Face it: mundane and thick potions had their only use removed in 1.9, and even before that they *only* made a single potion (weakness). I wouldn't be surprised if Mojang removes them entirely one day, and they're only keeping them now for mapmakers, like the Luck potion (which, despite popular belief, doesn't actually have any effect on loot except for fishing, and the effect on fishing is the same as Luck of the Sea). They're clearly sticking with Awkward as the base potion for everything.
All these new effects made me realize that the "How did we get here?" advancement is about to get worse, honestly it's funny how there are just a bunch of them that get harder with each update (that is, unless they don't make Raid Omen and Trial Omen count for the advancement) Oh yeah renewable cobweb and new mace enchantments are also cool
@@MuzikBike Saturation isn't needed for the advancement, this is likely because the only way to get it only gives it to you for like a split second, so they removed that for player convenience. Blindness is still needed though the stew gives it for like 7 seconds
Having "ominous events" as a feature in the game makes me wonder if they will add other ominous events. Maybe like spawning harder enemies at night? Giving enemies harder equipment? Very exciting!
@@collicou What if you go to sleep with bad omen, it wakes you up in the middle of the night and then the omen turns into "phantom omen", being the new way to spawn phantoms instead of insomnia?
I think some underwater trials with underwater mobs like drowned and guardians would be a pretty cool way to add some challenge and variety, could give some cool water loot as well.
I think underwater combat could be much more interesting. Right now, the only viable underwater weapon we have is the trident (either as a ranged weapon, or with riptide for mobility & damage). If they do ever plan on adding water charges, I hope it would come with an underwater combat update and a new aquatic weapon.
I think the Bad Omen effect makes much more sense as-is. You kill the captain, the pillagers get mad, so they track you to the village, and attack. Having the effect come from drinking a dropped potion makes no sense. I can't imagine the convoluted lore that could tie that together. (Though admittedly the milk cancelling Bad Omen didn't really make sense either.)
Yeah, the Bad Omen effect just went from something legitimately ominous and mysterious for unaware players to an extremely gamified item. It's good for balancing, but horrible for the immersion. Edit: After giving it a bit more thought, it actually isn't nearly as bad for the immersion side of things. Sure, it's less intuitive to have a concentrated potion of "bad things are about to happen" than it is to have it be the ominous consequence of messing with part of the leadership structure of the illagers (they are rather magic focussed so them having access to this kind of curse makes sense), but you can actually make it work. In fact, it might actually have made the illagers a more interesting faction for me, since them having the ability to create these potions and the understanding to only distribute them to the specific pillagers that would have the know-how and be in the proper position to strategically call a raid against a village, means they have gone beyond the usual summoning and curse magic to straight up navigating the game world's narrative on a meta level and using it in their favor. Now that Bad Omen has been reworked into an effect that transforms into a particular event based on context supports this idea that it isn't just an illager lure or something of the sort. Instead, it is essentially the drinkable form of the question "what's the worst that could happen?", though its current interactions are a good deal more complex than that. For raids, things get interesting with regard to the illagers' intent and meta understanding. At the very least those who make the potions know that they are the definitive bad guys in a village context and they use that knowledge not to realize that they might want to take a different path in life, but embrace this fact and use it to bolster their fighting force for raids to a supernaturally massive degree. For the ominous trials, I think that interaction comes down to two different instances of meta based magic reacting with one another. Specifically, I'd bet that the illagers have no idea how trial spawners work, if they even know of their existence, whereas whoever made the trial spawners likely independently made a similar discovery to create the ominous potions (as in both factions did a convergent evolution but in magic terms), albeit up to a much more concentrated form and used for a different purpose. In the case of the creators of the chambers, they figured out very specifically to harness the Bad Omen into a much more controlled form, somehow making their spawners adaptive to the effect and handing out greater rewards in return. Different trials for different ranks and the mark for a highest ranking person would have been wielding the mace and wearing flow patterned armor, just like what the player can experience for themself. At least, that's the interpretation of the new quasi-lore elements around Bad Omen, that I have now arrived at. If the effect was to be fleshed out a bit more, the base Bad Omen effect would do well to also just increase mob spawns locally in general. Would make it more consistent in my mind and it would give the 100 minute timer an actual purpose now that it isn't to give the player all the time in the world to stumble into an event trigger.
I don't think they did it to nerf raid farms but rather add this layer of difficulty to the trail chambers. However, as was being said, the "story-line" does not add up and i don't like this concept ether. What they've could have done is creating a new potion which gets dropped by the captain in the same way as now, but it is not bad omen. Bad omen is like it was before, for the chambers there is a new potion, countdown in villages remain, done
@@Mike-rp1zt Or have the captain rarely drop a raid horn. When blown it has a chance to start a raid, and maybe breaks after. Maybe have it able to summon a raid at villages and pillager outposts, or maybe anywhere like if you want to have one at a base or other setting.
It’s not even just the Density. The fact that it has an armor bypassing enchantment which can reduce armor effectiveness by 60% at max level (+15% per level) is absolutely nuts. Oh and it can now have Unbreaking III and Mending too, meaning that you’ll probably have it forever and all it takes is an XP farm to repair it.
@flamingpi2245 crazy hard means nothing since if you get it on a smp you never have to worry about dying again. It one shots probably even prot 5 netherite and even if it doesn't it is very close
Ah, I see. This is actually Mojang's way of nerfing raid farms, because now you don't automatically get bad omen anymore. Unfortunate, but I'm interested to see what the community can come up with now!
Not really because you get an ominous potion on every captain kill-you just decide when to drink it. This, if anything, makes raid farms *more reliable* because you can choose your omen level.
@@GSBarlevyeah, but don't get it back once the first raid is over, so you have to drink a new bad omen potion, so goodbye to fully auto raid farms (also, the 30s timer after drinking the potion slows down significantly the raid farm)
It really depends on the final implementation, it probably just means modifications to the kill chambers for raid farms and possibly the inability to kill with looting, both of which constitute moderate nerfs but not total breakings of raid farming.
Imagine having Ominous versions of preexisting bossfights - respawning the Wither or the Ender Dragon ups the difficulty and adds new phases. Even as it exists now, datapack creators could TOTALLY explore this. Super exiting, I'm really excited with the direction Mojang is taking these updates!!
@@Crafty_boy70 Why stop there, make it harder than bedrock, make it move faster and more deadly, plus if there are more than 1 player nearby, increase the speed even more
@@TheConvexDR Yeah that would be cool if bedrock wither was the norm, but as is I think turning it into bedrock wither is enough given whet the current "scaling" look to be.
This update has utilized or expanded on so many previous features and even as the snapshots have continued it has felt like the devs keep expanding on the trial chambers instead of just adding another random feature! It really helps the update feel polished and filled with depth! This workflow of focusing on one big thing and incorporating or updating existing features that can relate to the big thing is honestly a very wise decision especially for the kind of theme for this update! This update is going to be one to remember for some very good reasons!
Yep, this should be used more in some sort of rare elite mob spawns. The thunderstorm skeletal horsemen would be one good example, but just anything that is a thing of a clear bonus challenge with slightly better rewards than normal mob drops.
....I didn't even think about that, you're RIGHT. I think I need to make a normal mob farm, except theres a buttom on the side so that whenever I need slime a piston pulls the block from under the mobs and splashes them all with oozing, then moves them into a kill chamber. It'll give the regular drops including gunpowder for more splash potions and all you'll need is a good source of glass for bottles for infinite slime duplication
I have a pillager outpost right next to my base, which contains villagers. Having to deal with captains spawning by burning them with flint and steel is a nightmare.
