It is completely fine because it encourages you to use anvil and enchant(whatever you call it) table. So it is a good change. No more villager trading halls. They are disgusting 🤢
This is the best time for Mojang to fix anvils. If they nerf villagers they should buff enchanting a bit. Have a way for if a player has (example here) the table will give the max enchantment for books.
@@carlosemilio385 I knew that was a thing but I don’t recall the last time I ran into it, so I didn’t really know if it was really that big a deal. Plus I thought Mending was a workaround to that issue anyways
They have to give us a easier way to transport villagers if they're going to lock out several enchantments like this. Transporting villagers is a much bigger pain than it really should be.
Or! Or. Whar if these hard to get things are meant to be hard to get and stayes that way? What if the *whole entire point* is for Things To Be Hard To Get?
Summary of the comments under the video If mojang decides to implement this, they also must: 1. Make anvils more durable 2. Remove "Too Expensive" 3. Buff enchanting 4. Make villager transport easier 5. Add jungle and swamp villages (Optional) Make biomes easier to find (Optional) Make combining stuff in an anvil cheaper
@@louisdishington8710 At least it's experimental (Bundles still aren't in the full game, either). Even the reworked combat update changes were experiment for a bit, but haven't made it into the game yet.
Something else to consider about the anvil: the exponential repair cost was more reasonable when it was originally implemented because there were far fewer enchantments. Now there's enough that you can (and will) actually run into the limit if you don't combine your books carefully before applying them. The least they could do is soften the cost increase to make up for that, if not remove it entirely.
Or at least remove the "too expensive" limit. Eventually most people have an enderman xp farm, so even when the price approaches triple digits it is at least feasibly possible to use rather than an arbitrary "you would have enough xp based on the math, but we stopped you"
The anvils breaking are just RNG whether or not it will go to the next stage of destruction (making it more or less durable). But I agree about the “too expensive” being removed
@@Spite_Firevillagers have been OP since 1.14, and that's something everyone knows. Being able to get protection 4, unbreaking 3, and mending for just 3 emeralds total is clearly something that wasn't meant to happen, and that completely demolished any sense of difficulty once you got a villager breeder. The reason why so many people like this snapshot was because it was an attempt at solving the issue, and for many it was a step in the right direction. Obviously it's still flawed, that's why it's on a snapshot and the Devs want to hear feedback on it, as they want to find a solution that is better balanced whilst still allowing knowledgeable players to take advantage of it.
As well as the anvil adjustments, I think having certain books specific to _one_ biome would be a pain in the butt if you end up with unlucky world generation. Maybe having broader biome categories would help, like having any cold biome villager offer the same pool of books, and making both the swamp and jungle villager offer mending instead of just one of them.
by default bedrock and realms are set to large biome worlds, so this change specifically fucks over players who are used to that. Java worlds and private hosted worlds default to 5x5 mixed biomes unless changed by something like a modpack, so this change is still bad but about half as bad in Java as it is in Bedrock. It's almost like Microsoft WANTS Bedrock players to suffer, and yet most of the bedrock players I know still are adamant that Bedrock is better somehow lmao
@@pokerusfreak8194 from a programming/optimization standpoint bedrock simply IS better though, even as someone who still prefers Java due to some visual and gameplay quirks
On top of the anvil, there is one main issue I see with this: jungles are rare. For RUclipsrs, playing the game 8h a day is literally their job, and as such spending a hour searching for a jungle is fine, but for most people, the time needed to find a jungle biome will just be annoying, and now that it is mandatory to get certain enchantments, many people who can only play for an hour or two per day will effectively be locked out of those trades less they feel like spending the few free hours a day they have turning Minecraft into a walking simulator just so that they can get unbreaking for their tools.
These changes (I didn't even realize this was classified as a bug) make me fearful they're going to take away the main way of mitigating the long-distance-travel issue, namely being able to build a transport hub on the *nether roof*
@@summercube339 In my books Mojang is cheating the player in that they are balancing the villager trades while keeping an unbalanced and necessarily difficult to use anvil and rng based enchanting table, so the player now has the right to cheat the game if Mojang is gonna force the player to go to much greater lengths to get simple enchanting books
Very true, I'm not content creator, i play this game casually prob 2 or 3 times a week. Sometimes it already took so much time to just sort out my storage/inventory after an adventure, and instead of fixing an issue with storage/inventory, they came up with this dumb idea to make things more tedious/grindy. Like dude let me play the game and don't make me waste so much time on unnecessary grindy stuff...
It's like someone at Mojang said, "I don't like how players are engaging with the villager trading system!" And someone else said, "You're right, let's stop them from doing that!", rather than looking at WHY players are doing it. I think the enchanting system really just needs a total rework from the ground up to make it more interesting to engage with, rather than half messures designed to make people stop using it in unintended ways.
Agreed, although introducing completely new enchanting system would split the community even more than it is now. They need to opt for band-aid solutions and make small changes.
@@W00JDAnot really I challenge you to find someone who enjoys the enchanting system. The reason villager trading halls are so popular in the first place is because nobody wants to deal with the enchanting system
Exactly. They should also add max rank books to things like underwater ships and treasure chests etc, instead of nerfing villagers. It seems so obvious, like hello?
I'm a pretty casual player, so take this with a grain of salt, but I think the entire XP system should be reworked and scaled to the difficulty level the player selects. I fully admit that I'm a noob, that's why I play on easy. So why does it take the same amount of time to reach 30 levels as someone playing on hardcore? Am I missing something? Surely, sitting at an XP farm is the most boring part of this game. Brings the gameplay to a dead stop.
Also important to note that fishing rods, crossbows, and tridents cannot get any enchantments from librarians anymore. It's not the end of the world, but it'll be more annoying to get good enchants for tridents.
You can get enchanted crossbow from Fletcher, illagers while enchanted fishing rod from fishing. To make trident enchants easier to get, I would make drowned trident to be enchanted as well.
@@LukiKruki So what, it takes away one of the established ways to obtain one. What this does is it's only more grind. This is a really bad move and a bad argument too.
@@pavelcerny9803 Want some ores? Go mine in caves. Want some specific planks? Go to specific biome. Want automated brewing stand? Prepare redstone components to create it. There's nothing free. Everything requires work, sacrifice. Everything in Minecraft is designed to move your lazy ass to get it. If not you, somebody else will pay for it. The change is done so enchanting table is still used besides villagers because the villagers were too good, too easy. Just like fishing farming they constantly aim to destroy. It was the game design flaw existing since 1.14 they fixed in 1.20.2. You don't like that? Well, too bad.
@@LukiKruki But you don't get the point, people use villager trading because it's straightforward and less of a hassle than dealing with the old and weird enchanting system. I wouldn't have a problem with that if you could somehow get an enchant you need, somebody for example somewhere mentioned using blaze rod for fire aspect, fire resistence, etc. I wouldn't even mind if these direct enchants were more expensive, say like 5-6 levels. Also, I like to build a lot and need tools with mending for that, I am not gonna loose my netherite pickaxe just because I have to find a zombie villager in swamp biome, cure him, transport him and then trade with him to experience him. This is some mobile phone microtransaction grinding shit. Isn't Minecraft supposed to be played how you see fit? No one forces you to trade with villagers if you don't want to, you can use your enchanting table. But why am I *forced* not to use a system that's in the game for a while when the game is about freedom? If it is not intentional, why it took literally years to fix then? Besides, not everyone can afford to play the game 6 hours a day and getting mending for them might be much harder than for the Minecraft veterans. And now they want to do it biome specific and the most desireable enchant to literally not naturally spawnable?
@@pavelcerny9803 Soul Speed - only from bartering with Piglins or looting Ruined Bastion Swift Sneak - only from looting Ancient City Mending - only always has been from looting dungeons, villager trading (now only swamp), fishing. Frost Walker - only from looting dungeons, village trading (now only snow), fishing The crossbow, fishing rod, trident exclusive enchantments only from fishing, enchanting table, looting dungeons. Any other enchantment from enchating table, fishing, trading, looting dungeons. Ancient City has higher chance of Mending Mineshaft has higher chance of Efficiency Pillager Output has higher chance of Quick Charge Desert Temple and Jungle Temple have higher chance of Unbreaking. Any other The game gives you a choice: easier way with random chance, harder way with renewable reward. It always has been like that. You are either working for yourself and you are the king of the world or lazy ass spoiled child that wants to have everything on table you don't deserve in the first place. Do or do not, there's no try.
Villagers can already feel pretty grindy (make villager breeder, build trading hall, keep replacing workstation/trading till you get the desired trade). I think the last thing we need is to build 5 different trading halls for different biomes. The main reason people use villagers for enchantments is coz it's the only real guarantee as of right now (tables are all RNG, exploring is very limited) The only way I see this as a good thing is if (this idea was suggested my another user) we could put the enchanted books into a chiselled bookshelf around an enchanting table to influence the trades. For example, a shelf full of Sharpness guarantees Sharpness when using the enchanting table (or at least greatly increases the odds). This would have the benefit of make the enchanting table more useful too. However, I'm still against this change.
@@Dolphin002 You still need to breed them, since they don't change biome-specific trades when you move them. A desert-villager remains a desert-villager when you move him to a swamp. Only his children will be swamp-villagers.
you dont need to build trading halls to trade with villagers, and dont need a "villager breeder" either. those are things people to to minmax villager trading and if they arent the meta anymore thats fine, thats not a complaint to be had. This atleast makes the rng a lot less severe since the pools of books have been drastically reduced and spread out, and other villagers people rarely want to get specific trades that are hard to get so they can stay the way they are
The biome exclusive trades isn't a very good idea because of one problematic detail... It locks certain worlds out of certain enchants. More specifically, super flat and single biome worlds.
@@johnwicked1132 or instead of making them outright exclusive to certain biomes, the chances for given enchants are raised or lowered. Example: in a swamp biome, you could be more likely to get mending than let's say, protection.
@@SmashCrafter321 I like that idea. Even better, just add some new enchantments that are niche and powerful to the game that are biome specific, but not required as something absolutely necessary.
@@slicepie410despite this I feel like they should at least consider that a portion of the playerbase does play in superflat worlds. Heck, I have a survival superflat world that I play in occasionally. Not to mention the amount of hoops you currently need to jump through to get biomes in something like skyblock.
Locking certain books (especially mending) behind biomes sounds like it is meant to make it so really advanced players don't have it too easy, it does also however mean that regular people don't have access to some of those books anymore since the average player will never make a minecart track/boat ride/flying machine to transport a villager to the biome needed. With how punishing anvils are combined with mending now being locked behind jungles it makes enchanted tools far less useful since everything is temporary now.
@@youtubeuniversity3638 how are you supposed to get mending then? find it in a random chest? or should we just repair our gear in the anvil instead? Oh wait. We can't actually repair gear in anvils. My bad
Imma say it again. Making the game more tedious does not make it harder. Sinking time does not equal difficulty. It requires patience. Villager breeding is already complex. Make a farm, breed villagers, cycle the trades, lock them in, infect, cure (requires a nether run to get alchemy components). Now I have to find said biomes, do the above then transport them back to my base. This is not difficulty. This is a timesink
@@kegleo Creating multiple bases is a time-consuming task. For instance, if you leave your diamonds at base 1, you have to ride your horse there, and if you leave your wood supply at base 3, you have to go there to get it. Consolidating all your resources in one place allows you to focus on more important tasks. Moreover, each base requires its own biome and village, necessitating the setting up of the whole villager system at each biome. If you don't want to do this, you'll have to spend hours searching for enchantments, only to hit the roadblock of it being too expensive to add enchantments to your armor. Also, since it's a single player game, why should anyone care about someone exploiting it?
@@pigeon5312 idc if anyone exploiting the game im just tired from the discourse about minecraft being boring macrhing with annoyance if anything becomes less comfy for 1%. villagers become harder to minmax? why wont ppl search for new opportunities to solve this problem: u can build a rail system build different bases whatever u want to do about it, one more reason to explore ur map and engage with a mechanic in more steps also if the mechanic is just exploited and never used as intended then its a bad mechanic and it should be changed at least thats how i see the villagers problem. maybe it has to do with my playstyle and u guys r more of the target audience then me lol, will see how it ends
The curing change is understandable. Its crazy to me that the villagers cant sell max level books when putting books together costs more xp. I also believe that if they want biome specific books to exist, each book should be available from 2 different biomes.
I feel like Mojang _really_ doesn’t want people to get max armor in game. They want us to stick to our Fire Protection II, Feather Falling III boots we get from the enchant table
@@youtubeuniversity3638 I mean, I don't really think anyone would really complain if Enchantments were all just one single, effective max level Especially since if you know how to enchant optimally, anything less than the max level is entirely worthless because even though you can combine two enchantments of the same level, the prior work penalty on the anvils will throw things out of whack and you risk getting the "Too expensive" limit, so you're best off making sure all the enchantments you want are already at their max level
My biggest problem with this is the fact that you can’t get maximum level enchantments from villagers anymore. Since the alternative is to combine them in the anvil, it makes getting maxed out gear that much harder due to the “too expensive” limit. I really wish they’d just increase the limit.
