for the sake of nerfing. Couple of ideas instead:
Allow the repair of items with ressources indefinitely. One of the main reasons Mending is so essential is because you can not keep repairing your gear otherwise.
Increase the finding of mending books in treasure. Give me more incentive to go look for structures. Maybe even make some guaranteed from certain chests, like ancient ruins.
Instead of librarians not giving the highest enchantment levels have it scale with their level. Getting lvl 1 from a novice and 4/5 from a master. More reason the work with them for a time.
Remove the enchantment weight mechanic entirely. It serves no purpose other than screwing players, especially newer ones.
The indefinite repair feature is actually really nice. Maybe with a experience cap increase (not just 1XP per material consumed in the begining, but rather 4 or 5 XP) and having the materials to repair it should do it!
The problem with Mending isnt that its OP, but its one of two ways of keeping those expensive enchanted gear from braking, and the other way is absolute dog shit.
Since enchanting is such an expensive and time consuming thing to do with your gear, then you dont want to repeat it, the other option is to just put a random tool in your enchanting table, take what you get, and then let it brake.
Needless to say, spending time and effort into getting a cool item, only to loose it is not fun, and what is even worse is spending that time and effort only to never use that thing in the first place.
And the worst part is how close we are to getting a good option, all we need is to just remove the scaling exp cost of repairing your tools and the "too expensive" mechanic of anvils.
If things only got more expensive if you put new enchantments on it, rather then repairing and renaming things, then i would not mind spending my diamonds to repair my tools, id may even preferer diamond tools and armor more then Netherite since i can get a lot more diamonds then netherite.
If they would just fix the dang anvil already no one would complain about these changes
the only reason mending is so centralizing is because anvils are stupid and convoluted. mending should be an endgame convenience, not a borderline necessity.
Personally I think it should be a world option, like me I don’t like transporting villagers but if they make it an option everyone would be happy!
I do think “it should be a world option” is kinda a cop out in game design in most cases, especially since you’d then have debates for which one is the “true way to play Minecraft” a la the keepInventory gatekeeping. Plus, having an option to disable something doesn’t always make it okay; there’s an option to disable phantoms and people are still hella annoyed with them.
I think this is a great idea
@@danieldavid3766who cares how other people play their game?
@@danieldavid3766I’m pretty sure people are more mad about the missed potential of it (plus phantoms are needed for slow falling akaik)
@@danieldavid3766Then I can just get mods that revert it.
Or I can spawn everything I want by hopping into creative for a second.
Is the fun police gonna stop me?
How would anyone ever know that by building a custom village and transferring villagers to these biomes, you unlock specific exclusive enchantments? Like, mending is too easy to get, sure. But I don't know if this is the right way to go about it. Especially if you play on large biomes, like I do.
Hell, increasing the minimum cost of mending from its pitiful base 10 emeralds would be on track to fix its ease of access.
Alternatively, have a mending trade require 4 unique items that are used only for buying treasure enchants, that can only be obtained from each of the base villager types. Maybe they're only sold from leveled up villagers too. That would be a better solution. Now you increase the cost due to spending emeralds for the 4 prerequisite items, and requires a diversity of village locations, but doesn't require creating a village from nothing. Also explains why you can't enchant with mending on your own, you don't understand the weird magicks they employ by using these items.
Maybe each biome librarian villager could have an extra max level trade that is a "x biome" totem. Like a desert librarian or cleric sells a desert totem. And if the desert librarian has a mending trade, it costs 1 plains, 1 taiga, 1 snowy and 1 savannah totem. Maybe each totem costs 5 emeralds minimum, and the mending book is free aside from the totems, or costs 1 emerald.
Also, reduce the need for mending in the first place by fixing the "too expensive" crap. Have it be a set xp cost based on the amount and strength of enchantments on the item and its material. But it will always stay the same. And then make combining damaged items together the option for if you don't want to use xp levels.
I like the idea of biome specific trades on their own, but it also sort of exemplifies the issue of how absolutely pitiful the anvil really is. Mending was essentially a bandaid fix and now that our only option to consistently fix our high value items is severely restricted in comparison to before while the anvil is just as bad only leaves a bitter taste.
I think they tied their hands with the anvil. Most players don’t build farms, for instance. But Mojang can’t change it now without altering the game in other ways.
Except before a casual could potentially find a villager with mending. Now you need to know how to villager farm to be able to get mending which is a huge problem imo. Making it so you get an advantage by metagaming it is fine but requiring it goes too far since the majority of player won't even know how to get mending or is so hard/tedious for people who aren't making villager setups/farms for every resource. I've always liked playing casually rather than making farms for everything so this hurts a lot for me.