So, in theory. you can turn any mob farm into a slime farm now? Brew a splash slime potion, throw it onto a group of mobs (say 24 mobs grouped up) then kill, and get 48 slimes, which split into more small slimes, which drops slime balls. pretty sure it's net positive on slime even without looting.
TL;DR - Exponential growth slime farm. Actually, I'm imagining a slime farm that uses crowding, as the slimes die, they split and drop slime balls. thus increasing the number of mobs and still crushing, the slime balls are collected by hoppers and fed into a crafter. The crafter feeds a brewing stand, which feeds a dispenser, firing at a delay to only hit when the small slimes spawn.
Wow Mojang is actually doing a decent job. For the first time since 1.16 we're getting features that weren't announced with the update itself. And I'm loving the art they've got for some things like the trial omen affect icon and the omen key. Just wish they would make the mace 3d
@@mehulpandya4761 Just looked it up, the only thing in 1.20 that wasn't told to us as far as I can tell was the calibrated skulk sensor. Not as impactful as either the surprise content in this update, or in 1.16 (an entire new surprise biome, structure, and mob.)
I definitely think they have more in store for ominous events for 1.22. What’s in the game now for them is cool but there is a lot of potential. Especially since they added brand new unique effects. I think it’s possible they are cooking something bigger Perhaps related to the ancient city portal structure? I’d say that is pretty ominous
Oh, that's a cool idea! If they aren't going to do a sculk dimension then they could do a "sculk invasion" through the portal or something else with the ominous effect
I have a concept for the ancient portal; perhaps it could lead to the dimension where the people who built the old ruins (pyramids, temples,stronghold) came from originally, something happened that pushed them back into their world. That then led to the skulk either forming in their world or invading their world and then spreading to ours through their portal (or perhaps what pushed them back into their realm was the skulk). Could be a cool idea, no idea how you'd show that in game though. Probably through the odd music disc or visual story telling.
There's a lot of potential. Even monuments and other structures could have their own OE's. I don't even want to think about what would come out of an ancient city ominous event. >.
they weren't kidding when they said they're listening to feedback for this update. so many good things with it. i hope the next one they go back to old features that don't get much use anymore. i would like to see a minecart buff. not useful for travel with how much it can cost
The Obvious Update will always be one I want where items and mobs get uses that'd make a lot of sense or uses in general. IE; Leads tying minecarts together, poisonous potatoes being useful in making poison potions, Sweet berries being made into pie, etc.
Something else to note about getting the mace hit in the air now is that it momentarily freezes your position in the air instead of just keeping your momentum going, which before made it hard to tell if you actually got a hit or not (besides you know, not taking fall damage)
So if I am correct, to get the new mace weapon, you must: -obtain ominous potion from pillager captain -find a trial chamber -obtain ominous key (30% chance for each ominous spawner defeated) -find ominous vault -use ominous key on ominous vault -obtain Heavy Core (2% chance) -if Heavy Core isn’t obtained then you need to find a new ominous vault -open an average of 50 ominous vaults for a single Heavy Core I understand and accept the difficulty but the RNG along with the whole “once you use a key on a vault, the vault becomes useless to that player” will make obtaining a Heavy Core more tedious than obtaining an enchanted golden apple back before apples could occasionally drop from oak leaves.
the “once you use a key on a vault, the vault becomes useless to that player” is the same thing as other loot chests, this just makes it so each player can raid them the mace deserves to be super rare with how op it is
The first step is optional. You can also just immediately set out to raid a trial chamber, since the normal trial vaults can also commonly drop ominous potions. But yeah, the 2% chance Heavy Core after all those steps sucks. It's a similar problem to the trident, where all that would be needed to fix this issue would be fragmenting this item instead of making it rare to get the whole thing in one instant. Having to find like one of 9 Heavy Core Fragments at a 50% chance in an Ominous Vault would feel provide a more tangible progress in that regard and allow players in multiplayer to collaborate in the grind more easily. Currently, one player with above average luck and one with below average luck doing this task would likely amount to just one Heavy Core, while with the fragments, one might end up with 11 and the other with 7 Heavy Core Fragments, amounting to a Heavy Core for each of them at the end of the day.
I honestly don't like this type of balancing. Make an incredibly overpowered item super rare. Doesn't stop it from being overpowered, just makes it rare. Whoever has it wins the game
@@Samstercraft77 just to be clear, my gripe is both aspects combined and not so much the individual aspects Just as a comparison to other loot chest only items Templates are mostly aesthetic only and they can be duplicated once you have one (personally think 7 diamonds for something aesthetic is too expensive but I digress) Netherite Upgrade Template can be duplicated and the lowest percentage for it to be in a loot chest is 10% (5x higher than 2%) Elytra you guaranteed to get 1 from end ship Also the Heavy Core could potentially be used in other recipes in the future so a player might end up wanting multiple Heavy Cores for different craftable items So in short EITHER have ominous vaults be reusable for individual players or increase the percentage chance of Heavy Core dropping
@@destroything indeed “Sorry Jimmy but because you have terrible luck you will need to open 100 ominous vault blocks whilst Dan gets his after only 10 ominous vaults”
Repeatable adventure activities are something Minecraft has sorely needed for a very long time, since it is a sandbox game that you play basically forever. I really hope Mojang’s continues to expand on this, and even implement something like Quests, which could take you on adventures to different regions, structures, bosses, etc.
The only issue is making the new enchantments NOT exclusive to the trial chambers. Unfortunately you can just get them from the enchantment table which massively reduces its value.
@@johnwest6690 the thing is, Enchantment Tables are extremely unreliable, if you're trying to get a really, really good Mace, then you're probably not gonna get one from the table!
The trident drop chance is *huge* Trying to get one right now is a factor of a few too many rng rolls. Being able to grind for one in a single location with guaranteed spawns is so nice.
Lol on bedrock its way easier. Actually, it used to drop form normal drownds too, which was wierd. I have like 3 shulkers full of fully repaired tridents because of this
It's not terribly hard with the right farm setup, but it does take a lot of work. I built one underground in a river biome at my base, lit up and spawnproofed everything in the area, channeled them into a single-block chamber with a hopper underneath. With Looting III I can get a trident fairly quickly. Not having to build such a farm is definitely an improvement.
I hope that Mojang will rework the Trident in the future. It's currently almost impossible to acquire in Java, it's exclusive enchantments are niche at best, and it's a bitch to repair because you need another Trident or Mending. Maybe they could make it craftable like the Mace while introducing a water variant of the Blaze/Breeze called the Brine which drops Brine Rods that you use to build/repair the Trident in addition to some other effects.
The BRINE! Finally a good name for it! best i've found for the earth one is "Blunt" (cause the earth is, y'kno, _blunt_) or "Bole" (Tree trunk). Can't wait for more elementals! Also throwing fire charges like wind charges would be FIRE!
I really wish the trident and the crossbow could be better because I love using them they're some of my favorite items but they both get outclassed by their original counterparts anyways, at least the trident has riptide which is why it is my favorite item. the combat test in 1.16 had some good things going for it, multishot could now act like a shotgun and impaling just did more damage to mobs that are wet instead of just aquatic mobs
wind burst affects your jump height in the same way wind charges do. the closer you time your hit with your jump, the higher you bounce, which means crits will barely bounce you up at all
That's the whole point of their new reveal structure. They stopped announcing workshop ideas because of what happened with caves and cliffs, the deep dark, and archeology. It was a big bundle of ideas split over 4 updates, which received massing negative feedback from consumers that couldn't wait for the single update to come out, and then again from people who wanted it all to be one update. Now they only reveal information as it's ready for testing
okay I wasn't convinced before that this update would be good, but with the new loot and the trial chambers being more and more decked out, this is actually gonna feel like a whole new adventure!!
I wish they'd just add a proper way to find the trident in the ocean instead of adding it to the trial chambers. Maybe it could involve an ominous event aswell.