@@plexyglass429 I have wondered if maybe they included a limit so as not to put too much MBT data on each enchanted item. But now they seem to be trying to do away with MBT data on enchanted items so 🤷🏻♂️
@@pinyw683he meant that villagers dont sell max level of a certain enchantment, like for example the highest they will sell for protection will be III even though IV is the highest
Congratulation Mojang, you just made the pre 1.20 modpacks EVEN MORE enjoyable than vanilla :"D At least until the best 3-500 mods gets updated up to that version.
so in short, they basically made villagers even worse to use, and not only that, made it so we have to find basically every biome (which in itself, is an extremely tedious thing to do and you could be traveling over 10k blocks and not even find 3 of the biomes you are looking for, which just means it gets even worse trying to transport villagers) and the whole "bugged" curing system is pretty much dead
What if they should just remove the level caps on the anvils so it won't annoy all of us? The balancing on librarians is good but the levels on the enchantments are a tiny bit too low..
it would be better it they made it so the number that grows on anvil usage not grow when combining books. Or even better, made another station for combining books. Why do you even use anvil to smash books together?
I proposed the cap to be at 37 levels only if you have mending. And mending will not magically repair your tools but actually allows you to bypass the too expensive cap. You this comment gets too much likes - I will upload this mod I made to fix mending.
@@megadeth116because if the anvil couldn't do that it would serve zero purpose when was the last time you used an anvil for anything besides that and maybe renaming?
If they're gonna push this update out as is, they're gonna have to add the jungle and swamp villages. Villages don't always generate close to a jungle or swamp. It would be a pain to build a 1000 block minecart system all the way to a swamp to breed two villagers.
I don't think its only the anvil that needs to be fixed in order for this update to work. Mojang also needs to increase biome diversity in worlds. Right now in basically every world I generate there are only 3-4 different biomes within hours of travel from spawn.
THIS. They made the biomes too big. If I wanted to play large biomes I would have. It's even an easily accessible game options when you create the world. Why force it on everyone? It makes the game so much more boring. Before I would travel and explore a lot because smaller biomes would make for very interesting (and slightly cursed sometimes) world generation. Nowadays I get very pretty, very uncursed biomes that go on for too long and thus lose all their beauty and just become annoying at some point.
@chadwilliams3137 I had to travel 3k blocks from my spawn to get to the nearest swamp on my current world. That's excessive. I had plenty of the same 3 forests in repetition otw there, though. I'm glad the changes haven't gone through yet. If they're gonna nerf villagers this hard, and want to make mending more exclusive, there HAS to be a better mid-game way to repair your tools. The Anvil cost system needs to be reworked, it's confusing to combine things in the right order to avoid super high costs, and I fully believe that you shouldn't have to pay exponential XP every time to repair your tool with minerals. You're already spending Diamonds, it isn't at all worth it to spend Anvil Uses and max out the XP cost
@@fizzlock Your acting like it’s impossible to farm xp and get a mending book yourself and villages are being nerfed they’ve been absolutely broken it’s ridiculous that you can get 1 stone to trade for 1 emerald when a emerald is 30 times rarer then a diamond
3k blocks isn’t much… use seed map and nether highways… Minecraft needs to update the generation of biomes so that certain biomes do not spawn next to eachother and I can’t play without large biomes because who likes to see snow in the distance from your dessert village.
My biggest concern is that in the previous versions it was already hard to put all the enchantments on your boots and I had to search tutorials on the order and all that shit to be able to get it before the too expensive. With this snapshot it will be literally impossible to get all the enchantments on your boots because when you combine 2 of the same book, they count like more expensive than 1 original max level book.
So, if a player wants those mastery books for tools, armors, etc. The player needs to find a village, and move the villagers into another biome (ONLY BOAT OR MINECART), make the master librarian villager, (and of course the former procedures are completely RNG) and merge the books from several biome villagers, and lastly, the player can't get full enchant cuz the wonderful anvil's *"Too Expensive!"* Wow, what a perfect change for a *_SANDBOX_* game.
Correction. They need to find several specific biomes, find and cure a zombie villager in or nearby those biomes, and make that villager a master librarian within that biome. Then they get yelled at with a "too expensive" message that should never have been added to them game due to it punishing players for their hard work and dedication. Edit: You only need to one villager because the enchantments you probably want are the master tier exclusive enchantments, which are always guaranteed. Because of this, there is no reason to reroll a villager for them. If you want the other enchantments specific to the biome, then you need to cure a second zombie villager and start breeding; but after that, rerolling their trades works normally other then being faster because there are less possible trades to cycle through.
And this bullshit is why I use console commands. Never listen to anyone who tells you to "not cheat" at Minecraft. This game isn't fair enough to warrant legitimate tactics.
I despise this. I had a world once where it took me and my friend like 3 hours of constant exploration just to find a jungle, now imagine having to bring 2 vilagers there or get lucky and have a zombie villager spawn, create a seperate breeding house, and having to herd over a villager from the jungle that is like 8000 blocks away back to base, I would despise this.
There really needs to be a way of finding biomes other than roaming aimlessly. The locate command is already a thing, so it wouldn't be exactly hard for Mojang it use that and the compass programming to introduce an item that can point the player toward the closest instance on a biome. Maybe an enchantment for the compass that causes it to point toward the closest instance of the biome associated with that enchantment? So a compass enchanted with "Swamp Seeker" would point to the closet swamp,"Jungle Seeker" would point to the closest Jungle, "Gravel Mountain Seeker" points to the closest gravel mountain; just have one for each biome, or at least for each biome that has a unique type of villager. Maybe you could even give the enchantment table a use by making it so that the enchantment never appears on enchanted books (which also stops enchanted books from being clogged with useless enchantments), forcing the player to enchant their compasses directly.
If they plan on making Mending something you have to actually put some leg work into, they need to either at most remove the Prior Work Penalty from anvils, or at least make it so it doesn't apply to anything that isn't Enchantment related, such as repairing using materials, simply renaming, etc. Also just give the anvils a normal durability system, it's always been confoundingly stupid that their durability is just random chance, and it's not impossible [albeit admittedly pretty improbable] that the funny thing you spend almost half a stack of iron to make to break after a measly 3 uses
Anvil repairing definitely needs an overhaul. Why does it take four diamonds to repair my shovel, which cost one diamond? And why does it add to the XP cost?
@@amogu_because you don't usually fix regular, unenchanted tool. You use the Anvil for tools with lots of enchantments of them So it's like a choice, 4 diamonds and keep the enchantments or 1 diamond and get a new plain one
@@hey7514 but with the cumulative penalty for any work done on an anvil, it gets more and more expensive to repair, especially with a heavily-enchanted item. With something like a full-enchant helmet, there's a good chance you'll only be able to repair it once before it's too expensive.
The issue is that the anvil takes LEVELS. If you have 33 levels and you combine two books that costs 5 levels, it's gonna take 5 levels. Not the amount of XP. Unlike enchant(ing/ment) table
Yeah, I'd honestly rather have to deal with trying to get a mending librarian over and over again than: 1. Finding a swamp 2. Transporting a villager (a major pain) 3. Having to cure the villager, which when you just want to get a mending book regardless of price, is really annoying and 4. Having to go back to that same swamp every time you need a mending book, or transporting the villager back (which as I said before, is a major pain)
I understand that they wanted to stop people from just rerolling trades until you get mending, and making certain enchantments only obtainable at higher level is a good change, but I really don't like binding enchantments to biomes, it's only going to make getting all the books you want annoying and is not even that much of a nerf because you might spawn close to a swamp and a village and easily get mending early. One thing I wish they did with the villagers is making trade trees and giving trades weights so depending on what you trade the most you go up a certain path in the tree, that way you can still nerf certain items by making the path to unlock their trade more expensive but you don't have to breed villagers into 7 different biomes.
best comment down here. Totally agreed on all the line. Also, the enchantments binded to biomes makes absolutely no sense because it would imply the enchantments are useful in these specific biomes. I understand Fire Protection in the desert, or aqua affinity in the snow (to break ice from underwater).... but why Fortune in Taiga where there's absolutely nothing to use it on specifically ? Why respiration in a swamp where you only have water up to the knee ?? Why projectile protection in the jungle where the sheer amount of blocks everywhere already blocks 80% of the arrows you could get shot by ??? WHY THORNS IN THE DESERT !? ITS A DESERT, WHY DO YOU EXPECT PLANTS TO GROW HERE !? I'm sorry I got carried away. My point is, this makes absolutely no sense immesion-wise, and is just pure gameplay tweaking to make up for their past mistakes, slighting the game's consistency.
With this changes to villagers, 1 20 should be callled the grind update, cause its going to take a lot longer to get the same amount/level of gear as before
It feels like all these changes will do is make using villagers for enchants more annoying and grindy then they already are. Moving villagers over any distance is a huge headache and forcing you to do that several times just seems unneeded.
@@Spite_Fire That's just 1.250 blocks through the nether. Sure, annoying, but for mending it's worth it. In exchange you have _guaranteed_ mending and don't need to replace the workstation three thousand times.
I think their plan isn't to force you to move villagers but instead force you to make an outpost in each biome that has a few villagers you need. So one small trade hall in each biome
A change to the villager trading was always necessary but with this "change" there are more problems than solutions. Along with the anvil problem, there's also the problem of having to transport the villagers, they should make villager transportation easier. I do have an idea, Let's say a villager will follow u if u hold tradable items, and normal villagers will follow u if u hold an emerald (only them). This way you can transport a large number of villagers effectively.
Remember how Mojang said they would be doing, "Minor," and, "Major," updates? Yeah, this doesn't feel like a minor update, this feels pretty major, so major that I feel like they should hold off on this one. I don't know how far along Mojang is in the development of 1.21, but I feel as if they should make 1.21 a major enchantment overhaul, while also changing the villager enchantment trades to be a tad bit more balanced, not whatever they are trying to do here in this snapshot. Heck, maybe even call it off until 1.22, and just make that update the grand overhaul of the enchanting system. (an inventory update would be nice too ya know!) However, what they should include in this 1.20.2 update are the Wandering Trader changes, I think we all agree that is the only good thing to come out of this "minor," update. I have no clue on how to better balance the villager trades, but I think most of us can agree that this ain't it. I just hope Mojang listens to us. Remember, they wont be going to the subreddit anymore, so either comment under their videos, or go to the feedback page, those are the locations that they will most likely be seeing our feedback now.
@@gradea1636so true, they are becoming just like Clash of Clans and their constant tweaking of player's gameplay to remove anything they think is "broken".
I personally hate this change, now I have to go through the hassle of upgrading a nonexistent villager that I'll have to get through breeding just to get mending. I personally liked the old system where any librarian could give you any book.
and whilst we're at it, can't I get a creative mode orb after killing the enderdragon. i mean, we completed the game, I can do anything it just takes time, I think I should be able to get time out of my way as it's way more fun.
@@johnwicked1132the difference is that the changes proposed fundamentally destroy small multiplayer servers that require world borders for data storage and performance optimization because Minecraft is laggy as hell in multiplayer based on where you connect from. If you don't have a good spawn immediately that has all the biomes in range? Tough luck, fundamental parts of the game are hard locked for no reason.
They should have had a different way to change the book meta because I can see a lot of players hating this for needing to create artificial villages in many different biomes just to get something like mending etc
they seem to be taking the route of terraria where to get the most out of npcs you need to have them spread across biomes, but it doesn't quite work the same for minecraft where world generation is literally random and the closest biome you want can absolutely just generate like 30k blocks away
Yeah, I’d rather just cycle through them rather than having to find a swamp a thousand blocks away just to get mending. It also makes it so much harder to make villager trading halls because now you have to transport all the villagers from the biome that is presumably very far away
@@awereliaAlso, terraria added "biome teleporters" aka pylons to facilitate this, which also doesn't work with minecraft because you can have multiple biomes and multiple villages, especially in multiplayer where you may want your villages to be private
@@abrasmageI guess you could argue nether travel is Minecraft’s alternative to pylons, and also villager trading arguably isn’t as vital to gameplay as trading with NPCs in terraria
@@alexsiemers7898 it's far more vital considering how much less focus minecraft has on combat and gear. in terraria, you can go the whole playthrough barely talking to your npcs, maybe you'll buy some bombs or the minishark, you'll talk to the merchant or arms dealer a lot if you're a ranger, but the only one you're definitely gonna interact with is the guide to throw it into lava, and it doesn't need to do anything except exist. in minecraft, if you want maxed out gear, which is a far lower bar than terraria and something every player will do long before stopping playing on a world if they play long-term, you HAVE to interact with villagers, bare minimum to get any mending books because fishing and dungeon loot is going to give you 1 if you're lucky also, pylons are still much better than nether travel being completely instant and easy to setup, especially since minecraft worlds are much larger and you generally travel slower
I think if Mojang figures out a way to fix villager transportation then most issues get resolved. All you'd have to worry about is finding a village in each biome which personally I think is a fun way to balance the op-ness of librarians. For example, once you find a village and a swamp, mending would be yours because transporting villagers would be a less tedious process. Then, once you have the villagers you want, transporting them back to your base would also be simpler. Maybe there'd be some way to "befriend" villagers and make them follow you? I don't know exactly what should be done to improve villager transportation, but whatever it is it would fix most of the issues people have with these changes, and it's something that's needed to be done regardless.
i feel if the normal books were percentage based, aka certain villagers have a much higher chance of having certain books instead having exclusivity to them, it would make this a lot more palatable. maybe you could also have the weaker versions of spells in that pool so they are more available like unbreaking or sharpness.