I honestly really dont like this change. To me it just makes the game more tedious. It doesn't add any interesting challenge, it just makes things take longer. Im just gonna wait for the inevitable mod or datapack to revert this change.
it literally REMOVES tediousness., the stuff it "adds" is for you to explore and actually play the game, and if you dont like it: either do as you said and get a mod (because so many people dislike this there WILL be one) or straight up stop abusing villagers as they dont provide anything unique! they just make it easier to get stuff!! and with farms/trading halls they make it literally 20 times easier. it needs work, but im glad they arent letting people hate on minecraft for being "boring" after spending an hour rolling for the right enchants in a hole.
@@emilstumme9645 I genuinely don't understand how this "removes tediousness". It doesn't remove any, at best it just replaces the tedious action of breaking a work station over and over with the tedious action of dragging villagers to a different biome. Also I hate this "actually play the game argument". There's no right way to play this game in the first place. It's a sandbox. Who cares if trading halls makes things easier? I swear to god people act like everything in a game needs to be challenging or it isn't good these days.
there is no problem of dragging villagers across the world to begin with. its something silly babies either make up, or read and then choose to agree with without a second thought. just CURE them ON location. and as for the sandbox/making things harder? yeah! its a sandbox game! its CONSIDERABLY easier to just make something simpler with modding, than it is to make it more complicated in a way that actually works, and villager trading isnt just "easy" its GAME BREAKING. @@sol185
@@sol185 and if anything,this just adds tediousness,potentially having to haul villagers thousands of blocks,and you can't get max level enchants anymore,exploring should be ENCOURAGED and NOT REQUIRED,its not neccesairly required but its a pain in the ass to haul villagers over longer distances,even with the nether
@@emilstumme9645 This isn't a solution it's a half assed attempt at balancing which inadvertently made acquiring mending even more tedious than ever before.
Anyone with common sense is going to be able to put 2 and 2 together and see that rerolling a lecturn is infinitely more convenient than potentially having a carry a villager thousands of blocks just to get a single enchantment.
And to top it all off other enchantments got nerfed and won't even give you the full level so theres even less incentive to use villagers (at least librarians).
If Mojang was so concerned about people abusing ways to get mending so badly then they should've been tackling the bigger issue and fixing the garbage anvil system, which is the reason why mending is so valuable.
I find it ironic how you defend this with "if you don't like it get a mod" when previously you were whining about how people were playing the game their own way which didn't affect you at all. There is definitive way to play minecraft or how it should be played, the way I see it you're just hating on people that like their experience to be more "efficient" instead of intentionally making the game harder for themselves.
See the biggest problem is that there's not a very good way to transport villagers large distances, so it'd be extremely, if not MORE tedious than the original job block smashing and replacing
Minecarts would finally have a use tho.
Tacking a tedious feature to a failed feature is not good game design
@@jmurray1110 nor is having the most powerful enchantment in the game being as common as any other one.
@@Mr.scooter-le8yono it is because all mending does is get rid of the unnecessary gring for new tools if they just got rid of cost scaling for anvil so there was another solution to the grind of getting new tools I might agree with you.
@@Mr.scooter-le8yo *insert building a 4000 block long minecart track*
I want villagers to be able to migrate between villages on their own, potentially after you’ve built some infrastructure (say roads, rails, and lighthouses) and then if you drop them an item to use this infrastructure (tent, minecart, and boat respectively) they will pathfind to it and use it, potentially moving or breeding at the destination.
This would encourage you to build a network of villages and designate a few villagers in each village to migrate between them (perfect use for halfwits). Also I would love to be able to build a lighthouse that actually serves a pretty good purpose.
It’s not even just about mending. Now we can’t even get level 3, level 4, or let alone level 5 enchantments from villager trades anymore. Meanwhile the jacked up prices remain the same. So now you’re paying more for a lesser version of the enchantment you get and also having to buy multiple of that book to combine them. Instead of combining 2 Sharpness 4 books, now you gotta combine 4 sharpness 3 books since now it’ll only max at level 3, and for stuff like fortune and unbreaking those will only max at level 2 now.
I hope that this stays as a toggle option when creating a world so we can choose whether or not we wanna play with these “balance” changes.