@@Boamere Every main structure should have an ominous event tbh. Guardian challenge at the ocean monument, spider challenge at the jungle temple, desert update could add a new mob for the pyramid (because husks would be to easy).
Ocean monuments: There's 3 elder guardians and 3 spikes on a trident, so why not make it so elder guardians drop a trident spike on death then combine the spikes with prismarine and there's an way to make ocean monuments useful and make tridents easier to get!
absolutely awesome stuff, are those really the same people who backed out of adding fireflies because they hurt frogs??? those additions are all awesome, it's almost suspicious
That’s not why they backed out. They were still gonna add them just not have them interact with frogs. They just couldn’t think of a good thing for fireflies to do instead of be frog food
I’m really hoping these additions will mean an increase in hostile mobs going forward. Both maces and wolf armour are SO powerful. We’re going to need something to counteract this
Yeah like new feature the Blood Moon Where Mobs Is 3x Stronger Or Just Give Them New Ability Like Enderman Can Tp And Pick You Up And Drop You It Be Insane ☠️ Skeleton Can Switch Weapons Zombie Can Use Shield And Ender Pearl And Mobs Won't Attack Each Other Anymore And Blood Moon Actives Every 7 MC Days
yeah i actually tried it with just a chicken hole and looting 3, it's insane (this comes out right after i finish making a slime farm a couple weeks ago...)
You can turn any existing farm into a slime farm, in fact. For instance... turn a blaze farm into a slime farm and recycle the dropped rods to fuel the brewing stands that refill the oozing potions!
Slime farms without a slime chunk was possible ever since swamps let slimes spawn and its one of the cheaper farms to make, requiring only a swamp and an appropriate amount of brown mushrooms for the size, an iron golem, and some campfires. The rates were comparable and really good, though an oozing slime farm using chickens would be interesting and can be made afkable using entity cramming but also losing most if not all your chickens in the process every cycle
@@PowerOfTheAsian A general hostile mob farm or a creeper farm that is built to give you XP is a better option here, since those rely on natural mob spawning rather than manual breeding. "Built to give you XP" is meant to just exclude fall damage kill chambers, since then the slimes escape it.
Small but important detail, I think when the player falls many blocks and lands a “Smash” attack with the Mace, instead of bouncing up slightly, they should just land on the ground unimpeded, as though their inertia is being transferred from the player’s mace to the ground and everything around it. This would make the Shockwave particle animation make more sense and look more impressive. Bouncing up slightly sort of visually undermines the whole idea of landing a strong attack, because it looks like the player is the one being effected by the inertia by bouncing upward, making you look more like you’re wielding a rubber ball than a slab of heavy metal. When you land this attack correctly, you should land solid as a rock, and only the mobs around you should go flying.
Yeah, the dead stop in downwards momentum is a new thing that was added in this snapshot. It looks way more like a bug than anything else. The reason might be that the wind burst enchantment wouldn't work properly otherwise, but in that case this effect needs to be applied only when the mace is actually enchanted with wind burst.
The equal yet opposite reaction would be the player stopping and the mobs flying. That transfer of inertia is consistent with Newton’s Law. Just look up Newton’s Cradle for examples. @@khushijannat7273
I want them to change the ingredients for the Oozing and Infestation potions... Using _blocks_ to brew potions feels weird (the cobwebs are okay though, since at least they have a flat texture). The stone in particular feels too mundane to be turned into a potion. It doesn't feel natural since its literally just a rock. How do you turn a rock into a magical potion meant to be ingested??? :/ The Oozing potion should use a slime ball, and they should add a drop to Silverfish (like a "Silver Scale" or something) for the Infestation potion (and if they're worried about balance, just make the slimes and silverfish spawned from the effect not drop anything).
"How do you turn a rock into a magical potion meant to be ingested?" By soaking it in a solution of magical nether wart and heating it with magical blaze powder. It's magic, that's how.
I'm glad they finally added sounds for the cobwebs. It really bugged me that all these other blocks were getting sounds and cobweb still had the stone break and place sound.
I feel like there was a missed opportunity for raids to be started by a war horn instead of a potion. Pillager outposts have them, they use them it battle… it makes sense to me that you blowing their fallen warrior’s unique horn inside a home base would warrant them deciding to attack you. It would be a unique and consumable horn like the potion.
@@Samstercraft77 as long as explosives are stackable they will be stronger, and trying to tip that balance without nerfing the fact explosives like end crystals are stackable might harm the game more than do it any good
@@bugiairl yea i was just saying that mace isn't that op compared to things like crystals if the players have skill but the mace's extremely high damage and the fact that it uses durability instead of being consumed makes it useful for if you get drained of explosives and still want to have a fighting chance
Honestly I never got the hype behind netherite anyway. Like, unless you want it just to flex the bonuses it provides over diamond are minimal at best. To me it effectively doesn't exist because I never go out of my way to get it, it's not worth it. Glad to see the hype is fallin off.
With each update, I always tell myself, "they cannot possibly make getting How did we get here any worse". The warden (darkness) was a massive leap but this is far greater than any other update in terms of making it more challenging. Curious to see the speedrunner strategies for these effects, though. I'm sure they'll come up with something
@@enn1924How's that gonna work? Doesn't the Warden despawn after a while? Even if it doesn't while it's aggro'ing you, it'd probably kill you before you got to the Trial Chamber. Does that mean you now need an Ancient City right beside a Trial Chamber?
Imagine all the ominous events they could add, they could have an ominous ocean monument or an ominous bastion. Combine this with the vault for guaranteed rewards for a server this could be really cool
Dude... these new potions are so gruesome! Like, damn, just think about it: 1. Infestation: The bugs are under your skin 2. Oozing: Your intercellular matrix gains consciousness 3. Weaving: Spiders make nests in you 4. Wind Charged: *FART*
Oooo new potions? New enchantments? Nice! No more accidental triggering of Raids! I'm liking these changes. It will be interesting to see how the farms will be modified to work with these changes
Should be simple. The ominous bottles stack to 64, which means they can be filtered. So just replace the "AFK with left mouse button held" with "AFK with both mouse buttons held", then filter the bottles and drop them back on the player. It'll automatically drink the bottles and then everything will just work like it always has.
@@KBRoller I feel like having the raid be centered on the player's location when they obtained the raid omen effect will have a bigger effect on the farms than the ominous bottles will. But I'm not sure exactly how that would change them.
@@Jack_L It shouldn't, really; most raid farms are designed up in the air where the only spawning spot is the intended platform anyway. Not to mention, most raid farms also use a created tiny village to trigger the raid anyway, so the location you convert Bad Omen into Raid Omen will be basically the same as the location of the village.
it would be cool if the oozing enchantment made different slime variants depending on which mobs dies with it. For example, a skeleton slime, a zombie slime, a creeper slime. It could be just a cosmetic thing but I feel like it would be really cool
Gamifying the bad omen effect, giving trial chambers a second difficulty level, adding new combat effects that are more sandboxy than just a stat increase, making the mace harder to obtain, and giving the mace its own enchantment lineup - This certainly is a very interesting snapshot. Some tweaks this could use though would be making the wind charged potion cheaper by only requiring a wind charge and not a whole breeze rod, as well as changing the mace enchantments so that wind burst and density are mutually exclusive, before making wind burst only affect the wielder since that enchantment is officially intended to allow for chaining the falling smashes (currently tough to impossible thanks to the wind burst knocking enemies out of melee range). Buffing wind burst so it isn't useless at first level and can't just be beat by an actual wind charge would also be nice, making it a sort of quality of life enchantment for an easier, cheaper, but functionally weaker version of the then alternate option of wind charge boosted density 5 slams.