Remember when the enchanting table would take all 30 of your levels? Before that it even took all 50. They changed it so it only takes 1-3 at a time, but the anvil got left behind. How about a gold anvil that has halved costs (and so can handle more cumulative work) but can only be used for books? Or just removing the work penalty all together.
A modest proposal: Perhaps novice librarians can offer a level 1 trade of any enchantment, and as you level the villager up you unlock subsequent levels of that enchantment. Maybe villagers from certain biomes have a higher chance of offering certain enchantments instead of simply gating them outright. This way, getting max gear still requires effort.
@steelmanmc I could see that. But it wouldn't work for stuff with only one level. Because then you'd never know if it was a book trade or a no book villager. But for those you could make it were level 1 has a super expensive version and mastery has a way cheaper copy
@@darkModeYTwhile I think villager set ups can be overpowered, I feel like if someone wants to take time out of their day to make them in this game about freedom, they should be allowed to. However, I do think that having a command for making villagers unable to stack curing effects could be helpful for certain servers. This type of update just makes the game more frustrating, not more fun.
Been playing MC since 2011. I have a legitimate solution to this problem that I'd like to provide. Hopefully someone reads all of this and feels compelled to give their criticism, because I like discussing this stuff. First of all, I really appreciate that they are finally visiting this near decade-old problem. However, I think they're going about it the wrong way. The new changes don't encourage exploration, they *force* it. Minecraft is at its core a sandbox. You should be able to play how you want. Mending is effectively a necessity (the punishment of not having it is endless tedium and grind, repairing and replacing tools and anvils). Personally I think the best fix they could make would be to fix the enchantment table. My solution is to make it so that chiseled bookshelves with particular enchanted books, when near the enchantment table, would change the odds of the table and make those books more common. They should then make higher level books easier to get with the enchantment table. Of course, another issue with the enchantment table is that you get 30 levels, then spend 3, then you have to grind to get 30 levels again. It's tedious as all hell. By buffing the enchantment table, it'd become a requirement that you make an xp-farm, which again isn't very enjoyable to the forced to do. So maybe they make the wandering trader sell bottles of enchanting, or better yet, allow you to capture xp in a bottle from the Deep Dark's xp-storing blocks (I forget what they're called). That way you can stock up on stored xp and use it while enchanting, and you have three different avenues to get xp (a mob farm, the Deep dark, or the wandering trader/priest trader). And of course, they should allow you to get mending from the enchantment table, or at least remove the increasing-level penalty of the anvil so that mending stops being essential.
I agree, Minecraft’s enchantment system is messy from years of things being tacked on, and I think it’s silly that villager trading has become so overpowered above… actually enchanting. I think having certain enchants such as soul speed or swift sneak which are not necessities but niceties are fine to be locked under certain conditions such as piglins and the deep dark, but as important as mending is I think it should have a consistent way to obtain other than villagers, although maybe not through straight enchanting as that seems kinda powerful. I like the chiseled bookshelf idea as randomness is one of the worst things about enchanting. My idea would be for tools to have a maximum of three enchants, one special enchant e.g. infinity, flame, swift sneak, depth strider, etc. which add a new ability to your armour, then another two regular enchants for things like sharpness, protection or unbreaking. Then use the smithing table or anvil in some way to be able to upgrade tools later to have more enchantment slots until you can work your way up to insanely overpowered tools. Mending could then be obtainable through regular enchanting, but only when you’ve unlocked the slot for it on your tools, so it feels like an achievement still. This way Minecraft could have stronger progression beyond just going from iron to diamond/netherite and immediately putting a bunch of enchants on it, without locking you out of stuff early on. Like you can still get any enchant you want but you can’t use them all together until lategame. Under this system I’d also make it so enchants are able to be guaranteed and not just random from the table, or like you said use something like chiseled bookshelves to make them more likely so that the further you progress the less random it becomes, as well as abolishing the dreaded ‘Too Expensive’ from the anvil. Take random chance and tedium out of the equation and tie things more to progression. However this idea goes beyond just minor tweaks and is a whole overhaul which I’m sure has plenty of oversites as I’m just writing it out on a whim, so I doubt it’s very realistic to ever happen, but I think an overhaul to make enchantment less about tediously re-enchanting things until you can actually get something good and instead just requiring you to do more to get to endgame stuff would be stellar.
Well, you still can mine Sculk (deep dark xp) with Silk Touch, and get xp later; and generate new sculk via sculk catalyst … at the same xp farm (or in other cities, but it's unrenewable)
When I first heard of the changes in the snapshot I thought the rarity of the books would be locked behind the level of the villager so a level one villager would give you common enchanted books. But the more you level them up, the better the books become
I like this idea. The enchantment would still be random, but always the lowest level. And by trading you would unlock higher levels of that same enchantment. As all enchantments do not have 5 levels, some villagers would have different enchantments. Eg, if the villager has fire aspect and you unlocked fire aspect 2, it could then propose unbreaking which has 3 levels to fill up to the 5 trading levels. the enchantments combinations would be random as long as they add up to 5 total books (max 1 + max 4, or max 2 + max 3, or max 1 + max 1 + max 3... and so on) Alternative take : every book has a "learning difficulty" and would be binded to a specific villager level. So lv1 villager would only propose books with learning difficulty 1, then when they reach level 2 they start proposing difficulty 2 books etc... It would prevent players from rerolling villagers as Mojang intended while also bringing a sense of progression, and a guarantee of getting a good enchantment in the end whatsoever (who enjoys having a lv 5 villager with silk touch as the last trade, honestly). It makes less sense than the first idea because the books still seem pretty much random (they could give you Unbreaking 3 without proposing Unbreaking 2 before), but would be the closest fix to the system we currently have.
@@oxymoreproducer your alternative take would make it even harder to get good enchantments like protection and mending than they're trying to make it. at least with mojang's new system, you're guaranteed a mending book from swamp villagers. you don't have to trade a villager all the way up to master level, just to not get the book you're looking for. if they put all the good master level enchantments into one biome, you'd only have a 1/7 chance of getting mending after you already spent a bunch of emeralds.
So if I want to build a trade hall, I need to visit all specific biomes, build railways to them, breed villagers there and bring them home? That's so much more complicated now
@@youtubeuniversity3638 How about wanting to have access to each enchantment so I don't have to spend half an hour at an xp farm each time I want to get a new silk touch pickaxe from a table?
From what I’m seeing, getting max enchanted books is going to be much more expensive with the new system. Efficiency 3 costs 22 emeralds without the cure. You need 4 of those to get efficiency 5. 22 times 4 is 88. At max with the current system, efficiency 5 will only cost 64 emeralds. Now let’s go a step further and say that you’re getting efficiency 5 on the standard tool lineup (silk touch and fortune pickaxe, axe and shovel). 88 emeralds per tool, times 4, makes a grand total of 352 emeralds, or 5 and a half stacks of emeralds. The amount of trading it would take to get that many emeralds is absurd.
but brew you can sell potatoes to wandering traders and build an iron farm to spam armorers and toolsmiths and weaponsmiths with iron, so the price is not even a big deal
What about all of the xp needed to enchant just one item with unbreaking 3, efficiency 4, and/or mending? To do that, youll need to buy books, use xp to combine books, and use even more xp to put it on an item. For one item. Mob farms are now a must
Honestly I think the biggest problem I have with this is you're no longer playing your way in a sandbox. You had the option before to make things harder on yourself. Grinding only from the enchanting table, not repeatedly curing villagers, using mods to make the game more difficult. But now you're being forced into making it harder. Those people who want an easy experience to just enjoy the game for the sake of it are being forced up into a bottom line of skill/time input.
Once again, Mojang tells us "play however you want, as long as you play the way we tell you." I totally see myself learning how to enchant with commands.
Look up MC stacker. You could theoretically make chain commands that "take away" a weapon and gives you back the same type of weapon with multiple enchantments and go beyond the normal level caps(looting 10 is fun) or you could just use the enchant command to enchant whatever is held and if you dont want it too OP you could make it chain and have it take away levels and emeralds. At that point you could just use the give command for each book you want. But again MCstacker is a great command building tool. I made a supercharged creeper riding a bee once... never again because the bee gets the creeper aggro so it follows you. Another thing to look up is nbtexplorer which allows you to "world edit" but theres also universal minecraft editor which has less capability but easy to use
I think they should change anvils so that, regardless of how many times you've combined previous books, there is a set cost for each combination. So whether you got efficiency iv from a trade or you combined efficiency i all the way up, combining to get efficiency v has the same cost
For a game all about being able to do what you want, create what you want, and do it all in your own way, Mojang really likes to breathe down people's necks about the tiniest of gameplay things as of late.
They used to be such good devs now all they care about is restricting our ability to play the game with fun ,every update while making excuses about how they can't add "x" Because it doesn't make sense in a game where gravity doesn't exist for most blocks
"You were having too much fun, so we ""fixed"" it" That's what a lot of ""balancing"" updates feel like. It's been that way ever since 1.14. It's just the way things work, and now they're changing it for no real reason
Man, I hate when they also ruined the diamond at y13, it was so fun not having to dig through pseudo bedrock for hours, and they just """balanced""" to ruin our fun
@@johnwicked1132 so? you think I'd want them to keep ores the same while changing the world height? That's a reasonable change considering the circumstances. Nothing was changed/implemented to warrant the trade changes, so it is unreasonable.
@@johnwicked1132 How is that similar to this case? With the change of the world height obviously the ore generation would be lowered, with this however, it makes you wonder why they even bother doing it
Having specific enchantments for villagers in different biomes is still a really bad idea like I understand they want to increase exploration but this makes villager trading halls even more so irrelevant and in my Superflat survival world I'd never have access to infinite books because there's only 1 biome.
Their "increasing exploration" is terrible. If they really want to incentivize exploration, they should add new biomes and structures that have exclusive items, but instead, they're just making existing features much, much more tedious.
I loved armor trims because they encourage exploration without forcing it. This forces hours of exploration unless you want to deal with not having Mending, which has become a necessity nowadays.
@@lightninng0literally they already added the exploration. I have never seen a trail ruin or made a brush yet! And I'm actually excited to come across those things while exploring my world one day
Phoenix: So yeah they changed this up and like... CaptainSparkelz: (staring into your soul) YOU WILL NEVER, EVER, SEE THIS BOOK AGAIN, WHILE CYCLING THROUGH VILLAGER TRADES
Honestly if librarians just gave the minimum level of an enchantment initially, then upgraded the enchantment to the higher levels as they levelled up that would be infinitely better than making it completely random chance.
But then you run into the issue of trading halls getting too big when a single villager should have been doing double duty, now, if the trade repeats at higher villager level I 100% agree that should be of higher level as you described
I agree, especially because you'll end up with very large trade halls where each villager usually only has 1 good book and a bunch of useless trades. Maybe 2 books if you get very lucky. This way, you'd get 3 or 4. With the horrendous exponential-cost-system for combining books, any book that isn't max level isn't worth having. That's the real thing that needs to go on the chopping block.
If they were going to do that though, we'd need a way to see what the max book is beforehand. I don't want to waste my time and resources maxing out a villager only to end up with Luck of the Sea 3.
Even though the rng was tedious and annoying to get what you want. I think this new update makes it more tedious as now to make the full trading hall you now have to go to each biome get the librarian’s trades there and transport them back to your bace. Depending on how far all the biomes are away from your bace and if there is a village or not this could take mor time than it would with the rng mechanic. And now to get higher levels of the enchantment you have to spend more ex plus the ex to put on the equipment. TLTR Over all I think this is worse than the rng because it could take longer as you now have to transport the villagers to you bace and now you have to use the anvil to get the max level enchantments for some.