This has to be a very small portion of people that are actually for this change. People really out here moaning about balance in a game that’s mostly solo/co-op??? PvP is a very small part of Minecraft unless you’re playing a gamemode or are on a server that’s dedicated to PvP. The Overwhelming Majority of us tho are playing solo or with our buds with friendly fire turned off to avoid accidents. I thought the whole point of an open world sandbox is to “play how you wanna play”. Just because Villager trading is there and exists, doesn’t mean you have to use it. It may be broken, but to get some of those enchantments you want, it can take hours of placing lecturns before you finally do get all the ones you want. Don’t like how OP it is, don’t fucking use it, but instead that small percentage of people gotta complain and ruin it for everybody else.
“BuT i WaNt A cHaLlEnGe” Minecraft on its own is not even much of a challenge, so I fail to see that argument. There’s plenty of other things that make the game easy. What’s next people gonna complain about iron farms?? You wanna play the long game and make an already easy game hard on yourself that’s up to you. Knock yourself out. Just know that trading and iron aren’t the only things that get abused. There are tons of things in this game that are MEANT to be exploited, which AGAIN YOU CAN CHOOSE NOT TO DO. I rest my case.
i think they should make curing stations in the swamps and jungles just like the one that exists in the snow biom, it will make more sense atleast giving those villagers a background and a story.
I'm pretty convinced this change is designed to kill villager trading halls.
If their big concern was villagers being too grindy for this many players to be setting them up, the solution isn't to make it even slower by forcing people to cart a handful of villagers across the whole world.
And if their big concern is villagers being too OP, then they should be buffing other systems instead of killing the only one that works well.
I like that villager trades can be more consistent and more varied by spreading trades between biomes, but not if we can't transport them any easier.
The level cap decreasing is a total clown show though. There is absolutely 0 reason to get enchantments for villagers when what you get is so pathetic. If the anvil level increases didn't exist then maybe you could try combining books, but as it is now, it's too expensive (or literally impossible) to even bother. This change specifically is what tells me they aren't even going to bother balancing it
you dont have to cart around villagers silly guy! just cure one. 9/10 times its easier to just cure them and then breed!
@@emilstumme9645 ok so cure one, then breed (with only 1 villager)...
then get the villagers to each biome how??
@@emilstumme9645 And to find one to cure you wait God knows how long
tbh Id have wondering traders have a rare chance of having good enchants to buy, like maybe mending or silk touch, however you can only buy a certain amount and they wont restock, maybe it could be balanced by having the swamp villagers have a 1/2 or 1/3 chance of getting mending maxed out, it would def make seeing a wondering trader more exciting and more useful
thats an AMAZING idea!!! that just solved the singular last problem with this update no cap! there are easy solutions for every single complain people have EXCEPT for people in superflat :( BUT YOU JUST FIXED THAT!!! THANK YOU SO MUCH ACTUALLY!
I personally hate these changes and mending isn't even one of my concerns.
So the way I play minecraft, I usually speedrun a villager trading hall early because it lets me curate the exact tools that I want whenever I want.
On one server with my friends, I built a guardian farm on bedrock and I needed 50 impaling 5 tridents to make it work optimally. My villager trading hall came in super clutch for this as I bought my 50 impaling books, along with 50 unbreaking and 50 mending books because the grind for 50 tridents was painful ngl. Then I set my farm up with it. This grind would have been even more insane if not impossible if I had to try to roll 50 acceptable tridents with the enchanter because loyalty and riptide would have meant i had to grindstone them and try again.
Another example is that I want my tools and armor to have specific enchantments. Efficiency 5, unbreaking 3 and silk touch is required for any tool I'm using to build and the enchanter very rarely rolls these in combination. In fact its capped at efficiency 4 and now that villagers would be capped at efficiency 3, I might really be faced with the anvil limit in some situations.
At the end of the day, I don't mind the biome thing. Tbh I think some books are even easier to obtain because the max level librarians guarantee a book. What I absolutely need though is some way in the game to guarantee the exact tool I want with the exact enchantments because in the current system, some tools and armor may require a really dumb grind. My tridents come to mind specifically.
Part of me likes that mending is harder to get, but part of me hates that slavery has challenge now.
It’s also worth noting that once you have mending trade, you have INFINITE mending books. Emeralds are easy to get by just doing raids
I wish you could still get trident enchants from villagers. Maybe they could add ocean villagers.
I think it's stupid to limit basic enchantments like efficiency, unbreaking and all the damage increasing effects to one villager or remove them completely. They should be part of a general pool that every villager can offer, along with one or two more specific books that are unique to the biome. Like obviously fire aspect would be more useful to snow villagers, but all of them need good tools and sharp weapons! This change somehow ran way past being more realistic and is now unrealistic on the other end. Also capping the level of the enchantment below the max level is bs
i have a life, i cant spend it transporting a villager 1K plus blocks
Honesty it just feels like changing them just for the sake of it it's not like it makes it harder to get just tedious and depending on how far apart your biomes are you could have a swamp in a few chunks of a village on so In all it just makes it more annoying to get what you need
Having to reroll lecterns over and over was already tedious enough. Having to move them makes it more interesting at least. You can’t tell me building nether tunnels is more boring than standing next to a villager and placing a lectern over and over.