It would be cool if they made more ominous events for more structures. What if drinking the potion and going to a nether fortress summoned an army of wither skeletons and blazes? Or maybe in an end city it summons some kind of phantom boss fight. Theres a lot of real cool potential here
I feel like before release the mace should be renamed to something more unique. The trident makes sense because people usually associate tridents with fantasy, plus tridents aren't common weapons, it's mostly a fantasy trope, but the mace is a fairly stock medieval weapon. It would be like adding a dagger with a life steal effect that has all sorts of enchantments that synergize with poison and just calling it a knife
They considered calling it the Windswept Mace, it was even in the files. However no other weapon in the game is named liked that. So it wouldn't be consistent and just weird.
The new bad omen being able to grant different effects could be so interesting if they expanded on it: Going into a woodland mansion could refresh enemies Going up high enough could summon a thunderstorm Spawning the dragon/wither could make them more powerful Fishing could drag up an elder guardian (or a new mob) Going to sleep spawns phantoms / a swarm of mobs Entering the nether/a bastion spawns a piglin raid Entering a nether fortress spawns many blazes and wither skeletons
I like your idea but I think that it should be limited to only activate in certain significant structures. If they add too many 'ominous events', then you might accidentally trigger an event other than the one you wanted - for example, you are standing on a mountain and drink the potion before walking into a mansion, but it triggers a thunderstorm instead of the renewed enemies you wanted. (This issue mostly comes down to poor planning, but limiting it would make it more intuitive to newer / less informed players.)
Someone mentioned renewable cobwebs and that’s actually nice. You use one to make 3 potions and they can all hit multiple enemies for many cobwebs back.
I love the idea of Ominous Trials gives another use for Bad Omen and sounds like a fun challenge, the new potions and enchants are exciting I love to build Zelda Dungeons in Minecraft and 1.21 has me beyond excited I've got so many ideas for all the new items, but also with 2 different keys now I can have actual small keys and Boss room keys, I can't wait for this update
Mojang finally adding some Terraria "Esque" features: The new Mob Splitting, Unique Weapon crafting, Mini Bosses, Dungeon Keys! And these new trial chambers are a great example of what Good Dungeon Development looks like (Not a direct comparison, but these new features are adding a fresh Vibe to the game)
@@syedomar1060I'm using "Terarria Esque" because traditionally minecraft has been very simple with somewhat bland mechanics. The new mob splitting and dungeon keys, aswell as the ability to combine 2 unique items to create a new tool or weapon is VERY Terraria Esque. Basically Mojang is branching out and adding fundamentally new features. instead of: skip chamber for loot, You have to go through to get the keys to the loot
@@cseve8801 Not my point :) Dungeon keys, combining multiple unique items to create new weapons, mob splitting, and the new breeze are Terraria "ESQUE", in that it's "Like" Not an exact comparison.
missed opportunity to differentiate the types of potions you get using the unused base potions, like mundane. Allow me to elaborate: Awkward potions tend to apply status effects to any entity it hits. These new potion effects apply on death, so instead of having these potions be found via the awkward potion route, maybe using an alternate potion route would be more fitting in order to reduce "potion clutter." Asking too much of Mojang, but I think that'd be pretty cool regardless.
I dont think anyone realizes that with the new "oozing" potion effect all you need is a single slime block and you can make a slime farm literally anywhere
Raid farms were too op anyways ¯\_(ツ)_/¯ I think is a positive change The only "honest" use of a raid farm to me was redstone but maybe witch farms will be relevant again
Having it so that you never have to worry about raids does kind of feel like a massive nerf to the raid system, the fact that you will just blindly kill the captain and then it comes back to bite you upon entering the village is a good mechanic. I like the new ominous system, but wish it was still applied instantly when you kill the raid captain.
10:40: The addition of potion recipes for these new effects makes me wish we would get potion recipes for a number of the other potion effects like levitation, haste, blindness, and nausea. I know we can get these effects other ways, but being able to get haste without needing to kill a wither and mine a tone of ore(I know about iron and gold farms), or nausea without having to eat a pufferfish and also get poisoned. There's already a number of items that could be used as ingredients too, like a wither rose for wither/decay and squid ink for blindness. Bedrock already has a way to get Wither in a bottle though it is rare. I just want an update to the magic system...
A list of names I thought of for this update: The sorcery update (new potions and enchantments) Paws (or pets) and potions K9's and quests (quests like trial "challenges") The trial update (pretty obvious for this one)
not the biggest fan of the stone being used for brewing, I'd see if we can find a better item for it. (or make silverfish drop some bug gunk, or corrupt a weaving potion? , though I'd make the weaving use a spider eye somewhere like have a base of poison and add string, (idk if I really had my way we''d have spider meat as a semi-junk item and we could use that(it sucks but you can technically eat it))
Also oozing using an entire slime block is weird to me, mostly just in the "how did i fit the entire block into this bottle?" sense I'd just make an extra phase so you need 2 or 3 slime balls and need to keep mixing in more to get it like a "murky potion" which does nothing. like awkward -> murky -> murky II -> oozing. (3 slime balls total) ^ (yeah it's inconsistent with current recipes but the current recipes are bad so that's fine) ( also make witches drop potion recipe pages or something to give hints)
I could definitely see ominous events being a way to open the ancient city portal. The blue soul energy and skulls, the connection to pillagers, who knows maybe it’s just theming
Heavy core is now extremely tedious to get. I have enough trouble getting armor trims and sherds from far-away structures for collection purposes as it is. The mace is something I'd actually want to use.
i know that's kind of what the wind charge is for but i think it would be really cool if you had the wind charge enchantment you could like... crouch and strike the ground and it would launch you into the air! but just being able to do that in combat would be so cool
Nah. Raid farms already require AFK with a button held; so just hold left *and* right click at the same time, and filter all the dropped ominous bottles (since they stack to 64) back to the player's hand. Every bottle dropped will be automatically drunk, giving you the Bad Omen and making it work just like a regular farm. So, existing farms broke technically, but it's a minor modification to make them work basically the same again.
@@KBRoller they didnt require any buttons held atleast not on bedrock edition. Now bedrick ones are broken for mobile and concol players since we cant hold down drink button while afk
@@KBRoller raid farms are built on pillager outposts. A pillager captain is guaranteed to spawn on the top floor of the outpost on 1 specific block. If its killed then within a few mins another will spawn. If you use a trident killer to kill the captain then it will grant whoever through the trident with bad omen. So we could stand still and let the pillaher captains be farmed while at a village and it will farm it. Look up silentwhisperers raid farm its super quick and easy explantation
I do feel like the Bad Omen becoming a potion defeats the point they went for in Village and Pillage. It made you cautious to kill the Patrol captains, just added a sense of danger to it and something you had to be careful of
I wonder if with Wind Burst you can bounce from enemy to enemy almost like walking on the crowd. That's actually a kewl concept for a mini game 🤔 definitely be a kewl parkour Idea.
Heres a fun fact, you can brew the newly added potions (exluding Wind Charging) without the 1.21 experiment enabled. This is probably not intentional as the potions aren't in the creative menu in worlds without that.
With the new potion effects, I feel like it would be a really cool idea if normal mobs around the world sometimes spawned with these effects, maybe scaling the chance with game difficulty aswell so on easy you might find a few mobs with them and on hard it’s a bit more common. Could add some variety to the regular mobs around the world to make them a bit more fun sometimes
Can we get some appreciation for the fact that when showcasing the cobweb sounds he used daylight sensors and observers instead of levers so we can hear the sound more clearly?
the new potions should 10000000% be made with a thick potion base or something similar as they are a completely new category of status effects
What's a thick potion base
And the old potions are not all in the same category either.