"I tried to take a rest because i wasn't feeling well, but not even an hour later Mojang released a new snapshot." Almost as if Mojang sensed your condition and decided to make you do more
Ever tried to move a villager? They are a pain to move, now you need to move one to a completely different biome to get different books. Good thing I always play modded, I'm sure there will be a community made fix for this
Good idea in theory, but this leaves a lot that can be messed up if not done properly. However, if it means Jungle and Swamp Villages are going to be added, I'm game. I also like how the Wandering Trader is a tad more useful now
I have an idea: why don't they make it so to enchant an item you have to put it on an enchantment table, alongside with an enchanted book and some material depending on the enchantment on that book (or just lapis but other materials would be interesting). Then, when you take the item it gets the same enchantments as the book and the material gets consumed. And the amount of XP spent depends on which enchants were applied to the item (higher level = more XP) instead of how many times it was merged in an anvil. Edit: To get higher level enchantments you still have to merge books in an anvil.
a few issues is that the villagers of the jungle and swamp can only be gotten from breeding and creates a lot of unnecessary work, would be better if there was jungle and swamp villages. We should have swamp and jungle villages. Also now that the books aren’t at max level they’ll put up enchantment cost on stuff in an anvil and have chance to get the “too expensive!” error. and curing them should still stack i think.
So you want to keep the advantAges of the old system and add the advantages of the new system ? That's nor very balanced, it should be har to do because it's op
Locking books to biomes is an awful idea, especially uncommon biomes like swamps. Being forced to travel potentially thousands of blocks to buy a book is terrible design
I've been sticking with 1.20.0 so that I don't have to wait for all my my mods to update after every release, but this will most definitely be keeping me there until I finish a trading hall with practical villager trade mechanics. First it was the censorship, now it's villagers...
“Exceptionally good” is strong words for this update. Walking potentially thousands of blocks for an enchant you want that isn’t even the max level sounds just awful. What is the point of this change?
So either the devs haven't actually gone through the process of building villager trading halls and curing systems before or they really just don't care and hate the players. Yes, the process of rerolling trades until you get the one you want is easy, albeit repetive and annoying. But considering the pain you go through to even facilitate the ability to do that, I think it's more than fair! Find a village hopefully near your base. Transport a villager to your base using only boats or carts. Setup a breeding system. Wait for babies to spawn. Wait for them to grow. Move them into the hall and trap them. All the while dealing with AI that seems purposefully design to be as uncooperative as possible most of the time. If I decide to do all that, I deserve to get any enchantment I want. Most players won't do it either because they don't know how or don't want to deal with the hassle. You're only punishing the hard work of players that want to do the actual difficult stuff.
its like they think were all still in 2013 lol or some shit like we all live in 5x5 shacks but some of us are out here making perimeters and fing mega bases lol like come on
@@ev3craft It's the fact that they're literally targetting the recent changes towards veteran players. We know how the game works, we understand it's systems and quirks and how to utilize its mechanics. Little Jimmy who's never played Minecraft in his life isn't going to know how to make something like a trading hall or how to find tonnes of netherite with beds at what y level, but long-time players will know those things. This literally only punishes those of us that actually care enough to stick around with this game and put the time in to learn and set up these things. It's a massive "f*** you" to your most dedicated consumers for no reason at all. No one even complains about it, and yet they change it. Even after all this backlash, they won't listen and they'll proceed. They didn't listen when everyone said that they didn't want them to change combat, they won't listen now.
It can take 5 hours of trading to get all the books you need to be fully enchanted if you already have good villagers, but having to make villager breeders in tons of different biomes and have lower enchantment levels makes it nearly impossibke to get good armor
With these new changes, they should add a better way to transport villagers. Maybe we can lead them with emeralds, put leashes on them, or maybe a new use for the chain? Or maybe trading will automatically make villagers "trust" a player and allow them to follow the player? Also, mending books will be even more of a pain to get now since swamp villagers can only be bred in survival.
I always thought the anvil should be unbreakable. I mean, seriously, have you seen an anvil that size IRL? You can use them for GENERATIONS without any issue or sign of wear
I had already lost my knack for ordinary survival and finally found it in construction. but after losing the world, I have to start all over again, and this update is simply terrifying because it complicates and lengthens the process initial development
@@michaelperez6811 And barely worth it even before the nerf. Honestly, I'm all for the new way of obtaining if you give netherite a small buff in stats.
Inspired by what I've heard said of Minecraft villagers, update idea I think *too* many people would enjoy: The Vends Not Friends Update. Villages are removed, replaced with malls. Villagers are removed, replaced with vending machines that offer all the same items to trade for, and they never run out of stock or try and move away from you or even charge you over a single emerald for anything they give you.
God I hope 1.20.2 has the all new 2023 Chevrolet traverse fitted with a 360hp v6 engine with enough room to haul at least 2 villagers to all these biomes. Smh my head
It's already tedious enough rerolling trades. Why make it more tedious? So instead of spending two hours rerolling trades I get to spend an hour transporting a villager thousands of blocks to a specific biome. Hours grinding five times the emeralds. An hour transporting the villager back. An hour grinding the extra exp to combine books. Only to be limited by anvil uses.
I think villagers definitely should be nerfed a bit, but this is too much. The curing discount not stacking anymore imo is a good change. Rest, not so sure about that
@@Spite_Fire idk about you, but i think being able to cure a villager so many times you get their trades permanently locked to 1 emerald is pretty overpowered.
I like the curing change, when I heard you can lower trades even more I thought that was dumb and way too OP but I hate the biome-specific trades. I wish it was a setting you could toggle and not forced cause then you'd just have players making a bunch of breeders and having to transport villagers extremely far distances just for a specific enchantment. ESPECIALLY swamp villagers, you literally can't get them naturally anyway so you'd be forced to move them possibly long distances. It'd just make it tedious and people who actually set up that stuff in multiplayer would just be more OP.
Also transporting villagers is a pain because if you use boats you can only go down, and if you use minecarts you will have to follow carts around or they will stop at render distance...
Man, Mojang has been trying their absolute hardest to kill off their signature product, huh? I hope those merchandising rights you got from that contract with -the Devil- Microsoft were worth it, Jeb.
so basically instead of making a villager trading hall in one place, I need to run around a lot and THEN build a trading hall in one place. All this change means is that I will be making more use of the nether roof highway than before... They didnt make it less broken, they just made it MORE tedious...
Heres how Id rebalance anvils to fix this 1) remove "too expensive" 2) instead of taking all the levels, it would work like enchantment tables where they REQUIRE a certain level but dont take many levels. Like maybe they make it 1 level per 10 required (1-10 requires 1-10 but takes 1 level for example) 3) cap it at like 50 and after that the level does not get any higher. Imo this experience cost change ends up moreso locking enchants to late game rather than just making them a massive inconvenience no matter your progression
that's actually a really cool idea, honestly i think they could just make the level cost work exactly like enchanting tables. it would fix issues with this snapshot and also make it more intuitive with them both working the same way
Unbreaking is actually not fine, it's Unbreaking II that villagers trade.
AHH! I knew something was off!! Thank you!
@@PhoenixSC that was a delete comment.
Wait I know you
Replying to the pinned comment will not give you likes. I just tried it
It is completely fine because it encourages you to use anvil and enchant(whatever you call it) table. So it is a good change. No more villager trading halls. They are disgusting 🤢
This is the best time for Mojang to fix anvils. If they nerf villagers they should buff enchanting a bit.
Have a way for if a player has (example here) the table will give the max enchantment for books.
What exactly has been the problem with anvils?
@@twelved4983the “too expensive” bs that anvils have
@@twelved49832 words, “Too expensive!”
@twelved4983 Let me remind you it's problem with a single sentence:
"T O O E X P E N S I V E"
@@carlosemilio385 I knew that was a thing but I don’t recall the last time I ran into it, so I didn’t really know if it was really that big a deal.
Plus I thought Mending was a workaround to that issue anyways
They have to give us a easier way to transport villagers if they're going to lock out several enchantments like this. Transporting villagers is a much bigger pain than it really should be.
If they just re-added the ability for boats to go up 1-block heights then that would help out a lot
Or! Or.
Whar if these hard to get things are meant to be hard to get and stayes that way?
What if the *whole entire point* is for Things To Be Hard To Get?
@@youtubeuniversity3638 yesss this justifies the benefit of villager trading system, cus rn its too easy to get stuff from them
@@jirehemanuel i agree op enchantments should stay end game material after you explore the world.
Canals?
Summary of the comments under the video
If mojang decides to implement this, they also must:
1. Make anvils more durable
2. Remove "Too Expensive"
3. Buff enchanting
4. Make villager transport easier
5. Add jungle and swamp villages
(Optional) Make biomes easier to find
(Optional) Make combining stuff in an anvil cheaper
Or just don’t add this change to the game at all
@@louisdishington8710 At least it's experimental (Bundles still aren't in the full game, either). Even the reworked combat update changes were experiment for a bit, but haven't made it into the game yet.
Yeah pretty good summary, I'd love if they didn't implement this change but remove "Too expensive" and remove the discount stacking bug
@@CherryAccurate true I wouldn’t mind if they got rid of the bug just as long as the biome thing doesn’t get added
@@louisdishington8710agreed
Something else to consider about the anvil: the exponential repair cost was more reasonable when it was originally implemented because there were far fewer enchantments. Now there's enough that you can (and will) actually run into the limit if you don't combine your books carefully before applying them. The least they could do is soften the cost increase to make up for that, if not remove it entirely.
Or at least remove the "too expensive" limit. Eventually most people have an enderman xp farm, so even when the price approaches triple digits it is at least feasibly possible to use rather than an arbitrary "you would have enough xp based on the math, but we stopped you"
@@TorvicIsSanta Even then though, forcing people to make enderman farms to afford anvil operations isn't great since it's restrictive
@@toastr1255end game armour at end game world's don't sound bad tho
@@toastr1255 you're right, but I was taking the phrase "at least" almost literal
@@toastr1255 If I can afford it, why is the game restricting me to use it???
Two things must happen for this update to not destroy the community. First eliminate the "too expensive" on anvils and make anvils more durable
or just remove enchantment cost limit. You can make new anvils, but you can't bypass that limit.
the durability is fine really, even without an iron farm you can get huge bulks of it from a few mining trips. not even gonna talk about the level cap
At this point only thing destroying the community would be adding a sphere.
The anvils breaking are just RNG whether or not it will go to the next stage of destruction (making it more or less durable). But I agree about the “too expensive” being removed
@@Spite_Firevillagers have been OP since 1.14, and that's something everyone knows. Being able to get protection 4, unbreaking 3, and mending for just 3 emeralds total is clearly something that wasn't meant to happen, and that completely demolished any sense of difficulty once you got a villager breeder.
The reason why so many people like this snapshot was because it was an attempt at solving the issue, and for many it was a step in the right direction. Obviously it's still flawed, that's why it's on a snapshot and the Devs want to hear feedback on it, as they want to find a solution that is better balanced whilst still allowing knowledgeable players to take advantage of it.
As well as the anvil adjustments, I think having certain books specific to _one_ biome would be a pain in the butt if you end up with unlucky world generation. Maybe having broader biome categories would help, like having any cold biome villager offer the same pool of books, and making both the swamp and jungle villager offer mending instead of just one of them.
Don't forget large biome worlds - if you play on that, you're pretty much screwed by this change.
by default bedrock and realms are set to large biome worlds, so this change specifically fucks over players who are used to that. Java worlds and private hosted worlds default to 5x5 mixed biomes unless changed by something like a modpack, so this change is still bad but about half as bad in Java as it is in Bedrock.
It's almost like Microsoft WANTS Bedrock players to suffer, and yet most of the bedrock players I know still are adamant that Bedrock is better somehow lmao
@@pokerusfreak8194 it’s ironic considering Microsoft seems to favour Bedrock, yet they actively make it harder for us
@@pokerusfreak8194 from a programming/optimization standpoint bedrock simply IS better though, even as someone who still prefers Java due to some visual and gameplay quirks
It also screws over Mogswamp, he has a superflat world that he's been playing on for 11 years now so he would be stuck with the plains librarian
On top of the anvil, there is one main issue I see with this: jungles are rare. For RUclipsrs, playing the game 8h a day is literally their job, and as such spending a hour searching for a jungle is fine, but for most people, the time needed to find a jungle biome will just be annoying, and now that it is mandatory to get certain enchantments, many people who can only play for an hour or two per day will effectively be locked out of those trades less they feel like spending the few free hours a day they have turning Minecraft into a walking simulator just so that they can get unbreaking for their tools.
Well if you want to reduce annoyance you can use chunkbase tho its kinda cheating
These changes (I didn't even realize this was classified as a bug) make me fearful they're going to take away the main way of mitigating the long-distance-travel issue, namely being able to build a transport hub on the *nether roof*
@@summercube339 In my books Mojang is cheating the player in that they are balancing the villager trades while keeping an unbalanced and necessarily difficult to use anvil and rng based enchanting table, so the player now has the right to cheat the game if Mojang is gonna force the player to go to much greater lengths to get simple enchanting books
This doesn't even take into account getting a villager TO a jungle.