@@danieldavid3766and you could also use boats, there are lots of swamps close to the ocean
Have you ever transported villagers if you have you know what a pain it is to do and then sometimes they just run back to the village
I would argue the biome thing is more tedious
Sure placing and breaking a lecture is awful bit imagine this
You’re a bedrock player and the nearest swap is 10K away
Good ducking luck you don’t have the Berger roof so it’s either build a complex series of tunnels in the neither or have to constantly go back because the fucker died on you
@@danieldavid3766For Java Players you have the Nether Roof. Bedock Players don’t and will never have the Nether Roof, meaning Java Players will have a easier time, as for Bedrock Players, they will be screwed over as always. We suffer once again. Mojang ruins Bedrock all the time by giving us the short end of the stick, whenever Java gets new features and they don’t get added to Bedrock, or they remove features from Bedrock instead of giving them to Java for parity. Nor can we go back to previous versions so we permanently are forced to have them!
The way to make Java Players get a taste of how we feel is by removing the Nether Roof in Java. Java Players will hate that sure, but hey at least they know how us Bedrock Players feel about how Mojang treats us!
I really like the idea of the exclusive trades to biome librarians. It seems like a good way to have people put more effort in.
i respectfully disagree. This will only make it more annoying to get, but not harder, as you have to travel/transport over large distances to get these enchants, but the difficulty is the same....
@@gyorgyr.6554 I mean the nether roof does exist but bedrock players can’t use it so Java pros will have a field day
The issue is RNG. You might have to travel 4000 blocks just to find a biome. It's very unbalanced.
@FraZzJ The biome issue is just not one I think Mojang could ever solve. It’s the result of creep over years to add more and more to keep long-time players interested.
@@MegaZeta I don't think it's an issue, but this villager update would be very very bad. So bad that I would use data packs or mods just to play, because no way in hell I'm going to travel thousands of blocks just to be able to buy mending or other enchants, especially when I play with friends....
One thing I dislike about this is that if you have a certain style to your trading hall, the different outfits will clash. Like, my hall looks like a desert temple, and all the villagers are desert villagers, so they match. With this, I'd have to put in ugly ones that don't match the aesthetic of the building if I wanted all books in the same location, or be forced to change the look of the building to accommodate the look of the villagers. I think there is a way to bring mending in line without restricting villager trades based on biome type. Also, removing the books for crossbows and tridents is really, really stupid. At least make another villager biome set on beaches, ocean, and different forests, and have them sell the trident and crossbow and other enchantments, if they are fully intent on implementing this.
This guy’s slowly becoming a Minecraft RUclipsr and I’m all for it
12:05-12:11 You said Mario's Name! That was a close call
Terrible update. Tedious grinding replaced by longer, even more tedious grinding. Just make it so mending can only appear by chance as the master level trade. Meaning you have to breed villagers over and over again in order to get one with mending. That’s tedious and boring and takes as long as this tedious boring update. Way less effort for what is essentially just as mindlessly time consuming.
That should be necessary for the best enchant in the game
The reason I hate this new change is because villagers are already way too complex for me to handle. I literally always have to rely on a friend of mine to help me work out the current villagers, without him i'm screwed. So making these changes has made me lose almost all hope in villagers as now they will be even more confusing making it near impossible for me to use or understand them.
few tips:
1.Make cartographers sell you other biomes location.
2. maybe Make a structure similar to the igloo in swamp and jungle where you can find zombified versions of the villagers.(it might add to the lore that there are no villages in jungle and swamp but there are mostly zombie villager on those area will imply that a village used to exist.)
3.I think one thing they can do to fix the wondering trader despawning problem is to make a wondering trader workstation. It will work rather differently where instead of assigning the trader job to a villager. It will rather work as a sort of wondering trader hub where it will increase chances of wondering trader spawning there and once they spawn, they will stay on the workstation to...Ig relax and refill their trades?(also just had a idea, would love to be able to trade lamas for discount or for other items to...lets say a new wondering trader with no lamas)
imma need some suggestions on these ideas.
i mean we already got the witch in the Swamp and i kinda like the Witch theroy (the witch was an ex Villager but was banned from the village bc she experimented with Infected VIllagers
mojang could expand on that and add a infected villager in her hut
Not bad
This update will also seriously hurt bedrock where you can’t travel from the roof of the nether
“seriously hurt” is a little absurd. Statistically speaking, the overwhelming majority of players will never bother trying to get on the roof of the Nether at all.