Face it: mundane and thick potions had their only use removed in 1.9, and even before that they *only* made a single potion (weakness). I wouldn't be surprised if Mojang removes them entirely one day, and they're only keeping them now for mapmakers, like the Luck potion (which, despite popular belief, doesn't actually have any effect on loot except for fishing, and the effect on fishing is the same as Luck of the Sea). They're clearly sticking with Awkward as the base potion for everything.
@@KBRollerif they want to keep them for map makerd they could just make it uncraftable in survival like bundles
@@enn1924 Bundles are craftable in survival. They're just behind an experimental flag on world creation.
All these new effects made me realize that the "How did we get here?" advancement is about to get worse, honestly it's funny how there are just a bunch of them that get harder with each update
(that is, unless they don't make Raid Omen and Trial Omen count for the advancement)
Oh yeah renewable cobweb and new mace enchantments are also cool
I forget, isn't it currently the case that either saturation or blindness doesn't count for the effect even though you can get both in survival?
RIP PVP😭🙏
never thought why the 4 new potion effects had bottles up until now
Oh shoot cobweb farms are gonna be so interesting
@@MuzikBike Saturation isn't needed for the advancement, this is likely because the only way to get it only gives it to you for like a split second, so they removed that for player convenience. Blindness is still needed though the stew gives it for like 7 seconds
Having "ominous events" as a feature in the game makes me wonder if they will add other ominous events. Maybe like spawning harder enemies at night? Giving enemies harder equipment? Very exciting!
A nighttime event would be cool! Maybe drinking an ominous potion on a full moon could trigger something like Terraria's blood moon
I'd love to see one at the Woodland Mansion and other structures.
@@collicou What if you go to sleep with bad omen, it wakes you up in the middle of the night and then the omen turns into "phantom omen", being the new way to spawn phantoms instead of insomnia?
fishing while having ominous effect could spawn a new boss
@@mjdxp5688I was coming to say this, having the mansion respawn its mobs, especially in higher numbers, would be sweet.
I think some underwater trials with underwater mobs like drowned and guardians would be a pretty cool way to add some challenge and variety, could give some cool water loot as well.
Fr
I think underwater combat could be much more interesting. Right now, the only viable underwater weapon we have is the trident (either as a ranged weapon, or with riptide for mobility & damage). If they do ever plan on adding water charges, I hope it would come with an underwater combat update and a new aquatic weapon.
Also would make having tridents as loot make more sense
Adding saddled dolphins as water horses would be SO COOL 😭
@@therealmer9001maybe some harpoons for the cross bow and some more under water enchantments and armor to make doing stuff underwater bearable
I think the Bad Omen effect makes much more sense as-is. You kill the captain, the pillagers get mad, so they track you to the village, and attack. Having the effect come from drinking a dropped potion makes no sense. I can't imagine the convoluted lore that could tie that together. (Though admittedly the milk cancelling Bad Omen didn't really make sense either.)
The potion attracts pillagers when drunk
There lore fixed
Yeah, the Bad Omen effect just went from something legitimately ominous and mysterious for unaware players to an extremely gamified item.
It's good for balancing, but horrible for the immersion.
Edit: After giving it a bit more thought, it actually isn't nearly as bad for the immersion side of things. Sure, it's less intuitive to have a concentrated potion of "bad things are about to happen" than it is to have it be the ominous consequence of messing with part of the leadership structure of the illagers (they are rather magic focussed so them having access to this kind of curse makes sense), but you can actually make it work.
In fact, it might actually have made the illagers a more interesting faction for me, since them having the ability to create these potions and the understanding to only distribute them to the specific pillagers that would have the know-how and be in the proper position to strategically call a raid against a village, means they have gone beyond the usual summoning and curse magic to straight up navigating the game world's narrative on a meta level and using it in their favor.
Now that Bad Omen has been reworked into an effect that transforms into a particular event based on context supports this idea that it isn't just an illager lure or something of the sort. Instead, it is essentially the drinkable form of the question "what's the worst that could happen?", though its current interactions are a good deal more complex than that.
For raids, things get interesting with regard to the illagers' intent and meta understanding. At the very least those who make the potions know that they are the definitive bad guys in a village context and they use that knowledge not to realize that they might want to take a different path in life, but embrace this fact and use it to bolster their fighting force for raids to a supernaturally massive degree.
For the ominous trials, I think that interaction comes down to two different instances of meta based magic reacting with one another. Specifically, I'd bet that the illagers have no idea how trial spawners work, if they even know of their existence, whereas whoever made the trial spawners likely independently made a similar discovery to create the ominous potions (as in both factions did a convergent evolution but in magic terms), albeit up to a much more concentrated form and used for a different purpose. In the case of the creators of the chambers, they figured out very specifically to harness the Bad Omen into a much more controlled form, somehow making their spawners adaptive to the effect and handing out greater rewards in return. Different trials for different ranks and the mark for a highest ranking person would have been wielding the mace and wearing flow patterned armor, just like what the player can experience for themself.
At least, that's the interpretation of the new quasi-lore elements around Bad Omen, that I have now arrived at. If the effect was to be fleshed out a bit more, the base Bad Omen effect would do well to also just increase mob spawns locally in general. Would make it more consistent in my mind and it would give the 100 minute timer an actual purpose now that it isn't to give the player all the time in the world to stumble into an event trigger.
I don't think they did it to nerf raid farms but rather add this layer of difficulty to the trail chambers. However, as was being said, the "story-line" does not add up and i don't like this concept ether. What they've could have done is creating a new potion which gets dropped by the captain in the same way as now, but it is not bad omen. Bad omen is like it was before, for the chambers there is a new potion, countdown in villages remain, done
@@Mike-rp1zt Or have the captain rarely drop a raid horn. When blown it has a chance to start a raid, and maybe breaks after. Maybe have it able to summon a raid at villages and pillager outposts, or maybe anywhere like if you want to have one at a base or other setting.
The effect was incredibly annoying, as it should be. But still, super annoying so i kinda like the change? Im not sure...
Part of the community: Hey Mojang, don't you think the Mace might be overpowe-
Mojang: Ey yo hang on, check out this enchantment (density)
Breach is also crazy op
It’s not even just the Density. The fact that it has an armor bypassing enchantment which can reduce armor effectiveness by 60% at max level (+15% per level) is absolutely nuts.
Oh and it can now have Unbreaking III and Mending too, meaning that you’ll probably have it forever and all it takes is an XP farm to repair it.
@@mineapple6726 In all fairness it's going to be crazy hard to get, so it'll balance out
I like new weapons being strong, it feels like proper loot
@flamingpi2245 crazy hard means nothing since if you get it on a smp you never have to worry about dying again. It one shots probably even prot 5 netherite and even if it doesn't it is very close
Ah, I see. This is actually Mojang's way of nerfing raid farms, because now you don't automatically get bad omen anymore. Unfortunate, but I'm interested to see what the community can come up with now!
Could maybe just convert the position into a splash potion and automatically dispense it onto you?
Not really because you get an ominous potion on every captain kill-you just decide when to drink it. This, if anything, makes raid farms *more reliable* because you can choose your omen level.
@@GSBarlevyeah, but don't get it back once the first raid is over, so you have to drink a new bad omen potion, so goodbye to fully auto raid farms (also, the 30s timer after drinking the potion slows down significantly the raid farm)
@@crylemite Raid captain farm + auto clicker to drink the potion. Most existing raid farms already use an autoclicker anyway.
It really depends on the final implementation, it probably just means modifications to the kill chambers for raid farms and possibly the inability to kill with looting, both of which constitute moderate nerfs but not total breakings of raid farming.