Very true, I'm not content creator, i play this game casually prob 2 or 3 times a week. Sometimes it already took so much time to just sort out my storage/inventory after an adventure, and instead of fixing an issue with storage/inventory, they came up with this dumb idea to make things more tedious/grindy. Like dude let me play the game and don't make me waste so much time on unnecessary grindy stuff...
It's like someone at Mojang said, "I don't like how players are engaging with the villager trading system!" And someone else said, "You're right, let's stop them from doing that!", rather than looking at WHY players are doing it.
I think the enchanting system really just needs a total rework from the ground up to make it more interesting to engage with, rather than half messures designed to make people stop using it in unintended ways.
please post that on the feedback page! mojang won't see it otherwise.
Agreed, although introducing completely new enchanting system would split the community even more than it is now. They need to opt for band-aid solutions and make small changes.
@@W00JDAnot really I challenge you to find someone who enjoys the enchanting system. The reason villager trading halls are so popular in the first place is because nobody wants to deal with the enchanting system
Exactly. They should also add max rank books to things like underwater ships and treasure chests etc, instead of nerfing villagers. It seems so obvious, like hello?
I'm a pretty casual player, so take this with a grain of salt, but I think the entire XP system should be reworked and scaled to the difficulty level the player selects.
I fully admit that I'm a noob, that's why I play on easy. So why does it take the same amount of time to reach 30 levels as someone playing on hardcore?
Am I missing something?
Surely, sitting at an XP farm is the most boring part of this game. Brings the gameplay to a dead stop.
Also important to note that fishing rods, crossbows, and tridents cannot get any enchantments from librarians anymore. It's not the end of the world, but it'll be more annoying to get good enchants for tridents.
You can get enchanted crossbow from Fletcher, illagers while enchanted fishing rod from fishing. To make trident enchants easier to get, I would make drowned trident to be enchanted as well.
@@LukiKruki So what, it takes away one of the established ways to obtain one. What this does is it's only more grind. This is a really bad move and a bad argument too.
@@pavelcerny9803 Want some ores? Go mine in caves. Want some specific planks? Go to specific biome. Want automated brewing stand? Prepare redstone components to create it. There's nothing free. Everything requires work, sacrifice. Everything in Minecraft is designed to move your lazy ass to get it. If not you, somebody else will pay for it. The change is done so enchanting table is still used besides villagers because the villagers were too good, too easy. Just like fishing farming they constantly aim to destroy. It was the game design flaw existing since 1.14 they fixed in 1.20.2. You don't like that? Well, too bad.
@@LukiKruki But you don't get the point, people use villager trading because it's straightforward and less of a hassle than dealing with the old and weird enchanting system. I wouldn't have a problem with that if you could somehow get an enchant you need, somebody for example somewhere mentioned using blaze rod for fire aspect, fire resistence, etc. I wouldn't even mind if these direct enchants were more expensive, say like 5-6 levels. Also, I like to build a lot and need tools with mending for that, I am not gonna loose my netherite pickaxe just because I have to find a zombie villager in swamp biome, cure him, transport him and then trade with him to experience him. This is some mobile phone microtransaction grinding shit. Isn't Minecraft supposed to be played how you see fit? No one forces you to trade with villagers if you don't want to, you can use your enchanting table. But why am I *forced* not to use a system that's in the game for a while when the game is about freedom? If it is not intentional, why it took literally years to fix then? Besides, not everyone can afford to play the game 6 hours a day and getting mending for them might be much harder than for the Minecraft veterans. And now they want to do it biome specific and the most desireable enchant to literally not naturally spawnable?
@@pavelcerny9803
Soul Speed - only from bartering with Piglins or looting Ruined Bastion
Swift Sneak - only from looting Ancient City
Mending - only always has been from looting dungeons, villager trading (now only swamp), fishing.
Frost Walker - only from looting dungeons, village trading (now only snow), fishing
The crossbow, fishing rod, trident exclusive enchantments only from fishing, enchanting table, looting dungeons.
Any other enchantment from enchating table, fishing, trading, looting dungeons.
Ancient City has higher chance of Mending
Mineshaft has higher chance of Efficiency
Pillager Output has higher chance of Quick Charge
Desert Temple and Jungle Temple have higher chance of Unbreaking.
Any other
The game gives you a choice: easier way with random chance, harder way with renewable reward. It always has been like that. You are either working for yourself and you are the king of the world or lazy ass spoiled child that wants to have everything on table you don't deserve in the first place. Do or do not, there's no try.
Villagers can already feel pretty grindy (make villager breeder, build trading hall, keep replacing workstation/trading till you get the desired trade). I think the last thing we need is to build 5 different trading halls for different biomes. The main reason people use villagers for enchantments is coz it's the only real guarantee as of right now (tables are all RNG, exploring is very limited)
The only way I see this as a good thing is if (this idea was suggested my another user) we could put the enchanted books into a chiselled bookshelf around an enchanting table to influence the trades. For example, a shelf full of Sharpness guarantees Sharpness when using the enchanting table (or at least greatly increases the odds). This would have the benefit of make the enchanting table more useful too. However, I'm still against this change.
At least the change gets rid of the breaking and replacing, since you always know which enchant you're gonna get.
You can always just move the villagers from their biome
@@Dolphin002 You still need to breed them, since they don't change biome-specific trades when you move them. A desert-villager remains a desert-villager when you move him to a swamp. Only his children will be swamp-villagers.
you dont need to build trading halls to trade with villagers, and dont need a "villager breeder" either. those are things people to to minmax villager trading and if they arent the meta anymore thats fine, thats not a complaint to be had. This atleast makes the rng a lot less severe since the pools of books have been drastically reduced and spread out, and other villagers people rarely want to get specific trades that are hard to get so they can stay the way they are
@@friedrichrubinsteinyou can still end up with the wrong villager, parents’ biomes affect them too
The biome exclusive trades isn't a very good idea because of one problematic detail...
It locks certain worlds out of certain enchants. More specifically, super flat and single biome worlds.
Goodpoint, maybe add something which reverts them when in those worlds. But in the whole I think it's a good Idea
@@johnwicked1132 or instead of making them outright exclusive to certain biomes, the chances for given enchants are raised or lowered.
Example: in a swamp biome, you could be more likely to get mending than let's say, protection.
I doubt these types of worlds (especially superflat) were made for survival specifically in mind
Alternatively, you can get mending from fishing
@@SmashCrafter321 I like that idea. Even better, just add some new enchantments that are niche and powerful to the game that are biome specific, but not required as something absolutely necessary.
@@slicepie410despite this I feel like they should at least consider that a portion of the playerbase does play in superflat worlds. Heck, I have a survival superflat world that I play in occasionally. Not to mention the amount of hoops you currently need to jump through to get biomes in something like skyblock.
Locking certain books (especially mending) behind biomes sounds like it is meant to make it so really advanced players don't have it too easy, it does also however mean that regular people don't have access to some of those books anymore since the average player will never make a minecart track/boat ride/flying machine to transport a villager to the biome needed. With how punishing anvils are combined with mending now being locked behind jungles it makes enchanted tools far less useful since everything is temporary now.
Howsabout Not transporting villagers?
Using the enchantment table maybe, or just Not Expecting Infinite Access To Infinite Copies Of Each Enchantment?
@@Spite_Firejust use nether roof and its 1250 blocks away
@@しめい-l4m*cries in Bedrock*
@@youtubeuniversity3638 you can’t get mending from enchanting…
@@youtubeuniversity3638 how are you supposed to get mending then? find it in a random chest? or should we just repair our gear in the anvil instead? Oh wait. We can't actually repair gear in anvils. My bad
Imma say it again. Making the game more tedious does not make it harder. Sinking time does not equal difficulty. It requires patience. Villager breeding is already complex. Make a farm, breed villagers, cycle the trades, lock them in, infect, cure (requires a nether run to get alchemy components). Now I have to find said biomes, do the above then transport them back to my base. This is not difficulty. This is a timesink
yup
facts.
preach
or u can make multiple bases and travel there for enchants and not exploit the systems for once :)
@@kegleo Creating multiple bases is a time-consuming task. For instance, if you leave your diamonds at base 1, you have to ride your horse there, and if you leave your wood supply at base 3, you have to go there to get it. Consolidating all your resources in one place allows you to focus on more important tasks. Moreover, each base requires its own biome and village, necessitating the setting up of the whole villager system at each biome. If you don't want to do this, you'll have to spend hours searching for enchantments, only to hit the roadblock of it being too expensive to add enchantments to your armor. Also, since it's a single player game, why should anyone care about someone exploiting it?
@@pigeon5312
idc if anyone exploiting the game im just tired from the discourse about minecraft being boring macrhing with annoyance if anything becomes less comfy for 1%.
villagers become harder to minmax? why wont ppl search for new opportunities to solve this problem: u can build a rail system build different bases whatever u want to do about it, one more reason to explore ur map and engage with a mechanic in more steps
also if the mechanic is just exploited and never used as intended then its a bad mechanic and it should be changed at least thats how i see the villagers problem.
maybe it has to do with my playstyle and u guys r more of the target audience then me lol, will see how it ends
I can image the guy, who reported the issue either regretting or being satisfied of destroying the villager business
The curing change is understandable. Its crazy to me that the villagers cant sell max level books when putting books together costs more xp. I also believe that if they want biome specific books to exist, each book should be available from 2 different biomes.
@@Spite_Fire or perhaps lower level in biomes the book isn't "native" to?
@@diepie5144mending 0.5
I love how phoenix still has the retro style UI equipped
peenix*
Finnes*
*peenix
*Ferb
It's the best thing in the game.
I feel like Mojang _really_ doesn’t want people to get max armor in game. They want us to stick to our Fire Protection II, Feather Falling III boots we get from the enchant table
Well, would you rather they excise the lower levels from the game entirely?
@@youtubeuniversity3638"lower levels" it's a sandbox game my guy "early game" lasts as long as you want it to
@@youtubeuniversity3638No we want to play game normally like we used to without hustle.
@@youtubeuniversity3638
I mean, I don't really think anyone would really complain if Enchantments were all just one single, effective max level
Especially since if you know how to enchant optimally, anything less than the max level is entirely worthless because even though you can combine two enchantments of the same level, the prior work penalty on the anvils will throw things out of whack and you risk getting the "Too expensive" limit, so you're best off making sure all the enchantments you want are already at their max level
Not to mention they made netherite armor stupidly grindy to get now, seeing as not even every type of bastion has the netherite upgrade thingy
My biggest problem with this is the fact that you can’t get maximum level enchantments from villagers anymore. Since the alternative is to combine them in the anvil, it makes getting maxed out gear that much harder due to the “too expensive” limit. I really wish they’d just increase the limit.
Or remove it
@@plexyglass429 I have wondered if maybe they included a limit so as not to put too much MBT data on each enchanted item. But now they seem to be trying to do away with MBT data on enchanted items so 🤷🏻♂️
I dont think you get get maxed out gear without using max level books
@@pinyw683he meant that villagers dont sell max level of a certain enchantment, like for example the highest they will sell for protection will be III even though IV is the highest
Congratulation Mojang, you just made the pre 1.20 modpacks EVEN MORE enjoyable than vanilla :"D At least until the best 3-500 mods gets updated up to that version.
so in short, they basically made villagers even worse to use, and not only that, made it so we have to find basically every biome (which in itself, is an extremely tedious thing to do and you could be traveling over 10k blocks and not even find 3 of the biomes you are looking for, which just means it gets even worse trying to transport villagers) and the whole "bugged" curing system is pretty much dead
i am going to hate this if it gets added to bedrock
@@popycorn3005unfortunately i think it will be considering they had to include that sweeping edge is only available in java
The curing nerf is the only thing that made sense to me.
What if they should just remove the level caps on the anvils so it won't annoy all of us? The balancing on librarians is good but the levels on the enchantments are a tiny bit too low..
it would be better it they made it so the number that grows on anvil usage not grow when combining books. Or even better, made another station for combining books. Why do you even use anvil to smash books together?
I proposed the cap to be at 37 levels only if you have mending. And mending will not magically repair your tools but actually allows you to bypass the too expensive cap. You this comment gets too much likes - I will upload this mod I made to fix mending.
@@megadeth116because if the anvil couldn't do that it would serve zero purpose when was the last time you used an anvil for anything besides that and maybe renaming?
@@ineophobe renaming
i think level inflation in general is too intense, everything costs so many levels but without a farm it's hard to get them
If they're gonna push this update out as is, they're gonna have to add the jungle and swamp villages. Villages don't always generate close to a jungle or swamp. It would be a pain to build a 1000 block minecart system all the way to a swamp to breed two villagers.
Use boat
nether portals
@@AK_DJ what about the people on bedrock who cant build on the nether roof?
@@trollgaming_officialyeah both options are unreliable on bedrock. Boats still allow for fall damage to occur.