@solomonyoung6108 you can lead boats tho
@@MegaZetabecause it's pointless. Unlike in java
I just can't agree, they really should have buffed the alternative sources of Enchanted Books before gutting Villager Trading. The only thing nerfing Villager Trading really does at the moment is make the grind for obtain BIS gear longer (the severity of this point is dependent on how much you hate grinding) and exacerbate the "Anvils and Enchantment Tables suck to use" issue. I don't think anyone actually cares for the "Too Expensive!" mechanic and getting completely random enchants from Enchantment Tables also sucks as it adds another level of RNG to the grind.
If Mojang wanted to nerf enchanting on gear, then the smart solution is to put more limitations on the amount of enchants you can put on gear, something as simple as "you can only have 3 enchants on your gear" is less work on their part for the same desired result of making enchanted gear weaker, without actually changing the systems players use.
As it stands now, the best way to obtain level 30 books (including treasure enchantments) that don't have other enchantments tacked on, is by _fishing._
That limitation is a terrible idea.
Odyssey Central is a god at the balance between entertainment, humor, and information
I wish this would come to the game. However, with the amount of negative feedback received and how long ago this was, I am beginning to lose hope.
I think they should just fix the enchantment table. Maybe have a tier tree of sorts, or maybe have certain enchantments locked behind milestones? Something that can kinda guide new players, while also keeping things more regular. I'm also speaking from a perspective from someone who doesnt have tons of time to play games, so I hate wasting what time I do have doing tedious and stupid tasks for something I have a chance to get, while also having to grind to continue hitting that slot machine for a chance to waste more time. Love the game, but it's gotten pretty convoluted. Also sure I could play creative, but it's not really that rewarding.
I love the idea of these changes too. In my current survival world my base is in a swamp biome, and I’ve got a librarian dwelling in an artificial witch hut (already with mending) to be ready for the change :)
They could also just add swamp and jungle villages, you know.
@BrankoVT Do you know why they haven’t? Because if you don't, "just" is doing a lot of work there.
I always use the enchanting table to get what I need and then toss mending on top so this doesn't affect me much. That being said, they should always offer max level trades at master. I also think they should remove too expensive and just make it take 40 levels at that point. It's still annoying but you can continue enchanting the same piece of gear instead of starting over.
I am perfectly fine with this change! It gives you a good reason to try and get every type of biome villager! That can be a REALLY cool advancement or challenge idea!
Bro there are already armor trims and pottery shards how much more exploring do u need
The thing of exploring is you making use of what you find. If you are exploring the world and you find a desert temple, you get the loot. If you find a mountain, you mark the location to explore a deep dark. If you find a village, set up a mini trading hall to get a sorce of enchantments. All of these are byproducts of exploration like stone for construction is a byproduct of stripmining. I see this update like "Oh, I just found a new village type! Now, I have unlocked the enchantments of this biome!"
@@alessandrosilvafilho8527 good luck transporting all those villagers to ur base
@@andriymc why not treat it like a structure-based farm? Keep the trading post in the village and go there to restock your enchantment books if they start running off. With mending, you spend much much less enchantments, so you don't even need to travel that often.
@@alessandrosilvafilho8527 so u need to find the villagers in a LOT OF BIOMES, get the jungle and the swamp villagers
crybabies are complaining about this for very few but big reasons. "I have to travel up to 15k blocks with multiple villagers to even get the enchant I want" is the main one, but just... dont? 2 golden apples and 2 strenght potions BOOM ez new village anywhere u want ;) "it just makes the process more annoying!" is another one: but no it doesnt silly guy! now you have to travel and explore to get **CHEAP** and simple deals for the specific item you want instead of re-rolling for good trades for MULTIPLE HOURS (speaking from experience) last but not least is: some variation of "how am I gonna get mending now?" / "why are they making it so hard to get mending?" but (yes ofc theres another but cuz these guys are CRYBABIES) mending is an ENDGAME enchant! there is literally no arguing about it... it is THE enchant that solidifies your gear as ultimate and ever-lasting. you do no need mending, its generally more fun without it, and even if you dont agree: its still SOOOOO easy to get!! they just make it unlikely to get in the first 3 days BUDDY. **grow up please, its not that hard and it does not take that long.** EDIT: @agentchicken3577 had an AMAZING IDEA (which ofc may need some tweaking but is overall a great idea) for wandering traders to have a rare chance of selling rare enchants such as mending/silk touch or stuff like that! I think thats SUCH a good idea as it fixes a lot of u babes complaints AAAANDDD ofc only contributes to the specialty cases of 100x100 or super flat or game challenges like that.