Imagine having Ominous versions of preexisting bossfights - respawning the Wither or the Ender Dragon ups the difficulty and adds new phases. Even as it exists now, datapack creators could TOTALLY explore this. Super exiting, I'm really excited with the direction Mojang is taking these updates!!
summoning a Wither with bad omen make it like the Bedrock version perhaps?
@@Crafty_boy70 Why stop there, make it harder than bedrock, make it move faster and more deadly, plus if there are more than 1 player nearby, increase the speed even more
@@Crafty_boy70I was thinking about that. Could be a good excuse to give them parity lol
@@TheConvexDR Yeah that would be cool if bedrock wither was the norm, but as is I think turning it into bedrock wither is enough given whet the current "scaling" look to be.
We're going to wither storm with this one
This update has utilized or expanded on so many previous features and even as the snapshots have continued it has felt like the devs keep expanding on the trial chambers instead of just adding another random feature! It really helps the update feel polished and filled with depth! This workflow of focusing on one big thing and incorporating or updating existing features that can relate to the big thing is honestly a very wise decision especially for the kind of theme for this update! This update is going to be one to remember for some very good reasons!
That is the reason ancient cities are the most loved structures in the game
EDIT : till 1.20. Trial chambers have a huge chance to be more loved.
Yeah, finally they focus on an alternative to mining, giving you tricky threats in exchange for fun!
Mobs spawning with trimmed armor is actually so cool
Yep, this should be used more in some sort of rare elite mob spawns. The thunderstorm skeletal horsemen would be one good example, but just anything that is a thing of a clear bonus challenge with slightly better rewards than normal mob drops.
I think it would be interesting if Wither Skeletons had some kind of armor like that, honestly even Piglin Brutes too
Imagine oozing with those overpowered chicken farms. Say goodbye to finding slimechunks/ building slime farms forever
Well, first you're going to need to get a slime block, but after that it should be smooth sailing.
....I didn't even think about that, you're RIGHT. I think I need to make a normal mob farm, except theres a buttom on the side so that whenever I need slime a piston pulls the block from under the mobs and splashes them all with oozing, then moves them into a kill chamber. It'll give the regular drops including gunpowder for more splash potions and all you'll need is a good source of glass for bottles for infinite slime duplication
this is absolutely GENIUS
@@NelsonTheAwesome villagers sell glass. profit.
Yeah all it takes is one slime block. Then play your cards right and you get infinite slimes
11:33 thats the breeze pattern, I believe. The swirls are all over the breeze-related objects in the trial chambers
Actually it’s the “breed” pattern as he says
@@nicolegleason5727 what?
@@cakeyeater7392 he says that “The _breed_ now avoids jumping into dangerous blocks” around 11:37 but it was just a mispronunciation
Nah, its Grain
Hi bro!
They should give the silver fish a unique item drop which you can use to brew the infested potion with. Using stone seems ridiculous.
Bug eggs! Bug eggs!
If you hit the ground with the mace it should convert blocks to their cracked variants. Maybe convert stone to cobblestone, etc too
Mojang thank you the amount of times I’ve accidentally started raids when having bad omen this is gonna be so much better
I kind of miss the challenge of avoiding raids. It was annoying but challenging. I don’t mind this new change
A godsend for players with bases neighboring villages (me)
RIP Raid Farms.
I have a pillager outpost right next to my base, which contains villagers. Having to deal with captains spawning by burning them with flint and steel is a nightmare.
@@lasercraft32 that's not a bad thing.
So, in theory. you can turn any mob farm into a slime farm now? Brew a splash slime potion, throw it onto a group of mobs (say 24 mobs grouped up) then kill, and get 48 slimes, which split into more small slimes, which drops slime balls. pretty sure it's net positive on slime even without looting.
TL;DR - Exponential growth slime farm.
Actually, I'm imagining a slime farm that uses crowding, as the slimes die, they split and drop slime balls. thus increasing the number of mobs and still crushing, the slime balls are collected by hoppers and fed into a crafter. The crafter feeds a brewing stand, which feeds a dispenser, firing at a delay to only hit when the small slimes spawn.
@@DisKorruptdFYI slimes are immune to the effect
@@leritykay8911 you have no clue how incredibly disappointing that is. Are silverfish immune to infested?
@@DisKorruptd I think so. But honestly it's no big deal, just build one of those OP chicken farms and it can be just as automated as your option
@@leritykay8911 but are magma cubes immune
Wow Mojang is actually doing a decent job. For the first time since 1.16 we're getting features that weren't announced with the update itself.
And I'm loving the art they've got for some things like the trial omen affect icon and the omen key.
Just wish they would make the mace 3d
We got features like that with 1.20 as well.
@@mehulpandya4761 Just looked it up, the only thing in 1.20 that wasn't told to us as far as I can tell was the calibrated skulk sensor.
Not as impactful as either the surprise content in this update, or in 1.16 (an entire new surprise biome, structure, and mob.)
@@Chris_Cross pretty sure the cherry grove wasn't announced ahead of time. that's like, a pretty large part of the update.
@@cornbreadbutcringey5723 Was it not? I thought it was announced in the live stream
@@Chris_Cross the wiki says they were announced in february
I can't even to begun to imagine what parkour makers are going to do with the wind burst enchantment. Like imagine someone makes a mob parkour with it
bounce on the mobs to reach the end
i imagine you might have to place an armor stand and hit it all while midair, if it works like that
I definitely think they have more in store for ominous events for 1.22. What’s in the game now for them is cool but there is a lot of potential. Especially since they added brand new unique effects. I think it’s possible they are cooking something bigger
Perhaps related to the ancient city portal structure? I’d say that is pretty ominous
I'm really happy they're adding more trims and sherds, investing in the content they added _last_ update.
Oh, that's a cool idea! If they aren't going to do a sculk dimension then they could do a "sculk invasion" through the portal or something else with the ominous effect
they better be cooking something bigger
I have a concept for the ancient portal; perhaps it could lead to the dimension where the people who built the old ruins (pyramids, temples,stronghold) came from originally, something happened that pushed them back into their world.
That then led to the skulk either forming in their world or invading their world and then spreading to ours through their portal (or perhaps what pushed them back into their realm was the skulk). Could be a cool idea, no idea how you'd show that in game though. Probably through the odd music disc or visual story telling.
There's a lot of potential. Even monuments and other structures could have their own OE's.
I don't even want to think about what would come out of an ancient city ominous event. >.
they weren't kidding when they said they're listening to feedback for this update. so many good things with it. i hope the next one they go back to old features that don't get much use anymore. i would like to see a minecart buff. not useful for travel with how much it can cost
We REALLY need AI update.
Just changing powered rails to be crafted with copper instead of gold would be a huge change
@@enn1924THIS PLEASE. Copper is so common that it should be a common crafting recipe too.
The Obvious Update will always be one I want where items and mobs get uses that'd make a lot of sense or uses in general. IE; Leads tying minecarts together, poisonous potatoes being useful in making poison potions, Sweet berries being made into pie, etc.
@@YangKoetenot the obvious update😂
Something else to note about getting the mace hit in the air now is that it momentarily freezes your position in the air instead of just keeping your momentum going, which before made it hard to tell if you actually got a hit or not (besides you know, not taking fall damage)
So if I am correct, to get the new mace weapon, you must:
-obtain ominous potion from pillager captain
-find a trial chamber
-obtain ominous key (30% chance for each ominous spawner defeated)
-find ominous vault
-use ominous key on ominous vault
-obtain Heavy Core (2% chance)
-if Heavy Core isn’t obtained then you need to find a new ominous vault
-open an average of 50 ominous vaults for a single Heavy Core
I understand and accept the difficulty but the RNG along with the whole “once you use a key on a vault, the vault becomes useless to that player” will make obtaining a Heavy Core more tedious than obtaining an enchanted golden apple back before apples could occasionally drop from oak leaves.
the “once you use a key on a vault, the vault becomes useless to that player” is the same thing as other loot chests, this just makes it so each player can raid them
the mace deserves to be super rare with how op it is
The first step is optional. You can also just immediately set out to raid a trial chamber, since the normal trial vaults can also commonly drop ominous potions. But yeah, the 2% chance Heavy Core after all those steps sucks. It's a similar problem to the trident, where all that would be needed to fix this issue would be fragmenting this item instead of making it rare to get the whole thing in one instant.