@@trollgaming_officialyeah both options are unreliable on bedrock. Boats still allow for fall damage to occur.
I don't think its only the anvil that needs to be fixed in order for this update to work. Mojang also needs to increase biome diversity in worlds. Right now in basically every world I generate there are only 3-4 different biomes within hours of travel from spawn.
THIS. They made the biomes too big. If I wanted to play large biomes I would have. It's even an easily accessible game options when you create the world. Why force it on everyone? It makes the game so much more boring. Before I would travel and explore a lot because smaller biomes would make for very interesting (and slightly cursed sometimes) world generation. Nowadays I get very pretty, very uncursed biomes that go on for too long and thus lose all their beauty and just become annoying at some point.
@@SuDaixino we have too much biome diversity
@chadwilliams3137 I had to travel 3k blocks from my spawn to get to the nearest swamp on my current world.
That's excessive. I had plenty of the same 3 forests in repetition otw there, though.
I'm glad the changes haven't gone through yet. If they're gonna nerf villagers this hard, and want to make mending more exclusive, there HAS to be a better mid-game way to repair your tools. The Anvil cost system needs to be reworked, it's confusing to combine things in the right order to avoid super high costs, and I fully believe that you shouldn't have to pay exponential XP every time to repair your tool with minerals. You're already spending Diamonds, it isn't at all worth it to spend Anvil Uses and max out the XP cost
@@fizzlock Your acting like it’s impossible to farm xp and get a mending book yourself and villages are being nerfed they’ve been absolutely broken it’s ridiculous that you can get 1 stone to trade for 1 emerald when a emerald is 30 times rarer then a diamond
3k blocks isn’t much… use seed map and nether highways… Minecraft needs to update the generation of biomes so that certain biomes do not spawn next to eachother and I can’t play without large biomes because who likes to see snow in the distance from your dessert village.
My biggest concern is that in the previous versions it was already hard to put all the enchantments on your boots and I had to search tutorials on the order and all that shit to be able to get it before the too expensive.
With this snapshot it will be literally impossible to get all the enchantments on your boots because when you combine 2 of the same book, they count like more expensive than 1 original max level book.
What if that is the intention?
@@youtubeuniversity3638 Then it’s a piss poor decision
So, if a player wants those mastery books for tools, armors, etc.
The player needs to find a village,
and move the villagers into another biome (ONLY BOAT OR MINECART),
make the master librarian villager,
(and of course the former procedures are completely RNG)
and merge the books from several biome villagers,
and lastly, the player can't get full enchant cuz the wonderful anvil's *"Too Expensive!"*
Wow, what a perfect change for a *_SANDBOX_* game.
Correction. They need to find several specific biomes, find and cure a zombie villager in or nearby those biomes, and make that villager a master librarian within that biome.
Then they get yelled at with a "too expensive" message that should never have been added to them game due to it punishing players for their hard work and dedication.
Edit: You only need to one villager because the enchantments you probably want are the master tier exclusive enchantments, which are always guaranteed. Because of this, there is no reason to reroll a villager for them.
If you want the other enchantments specific to the biome, then you need to cure a second zombie villager and start breeding; but after that, rerolling their trades works normally other then being faster because there are less possible trades to cycle through.
And this bullshit is why I use console commands. Never listen to anyone who tells you to "not cheat" at Minecraft. This game isn't fair enough to warrant legitimate tactics.
@@authurstretchygreenthing8464 fr if this gets added i am gonna get a bunch of datapacks to return villagers back to normal or make them less tedious
@@herbnfizz4113 same. This change is horrendous and completely baseless.
@@herbnfizz4113 Same
I despise this. I had a world once where it took me and my friend like 3 hours of constant exploration just to find a jungle, now imagine having to bring 2 vilagers there or get lucky and have a zombie villager spawn, create a seperate breeding house, and having to herd over a villager from the jungle that is like 8000 blocks away back to base, I would despise this.
could transport the villager via the nether, still would be annoying though
@@Spite_Fire IMO it's a fair trade off considering mending basically means infinite tools and armor.
There really needs to be a way of finding biomes other than roaming aimlessly.
The locate command is already a thing, so it wouldn't be exactly hard for Mojang it use that and the compass programming to introduce an item that can point the player toward the closest instance on a biome.
Maybe an enchantment for the compass that causes it to point toward the closest instance of the biome associated with that enchantment? So a compass enchanted with "Swamp Seeker" would point to the closet swamp,"Jungle Seeker" would point to the closest Jungle, "Gravel Mountain Seeker" points to the closest gravel mountain; just have one for each biome, or at least for each biome that has a unique type of villager.
Maybe you could even give the enchantment table a use by making it so that the enchantment never appears on enchanted books (which also stops enchanted books from being clogged with useless enchantments), forcing the player to enchant their compasses directly.
@@twobladedswordsandmauls2120or use the villager cartographer and modify the maps
@@twobladedswordsandmauls2120or make the cartographer sell maps to these biomes
If they plan on making Mending something you have to actually put some leg work into, they need to either at most remove the Prior Work Penalty from anvils, or at least make it so it doesn't apply to anything that isn't Enchantment related, such as repairing using materials, simply renaming, etc.
Also just give the anvils a normal durability system, it's always been confoundingly stupid that their durability is just random chance, and it's not impossible [albeit admittedly pretty improbable] that the funny thing you spend almost half a stack of iron to make to break after a measly 3 uses
Anvil repairing definitely needs an overhaul. Why does it take four diamonds to repair my shovel, which cost one diamond? And why does it add to the XP cost?
@@amogu_because you don't usually fix regular, unenchanted tool. You use the Anvil for tools with lots of enchantments of them
So it's like a choice, 4 diamonds and keep the enchantments or 1 diamond and get a new plain one
@@hey7514 or add mending, 0 diamonds, and no need for any future repairs adding even more to the prior work penalty
@@hey7514 but with the cumulative penalty for any work done on an anvil, it gets more and more expensive to repair, especially with a heavily-enchanted item. With something like a full-enchant helmet, there's a good chance you'll only be able to repair it once before it's too expensive.
The issue is that the anvil takes LEVELS. If you have 33 levels and you combine two books that costs 5 levels, it's gonna take 5 levels. Not the amount of XP. Unlike enchant(ing/ment) table
Yeah, I'd honestly rather have to deal with trying to get a mending librarian over and over again than:
1. Finding a swamp
2. Transporting a villager (a major pain)
3. Having to cure the villager, which when you just want to get a mending book regardless of price, is really annoying and
4. Having to go back to that same swamp every time you need a mending book, or transporting the villager back (which as I said before, is a major pain)
I understand that they wanted to stop people from just rerolling trades until you get mending, and making certain enchantments only obtainable at higher level is a good change, but I really don't like binding enchantments to biomes, it's only going to make getting all the books you want annoying and is not even that much of a nerf because you might spawn close to a swamp and a village and easily get mending early.
One thing I wish they did with the villagers is making trade trees and giving trades weights so depending on what you trade the most you go up a certain path in the tree, that way you can still nerf certain items by making the path to unlock their trade more expensive but you don't have to breed villagers into 7 different biomes.
best comment down here. Totally agreed on all the line. Also, the enchantments binded to biomes makes absolutely no sense because it would imply the enchantments are useful in these specific biomes. I understand Fire Protection in the desert, or aqua affinity in the snow (to break ice from underwater).... but why Fortune in Taiga where there's absolutely nothing to use it on specifically ? Why respiration in a swamp where you only have water up to the knee ?? Why projectile protection in the jungle where the sheer amount of blocks everywhere already blocks 80% of the arrows you could get shot by ??? WHY THORNS IN THE DESERT !? ITS A DESERT, WHY DO YOU EXPECT PLANTS TO GROW HERE !?
I'm sorry I got carried away. My point is, this makes absolutely no sense immesion-wise, and is just pure gameplay tweaking to make up for their past mistakes, slighting the game's consistency.
All yall mad js cause villager slavery was nerfed. Villagers were not supposed to be the main way of getting enchantments, the enchanting table was.
@@oxymoreproducer did you forget the existence of cactus? one of the main desert features?
this is a good idaea yeah make trading trees
@@therealgboi3895Nobody would complain if the enchanting table was half-decent.
With this changes to villagers, 1
20 should be callled the grind update, cause its going to take a lot longer to get the same amount/level of gear as before
fr
It feels like all these changes will do is make using villagers for enchants more annoying and grindy then they already are. Moving villagers over any distance is a huge headache and forcing you to do that several times just seems unneeded.
Maybe they should add more comfortable method to move mobs
@@Spite_Fire That's just 1.250 blocks through the nether. Sure, annoying, but for mending it's worth it. In exchange you have _guaranteed_ mending and don't need to replace the workstation three thousand times.
@@friedrichrubinsteinmending is fine, but cba to do the same stuff for *unbreaking 2*..
How would you Enforce Difficulty In Acquiring?
I think their plan isn't to force you to move villagers but instead force you to make an outpost in each biome that has a few villagers you need. So one small trade hall in each biome
A change to the villager trading was always necessary but with this "change" there are more problems than solutions. Along with the anvil problem, there's also the problem of having to transport the villagers, they should make villager transportation easier. I do have an idea,
Let's say a villager will follow u if u hold tradable items, and normal villagers will follow u if u hold an emerald (only them). This way you can transport a large number of villagers effectively.
Remember how Mojang said they would be doing, "Minor," and, "Major," updates? Yeah, this doesn't feel like a minor update, this feels pretty major, so major that I feel like they should hold off on this one. I don't know how far along Mojang is in the development of 1.21, but I feel as if they should make 1.21 a major enchantment overhaul, while also changing the villager enchantment trades to be a tad bit more balanced, not whatever they are trying to do here in this snapshot. Heck, maybe even call it off until 1.22, and just make that update the grand overhaul of the enchanting system. (an inventory update would be nice too ya know!)
However, what they should include in this 1.20.2 update are the Wandering Trader changes, I think we all agree that is the only good thing to come out of this "minor," update.
I have no clue on how to better balance the villager trades, but I think most of us can agree that this ain't it. I just hope Mojang listens to us.
Remember, they wont be going to the subreddit anymore, so either comment under their videos, or go to the feedback page, those are the locations that they will most likely be seeing our feedback now.
When have mojang really ever listened to their end consumer? 😒 much like SUPERCELL they're gradually just making a game for themselves
@@gradea1636so true, they are becoming just like Clash of Clans and their constant tweaking of player's gameplay to remove anything they think is "broken".
And just like Supercell, it's all about the money. More money for them, less fun for you.
I personally hate this change, now I have to go through the hassle of upgrading a nonexistent villager that I'll have to get through breeding just to get mending. I personally liked the old system where any librarian could give you any book.
i completely agree, and if a player is really unlucky, it could take them over 10k blocks to even try finding all of the biomes
leave feedback on the feedback site then
and whilst we're at it, can't I get a creative mode orb after killing the enderdragon. i mean, we completed the game, I can do anything it just takes time, I think I should be able to get time out of my way as it's way more fun.
@@johnwicked1132I mean,
You can Just turn On cheats By opening To Lan, And directly Switch to Creative mode.
@@johnwicked1132the difference is that the changes proposed fundamentally destroy small multiplayer servers that require world borders for data storage and performance optimization because Minecraft is laggy as hell in multiplayer based on where you connect from. If you don't have a good spawn immediately that has all the biomes in range? Tough luck, fundamental parts of the game are hard locked for no reason.
They should have had a different way to change the book meta because I can see a lot of players hating this for needing to create artificial villages in many different biomes just to get something like mending etc
they seem to be taking the route of terraria where to get the most out of npcs you need to have them spread across biomes, but it doesn't quite work the same for minecraft where world generation is literally random and the closest biome you want can absolutely just generate like 30k blocks away
Yeah, I’d rather just cycle through them rather than having to find a swamp a thousand blocks away just to get mending. It also makes it so much harder to make villager trading halls because now you have to transport all the villagers from the biome that is presumably very far away
@@awereliaAlso, terraria added "biome teleporters" aka pylons to facilitate this, which also doesn't work with minecraft because you can have multiple biomes and multiple villages, especially in multiplayer where you may want your villages to be private
@@abrasmageI guess you could argue nether travel is Minecraft’s alternative to pylons, and also villager trading arguably isn’t as vital to gameplay as trading with NPCs in terraria
@@alexsiemers7898 it's far more vital considering how much less focus minecraft has on combat and gear.
in terraria, you can go the whole playthrough barely talking to your npcs, maybe you'll buy some bombs or the minishark, you'll talk to the merchant or arms dealer a lot if you're a ranger, but the only one you're definitely gonna interact with is the guide to throw it into lava, and it doesn't need to do anything except exist.
in minecraft, if you want maxed out gear, which is a far lower bar than terraria and something every player will do long before stopping playing on a world if they play long-term, you HAVE to interact with villagers, bare minimum to get any mending books because fishing and dungeon loot is going to give you 1 if you're lucky
also, pylons are still much better than nether travel being completely instant and easy to setup, especially since minecraft worlds are much larger and you generally travel slower
I think if Mojang figures out a way to fix villager transportation then most issues get resolved. All you'd have to worry about is finding a village in each biome which personally I think is a fun way to balance the op-ness of librarians.