Yep the same thing can be applied to the crab voters in the mob vote which would just give them 1 additional block range. How lazy can the average Minecraft player get?
1) Idk, I’ve grind for stupid things in other games for days, I don’t give a fuck if I want to spend hours to get mending or any other enchantment
2) Cheap deals? Come on, Nowadays and without this villager update nothing is expensive, “enchantment book for 47 emeralds”, just get paper, sticks, clay, wheat, coal or another item that can be traded and obtained easily and you’ll get a lot of enchantment books
3) Who said that mending makes the game less fun? Who said that you should obtain it after you finish the game? Let the people play how they want, for me, I always try to get librarians before fighting the ender dragon, but everybody else have their own way to play. Some people like mending, others don’t like it, but that’s it, let the people play how they want, don’t make this kind of updates that doesn’t fix something that was broken
I cannot tell what the hell you are talking about: because your message is built like an argument, while literally just repeating what I said. let play however they want? yeah ok bud u do realize my comment is purely dedicated to people complaining about an update right? go tell that to them, dummy. reality is cruel so play your part carefully weirdo 😂😂@@vivitaelpubg
so they didn’t fix the root of the problem they just made it more tedious to do? What a non-fix
Bro just say you want mending books falling from the sky
just a few hours??? it was already difficult to get mending unless you get insane luck. but to have to travel to a swamp, make the villager be BORN in a swamp and MAX the villager out? nah. that takes a LONGGGG time if you want to get mending. Not everyone wants to spend countless hours getting 8 books or so of mending.
download the Bucket every mob datapack
its such big improvment of transporting mobs maybe too cheaty for most players but i wanna play the game not move in a boat for 2 hours
I think removing the swamp and jungle village requirements would be best, because players who don’t read wikis will have no way of knowing to bring villagers there to breed.
Minecraft’s biggest issue, or at least one way to frame that issue, is that it has one foot inside “you can’t enjoy the game without wiki homework”. Both feet or no feet work better there than one.
Me waiting for the update which lets you trade with Witches:
I really agree with your thoughts. It is really interesting to actually try to get the book and not just keep gambling.
2:15 Odyssey: villager trades don’t involve luck
Me who has been rerolling for *> 5 hours* and has only gotten curses, proj prot, and luck of the sea: *oh boy here I go killing again*
5 hours?? What book are you trying to get? There’s no way anything could take that long
great, another reason to never move past 1.19.2 with my mods. have fun with your useless sniffer plants and limited anvils and villagers guys. i'll be over here with my fun cooking system, loads of fun and useful mobs, tons of QoL stuff, new biomes, treasure, fantasy elements and tammable foxes.
I'm jealous of you the only reason i don't play modded is cause i play on a server. If you could add mods like plugins it would be so much easier
depends on how big the server is. if it's a big one than yeah probably best to leave alone. but if it's just a small SMP with you and your friends, talk with them about it
installing a modpack isn't as scary as it sounds. if you want i'll even link you to my custom modpack i use to spice up mc when mojang seems allergic to giving us anything good anymore
@@pc_115
Odysee central has the best upload schedule of ANY youtuber
I really like the new villager trades but I think it should stay as experimental features because then it would be just 1.9 part 2 separating the community in 2, the ones that like the nerf and the ones that love mending and cant find a swamp.
1.9?
@@handlesbelike yes the combat update
🤣🤣🤣 No it wont, Java players won't be that dense to do that again
@@whateverIwasthinkingatthetime trust me they will
have you read these comments? SO many people are absolutely malding about it and making up terrible reasons to hate it AND THESE REASONS DONT EVEN MAKE SENSE!!@@whateverIwasthinkingatthetime
I would say that “a little bit of extra effort” is an understatement
For other games nerds like this are fine but it makes no sense for an open world sandbox game like Minecraft why nerf something and make it more annoying to get when it’s a mostly single player game more about building than it is surviving
This change makes it better for the grindy players that play daily for hours and have the passion and desire to put in the work for this. But for me, as someone that barely logs in anymore, its not really a good thing.
Call me lazy, but if I cant get myself to mine for diamonds because I think that my iron tools are good enough, and I cant get myself to build a house because the villager ones are doing just fine, why exactly would I go through the “pain” of finding a swamp that could be 3k blocks away, bring 2 villagers and hope to god they dont get blown up by a creeper halfway there, make a breeding post, breed them, get the librarian, then try to get that villager back to my base?