Having to find like one of 9 Heavy Core Fragments at a 50% chance in an Ominous Vault would feel provide a more tangible progress in that regard and allow players in multiplayer to collaborate in the grind more easily.
Currently, one player with above average luck and one with below average luck doing this task would likely amount to just one Heavy Core, while with the fragments, one might end up with 11 and the other with 7 Heavy Core Fragments, amounting to a Heavy Core for each of them at the end of the day.
I honestly don't like this type of balancing. Make an incredibly overpowered item super rare. Doesn't stop it from being overpowered, just makes it rare. Whoever has it wins the game
@@Samstercraft77 just to be clear, my gripe is both aspects combined and not so much the individual aspects
Just as a comparison to other loot chest only items
Templates are mostly aesthetic only and they can be duplicated once you have one (personally think 7 diamonds for something aesthetic is too expensive but I digress)
Netherite Upgrade Template can be duplicated and the lowest percentage for it to be in a loot chest is 10% (5x higher than 2%)
Elytra you guaranteed to get 1 from end ship
Also the Heavy Core could potentially be used in other recipes in the future so a player might end up wanting multiple Heavy Cores for different craftable items
So in short EITHER have ominous vaults be reusable for individual players or increase the percentage chance of Heavy Core dropping
@@destroything indeed
“Sorry Jimmy but because you have terrible luck you will need to open 100 ominous vault blocks whilst Dan gets his after only 10 ominous vaults”
That might not be a G on the wall, it could be wind swirling.
Nah it’s Grian
I think it's a silverfish
@@AshleyThePie Grian is the new mob on trial chambers confirmed
@@AshleyThePiemaybe it's Gemini
Repeatable adventure activities are something Minecraft has sorely needed for a very long time, since it is a sandbox game that you play basically forever. I really hope Mojang’s continues to expand on this, and even implement something like Quests, which could take you on adventures to different regions, structures, bosses, etc.
I’m unsure about direct quests but I think it has potential.
The only issue is making the new enchantments NOT exclusive to the trial chambers. Unfortunately you can just get them from the enchantment table which massively reduces its value.
@@johnwest6690at least they didnt give them to villagers lol
@@johnwest6690 The one that lets you bounce is exclusive to the trial chambers!
@@johnwest6690 the thing is, Enchantment Tables are extremely unreliable, if you're trying to get a really, really good Mace, then you're probably not gonna get one from the table!
The trident drop chance is *huge*
Trying to get one right now is a factor of a few too many rng rolls. Being able to grind for one in a single location with guaranteed spawns is so nice.
i mean it's not guaranteed, you could get all the other loot instead and no tridents
Lol on bedrock its way easier.
Actually, it used to drop form normal drownds too, which was wierd. I have like 3 shulkers full of fully repaired tridents because of this
You can't quite grind in one location. Remember, vaults are one-time use per player, and then you can never get anything from the same vault again.
It's not terribly hard with the right farm setup, but it does take a lot of work. I built one underground in a river biome at my base, lit up and spawnproofed everything in the area, channeled them into a single-block chamber with a hopper underneath. With Looting III I can get a trident fairly quickly. Not having to build such a farm is definitely an improvement.
I hope that Mojang will rework the Trident in the future. It's currently almost impossible to acquire in Java, it's exclusive enchantments are niche at best, and it's a bitch to repair because you need another Trident or Mending. Maybe they could make it craftable like the Mace while introducing a water variant of the Blaze/Breeze called the Brine which drops Brine Rods that you use to build/repair the Trident in addition to some other effects.
The BRINE!
Finally a good name for it!
best i've found for the earth one is "Blunt" (cause the earth is, y'kno, _blunt_) or "Bole" (Tree trunk).
Can't wait for more elementals! Also throwing fire charges like wind charges would be FIRE!
Ngl what u said sounds fire
I really wish the trident and the crossbow could be better because I love using them they're some of my favorite items but they both get outclassed by their original counterparts anyways, at least the trident has riptide which is why it is my favorite item. the combat test in 1.16 had some good things going for it, multishot could now act like a shotgun and impaling just did more damage to mobs that are wet instead of just aquatic mobs
it would be so nice for the game to get even more useful weapon variants so everyone doesn't just use swords
wind burst affects your jump height in the same way wind charges do. the closer you time your hit with your jump, the higher you bounce, which means crits will barely bounce you up at all
Oh ok wow, this is actually making a really big difference then, not just a few optional items/structures
uhhh... no? Still the almost the same, just more tedious and flashy
@@sethsmith2608 bruh they literally changed a mechanic. s.tu.p1d
@@dieselboy.7637 no need to call someone stupid, and what was the changed mechanic? If youre talking about the illager raid farm, thats really nothing
That's the whole point of their new reveal structure. They stopped announcing workshop ideas because of what happened with caves and cliffs, the deep dark, and archeology. It was a big bundle of ideas split over 4 updates, which received massing negative feedback from consumers that couldn't wait for the single update to come out, and then again from people who wanted it all to be one update.
Now they only reveal information as it's ready for testing
@@dieselboy.7637 now you have to get bad omen if you want good loot, which is, again, more tedious
okay I wasn't convinced before that this update would be good, but with the new loot and the trial chambers being more and more decked out, this is actually gonna feel like a whole new adventure!!
In relation to the G you found in the trial chambers, I think that's actually the Flow icon, like on the banner pattern, sherd, and trim template
I wish they'd just add a proper way to find the trident in the ocean instead of adding it to the trial chambers. Maybe it could involve an ominous event aswell.
Finding a trident in the ocean? So, like... being thrown by sea creatures that drop them on death?
@@KBRollernah he means through chests or some stuff probably like in monuments
Ocean temple could have an ominous event related boss fight or something, that would be nice.
@@Boamere Every main structure should have an ominous event tbh. Guardian challenge at the ocean monument, spider challenge at the jungle temple, desert update could add a new mob for the pyramid (because husks would be to easy).
Ocean monuments: There's 3 elder guardians and 3 spikes on a trident, so why not make it so elder guardians drop a trident spike on death then combine the spikes with prismarine and there's an way to make ocean monuments useful and make tridents easier to get!
The new particle effects look so cool.
absolutely awesome stuff, are those really the same people who backed out of adding fireflies because they hurt frogs??? those additions are all awesome, it's almost suspicious
That’s not why they backed out. They were still gonna add them just not have them interact with frogs. They just couldn’t think of a good thing for fireflies to do instead of be frog food
@@marshalllee6376 no i thought it was for performance issues, they were too laggy
I’m really hoping these additions will mean an increase in hostile mobs going forward. Both maces and wolf armour are SO powerful. We’re going to need something to counteract this
Maybe for mobs in the ancient city dimension?
Yeah like new feature the Blood Moon Where Mobs Is 3x Stronger Or Just Give Them New Ability Like Enderman Can Tp And Pick You Up And Drop You It Be Insane ☠️ Skeleton Can Switch Weapons
Zombie Can Use Shield And Ender Pearl
And Mobs Won't Attack Each Other Anymore And Blood Moon Actives Every 7 MC Days
Also there isn't a threat where netherite armor is really needed
Netherite armor doesn't change the difficulty of a Warden much
@@MoonCalf3OI honestly don't like game mechanics which are just "make enemies X times stronger". It doesn't add anything new, it's just HP bloat.
the power creep is real
I just realised you can now make sline farms without having to actually get a slime chunk... God tier update
yeah i actually tried it with just a chicken hole and looting 3, it's insane (this comes out right after i finish making a slime farm a couple weeks ago...)