For example, once you find a village and a swamp, mending would be yours because transporting villagers would be a less tedious process. Then, once you have the villagers you want, transporting them back to your base would also be simpler.
Maybe there'd be some way to "befriend" villagers and make them follow you? I don't know exactly what should be done to improve villager transportation, but whatever it is it would fix most of the issues people have with these changes, and it's something that's needed to be done regardless.
Hold out an emerald and they'll follow you.
Or maybe they should just fix leads, trying transport any mob with a leash is still an absolute pain because you have to walk rather than run
@@PetBrickProductions ever tried leading a cow 3000 blocks via wheat? there's a reason leads were introduced.
@@StygianIkazuchi Yeah, not for that long though. It''s a pain.
Or they could simply add jungle and swamp villages
i feel if the normal books were percentage based, aka certain villagers have a much higher chance of having certain books instead having exclusivity to them, it would make this a lot more palatable. maybe you could also have the weaker versions of spells in that pool so they are more available like unbreaking or sharpness.
Remember when the enchanting table would take all 30 of your levels? Before that it even took all 50. They changed it so it only takes 1-3 at a time, but the anvil got left behind. How about a gold anvil that has halved costs (and so can handle more cumulative work) but can only be used for books? Or just removing the work penalty all together.
I'm guessing you haven't seen the anvil dupe glitch legit only takes dirt drip leave lever anvil and nether
@@xxgrimxreaperxx4483 some people prefer to not use glitches to better their experience
A modest proposal: Perhaps novice librarians can offer a level 1 trade of any enchantment, and as you level the villager up you unlock subsequent levels of that enchantment. Maybe villagers from certain biomes have a higher chance of offering certain enchantments instead of simply gating them outright. This way, getting max gear still requires effort.
This looks like an interesting idea, although the fact that different enchantments max out at different levels makes things complicated.
@@blerst7066 if you balance it out so that max level is always sold by master librarians it could probably work
@steelmanmc I could see that. But it wouldn't work for stuff with only one level. Because then you'd never know if it was a book trade or a no book villager. But for those you could make it were level 1 has a super expensive version and mastery has a way cheaper copy
Perhaps this could lead to Mending having tiers, we all know Mending is OP
This is a really good suggestion actually. I wholeheartedly agree.
Villagers were already a pain to deal with... now its even worse :(
@@Spite_Fire Orrrr we could find seeds with 7 different biomes withing 100 blocks of each other with a plains village in the middle?
A pain? What are talking about? 2 hour gameplay and you have maxed out villagers with every OP item possible.
@@darkModeYT 2 hours? 2 hours is the amount of time u need to find a single jungle biome early game.
Honestly at least it's not randomized anymore
@@darkModeYTwhile I think villager set ups can be overpowered, I feel like if someone wants to take time out of their day to make them in this game about freedom, they should be allowed to. However, I do think that having a command for making villagers unable to stack curing effects could be helpful for certain servers. This type of update just makes the game more frustrating, not more fun.
Been playing MC since 2011. I have a legitimate solution to this problem that I'd like to provide. Hopefully someone reads all of this and feels compelled to give their criticism, because I like discussing this stuff.
First of all, I really appreciate that they are finally visiting this near decade-old problem. However, I think they're going about it the wrong way. The new changes don't encourage exploration, they *force* it.
Minecraft is at its core a sandbox. You should be able to play how you want. Mending is effectively a necessity (the punishment of not having it is endless tedium and grind, repairing and replacing tools and anvils).
Personally I think the best fix they could make would be to fix the enchantment table. My solution is to make it so that chiseled bookshelves with particular enchanted books, when near the enchantment table, would change the odds of the table and make those books more common. They should then make higher level books easier to get with the enchantment table.
Of course, another issue with the enchantment table is that you get 30 levels, then spend 3, then you have to grind to get 30 levels again. It's tedious as all hell. By buffing the enchantment table, it'd become a requirement that you make an xp-farm, which again isn't very enjoyable to the forced to do. So maybe they make the wandering trader sell bottles of enchanting, or better yet, allow you to capture xp in a bottle from the Deep Dark's xp-storing blocks (I forget what they're called). That way you can stock up on stored xp and use it while enchanting, and you have three different avenues to get xp (a mob farm, the Deep dark, or the wandering trader/priest trader).
And of course, they should allow you to get mending from the enchantment table, or at least remove the increasing-level penalty of the anvil so that mending stops being essential.
I agree, Minecraft’s enchantment system is messy from years of things being tacked on, and I think it’s silly that villager trading has become so overpowered above… actually enchanting. I think having certain enchants such as soul speed or swift sneak which are not necessities but niceties are fine to be locked under certain conditions such as piglins and the deep dark, but as important as mending is I think it should have a consistent way to obtain other than villagers, although maybe not through straight enchanting as that seems kinda powerful. I like the chiseled bookshelf idea as randomness is one of the worst things about enchanting.
My idea would be for tools to have a maximum of three enchants, one special enchant e.g. infinity, flame, swift sneak, depth strider, etc. which add a new ability to your armour, then another two regular enchants for things like sharpness, protection or unbreaking.
Then use the smithing table or anvil in some way to be able to upgrade tools later to have more enchantment slots until you can work your way up to insanely overpowered tools. Mending could then be obtainable through regular enchanting, but only when you’ve unlocked the slot for it on your tools, so it feels like an achievement still.
This way Minecraft could have stronger progression beyond just going from iron to diamond/netherite and immediately putting a bunch of enchants on it, without locking you out of stuff early on. Like you can still get any enchant you want but you can’t use them all together until lategame.
Under this system I’d also make it so enchants are able to be guaranteed and not just random from the table, or like you said use something like chiseled bookshelves to make them more likely so that the further you progress the less random it becomes, as well as abolishing the dreaded ‘Too Expensive’ from the anvil. Take random chance and tedium out of the equation and tie things more to progression.
However this idea goes beyond just minor tweaks and is a whole overhaul which I’m sure has plenty of oversites as I’m just writing it out on a whim, so I doubt it’s very realistic to ever happen, but I think an overhaul to make enchantment less about tediously re-enchanting things until you can actually get something good and instead just requiring you to do more to get to endgame stuff would be stellar.
this is a really good idea
Well, you still can mine Sculk (deep dark xp) with Silk Touch, and get xp later; and generate new sculk via sculk catalyst … at the same xp farm (or in other cities, but it's unrenewable)
Rememeber when you had to spend all 30 levels per enchantment?
Yeah, I'm fine with just having to get into my mob grinder for 10 seconds for 3 levels
When I first heard of the changes in the snapshot I thought the rarity of the books would be locked behind the level of the villager so a level one villager would give you common enchanted books. But the more you level them up, the better the books become
I like this idea. The enchantment would still be random, but always the lowest level. And by trading you would unlock higher levels of that same enchantment. As all enchantments do not have 5 levels, some villagers would have different enchantments. Eg, if the villager has fire aspect and you unlocked fire aspect 2, it could then propose unbreaking which has 3 levels to fill up to the 5 trading levels. the enchantments combinations would be random as long as they add up to 5 total books (max 1 + max 4, or max 2 + max 3, or max 1 + max 1 + max 3... and so on)
Alternative take : every book has a "learning difficulty" and would be binded to a specific villager level. So lv1 villager would only propose books with learning difficulty 1, then when they reach level 2 they start proposing difficulty 2 books etc... It would prevent players from rerolling villagers as Mojang intended while also bringing a sense of progression, and a guarantee of getting a good enchantment in the end whatsoever (who enjoys having a lv 5 villager with silk touch as the last trade, honestly). It makes less sense than the first idea because the books still seem pretty much random (they could give you Unbreaking 3 without proposing Unbreaking 2 before), but would be the closest fix to the system we currently have.
@@oxymoreproducer your alternative take would make it even harder to get good enchantments like protection and mending than they're trying to make it. at least with mojang's new system, you're guaranteed a mending book from swamp villagers. you don't have to trade a villager all the way up to master level, just to not get the book you're looking for. if they put all the good master level enchantments into one biome, you'd only have a 1/7 chance of getting mending after you already spent a bunch of emeralds.
As of 1.21 this update is not live yet. The only change so far is that you cant stack zombie cure discounts
So if I want to build a trade hall, I need to visit all specific biomes, build railways to them, breed villagers there and bring them home? That's so much more complicated now
Don't think you can even bring them home, from what i understand that would change what they have to be the same as your home biome.
Don’t forget about having to anvil most of those books up
How about Not building trade halls?
@@youtubeuniversity3638 How about wanting to have access to each enchantment so I don't have to spend half an hour at an xp farm each time I want to get a new silk touch pickaxe from a table?
@youtubeuniversity3638 how abt you stop pissing your pants and let people play the game the way they want to
From what I’m seeing, getting max enchanted books is going to be much more expensive with the new system. Efficiency 3 costs 22 emeralds without the cure. You need 4 of those to get efficiency 5. 22 times 4 is 88. At max with the current system, efficiency 5 will only cost 64 emeralds.
Now let’s go a step further and say that you’re getting efficiency 5 on the standard tool lineup (silk touch and fortune pickaxe, axe and shovel). 88 emeralds per tool, times 4, makes a grand total of 352 emeralds, or 5 and a half stacks of emeralds. The amount of trading it would take to get that many emeralds is absurd.
Raid farms will now become mandatory...
Unless they find a way to nerf that too
@@thwartificer If they nerf stacking raid farms, I'm just gonna use a mod to revert the nerf
@@lightninng0 you could do the same for villagers
At this point just give us the pre-1.13 system and keep the biome-locked books.
but brew you can sell potatoes to wandering traders and build an iron farm to spam armorers and toolsmiths and weaponsmiths with iron, so the price is not even a big deal
What about all of the xp needed to enchant just one item with unbreaking 3, efficiency 4, and/or mending? To do that, youll need to buy books, use xp to combine books, and use even more xp to put it on an item. For one item. Mob farms are now a must
And if you try combining books to max them out, the anvils “too expensive” will surely end your enchanting career
These horrendous changes are why I love the Datapacks that return the loot tables back to normal.
Honestly I think the biggest problem I have with this is you're no longer playing your way in a sandbox. You had the option before to make things harder on yourself. Grinding only from the enchanting table, not repeatedly curing villagers, using mods to make the game more difficult. But now you're being forced into making it harder. Those people who want an easy experience to just enjoy the game for the sake of it are being forced up into a bottom line of skill/time input.
Once again, Mojang tells us "play however you want, as long as you play the way we tell you."
I totally see myself learning how to enchant with commands.
Look up MC stacker. You could theoretically make chain commands that "take away" a weapon and gives you back the same type of weapon with multiple enchantments and go beyond the normal level caps(looting 10 is fun) or you could just use the enchant command to enchant whatever is held and if you dont want it too OP you could make it chain and have it take away levels and emeralds. At that point you could just use the give command for each book you want. But again MCstacker is a great command building tool. I made a supercharged creeper riding a bee once... never again because the bee gets the creeper aggro so it follows you. Another thing to look up is nbtexplorer which allows you to "world edit" but theres also universal minecraft editor which has less capability but easy to use
I think they should change anvils so that, regardless of how many times you've combined previous books, there is a set cost for each combination. So whether you got efficiency iv from a trade or you combined efficiency i all the way up, combining to get efficiency v has the same cost
Issue is, sometimes combining gets wacky. How do you calculate fusing a book with eff 5 unbreaking 2 to an unbreaking 2 pick?
For a game all about being able to do what you want, create what you want, and do it all in your own way, Mojang really likes to breathe down people's necks about the tiniest of gameplay things as of late.
They used to be such good devs now all they care about is restricting our ability to play the game with fun ,every update while making excuses about how they can't add "x" Because it doesn't make sense in a game where gravity doesn't exist for most blocks
This is why I play modded 1.16.5 and then use backport mods for new content. Minecraft pretty much jumped the shark in 1.19.
Yes they destroy they're own game with ugly NERFS!
They really rolled up to a SMP trading hall and said "I don't like that."
4:49 You have no idea how many tries that took
Everyone loves this but my entire play style revolves around villagers and enchanting books. I'm terrified.
I assure you, we do not love it
You are making a LOT of assumptions about people liking this change.
I’m guessing that’s exactly why they made this change
@@Spite_Fire me too! I hope they never add this in a final update
There’s people out there that like this update?