I would much rather have them make swamps rarer but make Villages generate there with new house designs and everything like that. It would be a much better implementation than to make the mending book for swamp villagers that dont even spawn naturally, and if they do, its on accident or zombified.
Also, if they want to make enchantments harder to obtain through exploiting villagers, atleast remove the XP cap on the Anvil.
Yes, you’ve arrived at what may be Minecraft’s biggest problem, and maybe one Mojang can’t solve. Minecraft now needs a mass audience to survive. Most survival-mode players don’t play long enough to find the game “too easy”. Most players don’t grind out trades, build XP or iron farms or ever get elytras. Minecraft has to continue to satisfy those players or shut down entirely.
But the word-of-mouth online for every part of the survival game depends on a small minority of long-time players, people wondering what’s next after obtaining max-enchanted netherite gear or engaging in self-propelled challenge runs over and over. Those people _also_ need to be satisfied by any additions or changes, or at least not be salty over them. And as the game lasts longer and longer, those two audiences grow further and further apart, their interests more and more at odds with each other.
Again, I don’t know that Mojang or any developer can solve this one. Video games just usually don’t last this long on updates alone without players moving on to sequels. It’s not an issue likely to go away on its own, either. A tough problem.
Villagers being able to trade treasure enchantments at all makes zero sense to me in the first place
I think they should keep the "selling any enchantment" thing, but only at Master level so you can't just keep rerolling novices and actually have to use different villagers
They should have just Made Mending a Master Tier enchantment and not have the Biome specific trades. The Master Tier Enchantment pool should include Silk Touch, Infinite and Efficiency 5. That way, you are forced to trade with countless villagers and not have to worry about driving them
Then you get the problem of mastering villagers and then getting the wrong enchanted book.
I would just remove mending from villagers and make it exclusive to the ancient cities, but it would be guaranteed.
Mending is the most powerful enchantment in the game and it should feel like it and not put it with the other enchantments.
I really like these new changes, but you definitely pointed out most of the issues. The anvil needs to be fixed. The "too expensive" message shouldn't be a thing, and _repairing_ items and combining enchantment books shouldn't effect the cost as much. I think its okay having the villagers no longer able to have max level enchants, but ONLY if combining the books together doesn't increase the limit/price as much. Its not so bad with the level 3 enchants, since the villagers trade level 2... But really there's NO REASON the level 5 enchants like Sharpness should be traded at level 3. That means you need FOUR of them to get Sharpness V, when it should only be two at most.
They also need to increase the chance of zombie villager spawns... at the very least in Swamps and Jungles. Alternatively, it would be cool if they abandoned zombie villages in those biomes, as not only an easier way to find the zombie villagers for those biomes, but also as a hint that those villager types exist for newer players. I love the new maps though, it will be super useful for finding different biomes. The downside is these changes seriously harm superflat and single-biome worlds, which is unfortunate.
I want to be able to build at spawn no matter the biome, not reset for a swamp next to a jungle over and over.
Wandering traders should befriend the player and comeback the more you trade with them, having levels to unlock rarer trades imagine trading a stack of emeralds for a god apple or a saddle horse armor he is a wandering trader it makes sense that he would encounter structures troughout the world and fing rare itens
I wonder if the game as currently designed is equipped to track any sort of NPC across the entire overworld. Despawn mechanics suggest it isn’t.
the idea that using an enchanting table is cheaper than villagers feels like a joke; especially for tridents where you cant exactly combine them unless youre willing to get rid of a trident which is stupid rare. it doesnt cost emeralds to enchant books but rerolling enchants constantly is annoying; villagers are significantly faster for getting fully enchanted gear
also the log trades from wandering traders are good; saplings are an easy source of wood; sure; but being able to buy a stack of logs for relatively cheap is nice; thats a ton of wood without any of the work of growing and cutting down the trees; which is especially nice if you dont have a good axe
As if getting villagers and every book trade wasnt time consuming enough, now youll have to transport them thousands of blocks too
i dare everyone who thinks this is a good change to try and travel to a desert without an elytra in the modern versions, you WILL hate it
Making Mending unreliable to get will *not* stop it from being in the META, it will only make the META slightly more annoying
The fact it costs diamonds for diamond equipement kills trading
And it means no more Diamond gear for superflat players.
The worst part is the casual players who don’t realize that the trades changed, and spend hours trying to get mending where they can’t.