"You were having too much fun, so we ""fixed"" it"
That's what a lot of ""balancing"" updates feel like. It's been that way ever since 1.14. It's just the way things work, and now they're changing it for no real reason
Man, I hate when they also ruined the diamond at y13, it was so fun not having to dig through pseudo bedrock for hours, and they just """balanced""" to ruin our fun
@@johnwicked1132 so? you think I'd want them to keep ores the same while changing the world height? That's a reasonable change considering the circumstances. Nothing was changed/implemented to warrant the trade changes, so it is unreasonable.
@@johnwicked1132 How is that similar to this case? With the change of the world height obviously the ore generation would be lowered, with this however, it makes you wonder why they even bother doing it
Also hey the caves are at least more intresting now to go through, unless you only strip mined and never mine in the caves themselves i guess
Having specific enchantments for villagers in different biomes is still a really bad idea like I understand they want to increase exploration but this makes villager trading halls even more so irrelevant and in my Superflat survival world I'd never have access to infinite books because there's only 1 biome.
Their "increasing exploration" is terrible. If they really want to incentivize exploration, they should add new biomes and structures that have exclusive items, but instead, they're just making existing features much, much more tedious.
I loved armor trims because they encourage exploration without forcing it. This forces hours of exploration unless you want to deal with not having Mending, which has become a necessity nowadays.
How irrelevant? It makes the trading halls ever more important to have them. It's harder, yeah, but also more important.
@@LukiKruki No. They are harder to make *and* less good even once made.
@@lightninng0literally they already added the exploration. I have never seen a trail ruin or made a brush yet! And I'm actually excited to come across those things while exploring my world one day
as a casual player, I can safely say that I do NOT want to grind this much to get mending on my armor
No one cares about your opinion, casual player.
Mojang is unfortunately learning the Bethesda lesson of "if the players don't like something we broke, they'll fix it with mods."
Phoenix: So yeah they changed this up and like...
CaptainSparkelz: (staring into your soul) YOU WILL NEVER, EVER, SEE THIS BOOK AGAIN, WHILE CYCLING THROUGH VILLAGER TRADES
Honestly if librarians just gave the minimum level of an enchantment initially, then upgraded the enchantment to the higher levels as they levelled up that would be infinitely better than making it completely random chance.
That is a great idea
But then you run into the issue of trading halls getting too big when a single villager should have been doing double duty, now, if the trade repeats at higher villager level I 100% agree that should be of higher level as you described
I agree, especially because you'll end up with very large trade halls where each villager usually only has 1 good book and a bunch of useless trades. Maybe 2 books if you get very lucky. This way, you'd get 3 or 4. With the horrendous exponential-cost-system for combining books, any book that isn't max level isn't worth having. That's the real thing that needs to go on the chopping block.
I really like this idea
I like the concept of having some exclusive books at master level. I can't remember ever leveling them up to unlock new book trades.
If they were going to do that though, we'd need a way to see what the max book is beforehand. I don't want to waste my time and resources maxing out a villager only to end up with Luck of the Sea 3.
@@PetBrickProductions Google, like potions
Even though the rng was tedious and annoying to get what you want. I think this new update makes it more tedious as now to make the full trading hall you now have to go to each biome get the librarian’s trades there and transport them back to your bace. Depending on how far all the biomes are away from your bace and if there is a village or not this could take mor time than it would with the rng mechanic. And now to get higher levels of the enchantment you have to spend more ex plus the ex to put on the equipment.
TLTR Over all I think this is worse than the rng because it could take longer as you now have to transport the villagers to you bace and now you have to use the anvil to get the max level enchantments for some.
it went from slavery , to now collonisation, forcing people to love in places only to exploit them, so you can get good that can only be found there
its spelled base :)
For people who dont use commands that often, just know that the random command is HUGE
"I tried to take a rest because i wasn't feeling well, but not even an hour later Mojang released a new snapshot."
Almost as if Mojang sensed your condition and decided to make you do more
Honestly I think that the only problem with this change is that the secret books are too low level. (Ex: sharpness 3)
Yeah, and now since you have to combine books to get max level enchants, the anvil is always gonna say "too expensive"
Ever tried to move a villager? They are a pain to move, now you need to move one to a completely different biome to get different books. Good thing I always play modded, I'm sure there will be a community made fix for this
Good idea in theory, but this leaves a lot that can be messed up if not done properly. However, if it means Jungle and Swamp Villages are going to be added, I'm game. I also like how the Wandering Trader is a tad more useful now
I have an idea: why don't they make it so to enchant an item you have to put it on an enchantment table, alongside with an enchanted book and some material depending on the enchantment on that book (or just lapis but other materials would be interesting). Then, when you take the item it gets the same enchantments as the book and the material gets consumed. And the amount of XP spent depends on which enchants were applied to the item (higher level = more XP) instead of how many times it was merged in an anvil.
Edit: To get higher level enchantments you still have to merge books in an anvil.
this is genuis
This is geunis
This is genius
a few issues is that the villagers of the jungle and swamp can only be gotten from breeding and creates a lot of unnecessary work, would be better if there was jungle and swamp villages. We should have swamp and jungle villages. Also now that the books aren’t at max level they’ll put up enchantment cost on stuff in an anvil and have chance to get the “too expensive!” error. and curing them should still stack i think.
Maybe they’ll add those villages in 1.21
So you want to keep the advantAges of the old system and add the advantages of the new system ?
That's nor very balanced, it should be har to do because it's op
Their goal is exactly to make you do more work for the beloved mending than for simple protection
they probably avoided the jungle due to generation problems, tho I don't see why they didn't make swamp villages
I'm playing on a limited worldborder smp and this will make mending impossible to get
4:52 XD
XDDDDDDDD
You have no idea how many tries that took
Nice
Locking books to biomes is an awful idea, especially uncommon biomes like swamps. Being forced to travel potentially thousands of blocks to buy a book is terrible design
God forbid you miss a minecraft snapshot by more than 7 seconds.
Why do game developers think making the game worse is the better option.
I've been sticking with 1.20.0 so that I don't have to wait for all my my mods to update after every release, but this will most definitely be keeping me there until I finish a trading hall with practical villager trade mechanics. First it was the censorship, now it's villagers...
it's like they want to make less money or something
“Exceptionally good” is strong words for this update. Walking potentially thousands of blocks for an enchant you want that isn’t even the max level sounds just awful. What is the point of this change?
To make players life harder and annoying
2:24 peenix be like ya i want try one too
So either the devs haven't actually gone through the process of building villager trading halls and curing systems before or they really just don't care and hate the players.
Yes, the process of rerolling trades until you get the one you want is easy, albeit repetive and annoying. But considering the pain you go through to even facilitate the ability to do that, I think it's more than fair!
Find a village hopefully near your base.
Transport a villager to your base using only boats or carts.
Setup a breeding system.
Wait for babies to spawn.
Wait for them to grow.
Move them into the hall and trap them.
All the while dealing with AI that seems purposefully design to be as uncooperative as possible most of the time. If I decide to do all that, I deserve to get any enchantment I want. Most players won't do it either because they don't know how or don't want to deal with the hassle. You're only punishing the hard work of players that want to do the actual difficult stuff.
its like they think were all still in 2013 lol or some shit like we all live in 5x5 shacks but some of us are out here making perimeters and fing mega bases lol like come on
@@ev3craft It's the fact that they're literally targetting the recent changes towards veteran players. We know how the game works, we understand it's systems and quirks and how to utilize its mechanics. Little Jimmy who's never played Minecraft in his life isn't going to know how to make something like a trading hall or how to find tonnes of netherite with beds at what y level, but long-time players will know those things.
This literally only punishes those of us that actually care enough to stick around with this game and put the time in to learn and set up these things. It's a massive "f*** you" to your most dedicated consumers for no reason at all. No one even complains about it, and yet they change it. Even after all this backlash, they won't listen and they'll proceed. They didn't listen when everyone said that they didn't want them to change combat, they won't listen now.
It can take 5 hours of trading to get all the books you need to be fully enchanted if you already have good villagers, but having to make villager breeders in tons of different biomes and have lower enchantment levels makes it nearly impossibke to get good armor
4:27 This is becoming official?
I demand swamp villages now, Mojang!
I think the idea is you have to grind for it now
@@Craeonkie ...Pretty boring.
With these new changes, they should add a better way to transport villagers. Maybe we can lead them with emeralds, put leashes on them, or maybe a new use for the chain? Or maybe trading will automatically make villagers "trust" a player and allow them to follow the player? Also, mending books will be even more of a pain to get now since swamp villagers can only be bred in survival.
5:03 WAS THAT THE OUTPUT OF 88???????
I always thought the anvil should be unbreakable. I mean, seriously, have you seen an anvil that size IRL? You can use them for GENERATIONS without any issue or sign of wear
Remember, this is happening because some douchebags said "I play Minecraft for 25 hours a day, and it's way too easy to get max gear!"
100% Absolutely. and the Devs don't know any better. Its's the bane for every game. Its just inevitable honestly
This is a massive nerf to superflat players, why Mojang hates us? :(
I had already lost my knack for ordinary survival and finally found it in construction. but after losing the world, I have to start all over again, and this update is simply terrifying because it complicates and lengthens the process initial development
You could start a world on an older version and then update it to the current version after you get a villager trading hall
@@void405 unfortunately I can't, I play on bedrock
I am so glad that this is an optional thing, I hope they add a gamerule to disable netherite upgrade templates too.
N.U.T.s aren’t hard to find
@@EmperorPenguin1217No, but having to find them and craft more with diamonds just makes netherite even less worth it.
@@witherschatthe netherite change is good because it was very easy to upgrade from diamond.
@@michaelperez6811 And barely worth it even before the nerf. Honestly, I'm all for the new way of obtaining if you give netherite a small buff in stats.
If they add swamp and jungle villages and remove the "Too Expensive!" message from the anvil, this small update would actually be a good one.
No because it would be devastating for small, competitive multiplayer servers who need a world border for performance optimization and data saving.
The way it somehow rolled THAT ONE NUMBER-
i-
I have no words but laughter rn TwT
I personally hate this villager update, I rely on rng, I really don’t want to have to go to a swamp, I never find swamps.
In my world swamps are also *very far,* I agree
Love these videos. Would love to see you use the expressions mod in more videos!
Need Optifine though!
@@PhoenixSC Didn’t know it needed that. Still would watch without ❤
0:06 villager rizz
Inspired by what I've heard said of Minecraft villagers, update idea I think *too* many people would enjoy:
The Vends Not Friends Update.
Villages are removed, replaced with malls.
Villagers are removed, replaced with vending machines that offer all the same items to trade for, and they never run out of stock or try and move away from you or even charge you over a single emerald for anything they give you.
God I hope 1.20.2 has the all new 2023 Chevrolet traverse fitted with a 360hp v6 engine with enough room to haul at least 2 villagers to all these biomes. Smh my head
It's already tedious enough rerolling trades. Why make it more tedious?
So instead of spending two hours rerolling trades I get to spend an hour transporting a villager thousands of blocks to a specific biome. Hours grinding five times the emeralds. An hour transporting the villager back. An hour grinding the extra exp to combine books. Only to be limited by anvil uses.
I think villagers definitely should be nerfed a bit, but this is too much.
The curing discount not stacking anymore imo is a good change. Rest, not so sure about that
@@Spite_Fire idk about you, but i think being able to cure a villager so many times you get their trades permanently locked to 1 emerald is pretty overpowered.
@@Spite_Fire even with just one cure the prices get discounted pretty good, all you need is a villager that trades something easy for emeralds
I like the curing change, when I heard you can lower trades even more I thought that was dumb and way too OP but I hate the biome-specific trades. I wish it was a setting you could toggle and not forced cause then you'd just have players making a bunch of breeders and having to transport villagers extremely far distances just for a specific enchantment. ESPECIALLY swamp villagers, you literally can't get them naturally anyway so you'd be forced to move them possibly long distances. It'd just make it tedious and people who actually set up that stuff in multiplayer would just be more OP.
Also transporting villagers is a pain because if you use boats you can only go down, and if you use minecarts you will have to follow carts around or they will stop at render distance...
Man, Mojang has been trying their absolute hardest to kill off their signature product, huh? I hope those merchandising rights you got from that contract with -the Devil- Microsoft were worth it, Jeb.
so basically instead of making a villager trading hall in one place, I need to run around a lot and THEN build a trading hall in one place. All this change means is that I will be making more use of the nether roof highway than before... They didnt make it less broken, they just made it MORE tedious...
Heres how Id rebalance anvils to fix this
1) remove "too expensive"
2) instead of taking all the levels, it would work like enchantment tables where they REQUIRE a certain level but dont take many levels. Like maybe they make it 1 level per 10 required (1-10 requires 1-10 but takes 1 level for example)
3) cap it at like 50 and after that the level does not get any higher.
Imo this experience cost change ends up moreso locking enchants to late game rather than just making them a massive inconvenience no matter your progression
that's actually a really cool idea, honestly i think they could just make the level cost work exactly like enchanting tables. it would fix issues with this snapshot and also make it more intuitive with them both working the same way