I'd argue the new Wandering Trader trades are incredibly useful early-game, especially the Enchanted Iron pick and Invis Potion. (which is somewhat useful when trying to avoid mobs in structures) It's literally the Rascal from last year's mob vote except without the stupid hide and seek minigame.
Yeah those alone will revive the Wandering Trader as useful in the game for most players. Potions play like TTRPG early-game items but are positioned in mid-game.
8:05 no it’s been possible for a while, I’ve gotten a double mending villager in a world once
i dont even play minecraft anymore, but i love watching your videos anyway. keep up the good work Odyssey.
My issue with the villager nerfs is how it affects superflat or single biome worlds. I enjoy the challenge these worlds offer and the type of play. Villagers are the only way to get enchantments in some of these worlds realistically speaking. I do agree with you though on how it affects regular worlds.
EXACTLY!! so many people are malding about it but for all the wrong reasons, half their shit is instantly shut down by saying "cure villager." but one thing I AM worried about is specialty cases like superflat or restricted areas :(
Man I was hoping that the book wasn’t going to be guarenteed at the master level. It’s still way too easy to get infinite mending books from villagers. IMO they should just remove mending books from villagers altogether. It’s THE endgame enchantment to get and you can easily get an infinite stock of them if you find a swamp biome.
I think that minecraft still needs more incentive to go exploring and making rare endgame structures the only way (outside of really rare fishing drop) to get mending, would be a good way to adhere to this.
I get what you're saying but that would make it just as tedious as smithing templates, without being renewable outside of the already nerfed fishing farms.
I think it's fine being the master level of swamp villagers since it moves mending from being accessible in the early game to the midgame.
But if they follow thru with your suggestion I think the best way to handle it should be by also adding it to the enchanting table, either as a super rare extra enchant or as a netherite exclusive one, making people actually have to use multiple tools and armor sets until they get they're scraps.
Maybe it's a bit much but idk in my mind that works out fine lmao
Apparently Mojang/Microsoft forgot the name of the game. It’s called Minecraft, not Explorecraft.
I’m fine with the new villager system, but they need to make discounts stack again
Mojang is not on the right path when it comes to Liberian Villagers. Mojang if you don't reverse this change, the player base is just going to use AFK fishing to get Mending. Please consider this well doing your little snapshots.
Honestly some people say that the difficulty of Minecraft has been lowered and I think this is pretty good. Plus I like the idea of this
is a pretty good what?
The trading changes
@@genevaviera4906 but you didn't said "is pretty good", you said "is *a* pretty good". Therefore the sentence is not complete
Sorry I edited it now
Tbh, I feel a nerf was necessary, but this needs SEVERE improvements. The one that dropped today (armorer and cartographer [part 1!???!]) were way better in my opinion
I think the new enchantment thing needs to definitely be thought out more like making other biome villagers more common.
I think It is cool how now you need swamp villagers. I like this turtle murdererd
Just realized the thing on their heads are lillipads and not turtles. I have no reason to live.
Do you really consider transporting villagers... fun?
Yea
Honestly I haven't played Minecraft in a long time so I'm not aware of most new features, but Odyssey's videos are so entertaining that I still watch them (also I'm learning through these lol)
dude this update sucks like why FORCE you, either make it an option, or just keep it experimental. Let us minecraft players that like the current system not have to switch. The "Too expensive!" BS has to be fixed though
To get every enchantment for a full set of tools, it took like 10hrs of breaking lecterns.
the biome thing stinks, especially for bedrock players who can’t check biomes. It’s so unnecessary.
If you can’t tell when you’re in a savanna or desert then you probably shouldn’t be using villagers yet
Normally for me swamps aren't something easy to find and just to get one trade and having breed two villagers randomly have a chance of getting a swamp villager this is just the dumbest change ever if they want to make villagers better give them new trades, new enchantments .
@@BriceOconnor just get an elytra and finding swamps will be easy
For getting multiple books with one villager, this was possible before. I had a villager which had 3 mending books and in the same world I had one that sells 2 EFF V books.
The villager nerf is ESPECIALLY terrible for bedrock. On bedrock, you can’t build on the Nether roof, meaning there’s effectively zero easy ways to transport villagers across your world. While I think there’s positives to this system, it’s way too unviable for anything other than Java
Overall I am personnally very happy with this change because it make the process to have mending less rendom, however I don't like the fact that I must transport 2 villager to a swamp biome because I think villager transportation is tedious and unfun to do in minecraft.
This might be a very unpopular opinion, but I don't think treasure enchantments should be available from villagers.
It's sort of needed because of multiplayer when all the mending books will be taken from nearby structures within a day
@@pachicore There should be a way of making them once you find at least one.