Good thing I haven't fixed my pre cave update slime farm!
You can turn any existing farm into a slime farm, in fact. For instance... turn a blaze farm into a slime farm and recycle the dropped rods to fuel the brewing stands that refill the oozing potions!
Slime farms without a slime chunk was possible ever since swamps let slimes spawn and its one of the cheaper farms to make, requiring only a swamp and an appropriate amount of brown mushrooms for the size, an iron golem, and some campfires.
The rates were comparable and really good, though an oozing slime farm using chickens would be interesting and can be made afkable using entity cramming but also losing most if not all your chickens in the process every cycle
@@PowerOfTheAsian A general hostile mob farm or a creeper farm that is built to give you XP is a better option here, since those rely on natural mob spawning rather than manual breeding.
"Built to give you XP" is meant to just exclude fall damage kill chambers, since then the slimes escape it.
9:03 it’s the same way in MC Dungeons. When you kill mobs with an enchanted weapon that has the exploding enchantment, there’s a delay too.
after all these years they're finally adding Density to minecraft!
Small but important detail, I think when the player falls many blocks and lands a “Smash” attack with the Mace, instead of bouncing up slightly, they should just land on the ground unimpeded, as though their inertia is being transferred from the player’s mace to the ground and everything around it. This would make the Shockwave particle animation make more sense and look more impressive. Bouncing up slightly sort of visually undermines the whole idea of landing a strong attack, because it looks like the player is the one being effected by the inertia by bouncing upward, making you look more like you’re wielding a rubber ball than a slab of heavy metal. When you land this attack correctly, you should land solid as a rock, and only the mobs around you should go flying.
Yeah, the dead stop in downwards momentum is a new thing that was added in this snapshot. It looks way more like a bug than anything else. The reason might be that the wind burst enchantment wouldn't work properly otherwise, but in that case this effect needs to be applied only when the mace is actually enchanted with wind burst.
Ah yes.... But what about newton's third kaw of motion? You hit a mob, you get an equal reaction on your body.
The equal yet opposite reaction would be the player stopping and the mobs flying. That transfer of inertia is consistent with Newton’s Law. Just look up Newton’s Cradle for examples. @@khushijannat7273
I want them to change the ingredients for the Oozing and Infestation potions... Using _blocks_ to brew potions feels weird (the cobwebs are okay though, since at least they have a flat texture). The stone in particular feels too mundane to be turned into a potion. It doesn't feel natural since its literally just a rock. How do you turn a rock into a magical potion meant to be ingested??? :/
The Oozing potion should use a slime ball, and they should add a drop to Silverfish (like a "Silver Scale" or something) for the Infestation potion (and if they're worried about balance, just make the slimes and silverfish spawned from the effect not drop anything).
"How do you turn a rock into a magical potion meant to be ingested?" By soaking it in a solution of magical nether wart and heating it with magical blaze powder. It's magic, that's how.
i agree with the stone block ingredient haha, that's weird unless they justify it being crushed up in some way, but still weird
@@db5094 IRL, when stone is soaked in hot water, it erodes and dissolves more quickly. Plus... magic.
If the slimes spawned didnt drop anything it would be too lame
red_stone_ and glow_stone_ are "literally just rocks" also? and they've been used in brewing since 1.0.0
Weaving potion means cobweb farms are now a thing, splash a bunch of mobs and kill them to get positive cobweb loop
I'm glad they finally added sounds for the cobwebs. It really bugged me that all these other blocks were getting sounds and cobweb still had the stone break and place sound.
I feel like there was a missed opportunity for raids to be started by a war horn instead of a potion. Pillager outposts have them, they use them it battle… it makes sense to me that you blowing their fallen warrior’s unique horn inside a home base would warrant them deciding to attack you. It would be a unique and consumable horn like the potion.
The mace seems to be specifically designed to counter Netherite, especially with those enchantments.
Netherite is starting to be Mojang's punching bag more than anything IMO
you can already kill maxed players in like half a second with crystals but mace might be good for long fights if you run out of crystals
@@Samstercraft77 as long as explosives are stackable they will be stronger, and trying to tip that balance without nerfing the fact explosives like end crystals are stackable might harm the game more than do it any good
@@bugiairl yea i was just saying that mace isn't that op compared to things like crystals if the players have skill but the mace's extremely high damage and the fact that it uses durability instead of being consumed makes it useful for if you get drained of explosives and still want to have a fighting chance
Honestly I never got the hype behind netherite anyway. Like, unless you want it just to flex the bonuses it provides over diamond are minimal at best. To me it effectively doesn't exist because I never go out of my way to get it, it's not worth it.
Glad to see the hype is fallin off.
With each update, I always tell myself, "they cannot possibly make getting How did we get here any worse". The warden (darkness) was a massive leap but this is far greater than any other update in terms of making it more challenging. Curious to see the speedrunner strategies for these effects, though. I'm sure they'll come up with something
Now you need to get a warden, a villager, a shulker and a dolphin to a trial chamber lol
@@enn1924How's that gonna work? Doesn't the Warden despawn after a while? Even if it doesn't while it's aggro'ing you, it'd probably kill you before you got to the Trial Chamber. Does that mean you now need an Ancient City right beside a Trial Chamber?
@@unrule. I am pretty sure you can manually spawn a Warden with a player-placed Shrieker.
the trial ominous effect lasts for 15 minutes (i saw it from the video) so its not that hard, the new potion effects also can just be brewed.
@@SyRose901 No they don't. But they also don't despawn if you nametag them, and also if its constantly agro on the player.
The resemblance between the trial chambers and the temples from majoras mask is really cool
These new potions made chickens pretty OP.
Imagine all the ominous events they could add, they could have an ominous ocean monument or an ominous bastion. Combine this with the vault for guaranteed rewards for a server this could be really cool
Dude... these new potions are so gruesome! Like, damn, just think about it:
1. Infestation: The bugs are under your skin
2. Oozing: Your intercellular matrix gains consciousness
3. Weaving: Spiders make nests in you
4. Wind Charged: *FART*
Bro, the bad omen to potion is so nice man. There have been too many times when i walked into my build n have to fight a raid. Thank god
Necromancer class. Summon a bunch of mobs, splash them with oozing, murder them, and now you have an army
Oooo new potions? New enchantments? Nice! No more accidental triggering of Raids! I'm liking these changes. It will be interesting to see how the farms will be modified to work with these changes
Should be simple. The ominous bottles stack to 64, which means they can be filtered. So just replace the "AFK with left mouse button held" with "AFK with both mouse buttons held", then filter the bottles and drop them back on the player. It'll automatically drink the bottles and then everything will just work like it always has.
@@KBRoller I feel like having the raid be centered on the player's location when they obtained the raid omen effect will have a bigger effect on the farms than the ominous bottles will. But I'm not sure exactly how that would change them.
@@Jack_L It shouldn't, really; most raid farms are designed up in the air where the only spawning spot is the intended platform anyway.
Not to mention, most raid farms also use a created tiny village to trigger the raid anyway, so the location you convert Bad Omen into Raid Omen will be basically the same as the location of the village.
I think instead of the Trident replacing the heavy core, it should be some level 1 or 2 ominous potions instead.
it already also gives those, too.
You can probably do a chain jumping with wind charged mace and a bunch of mobs, placed at fixed intervals. Interesting.
it would be cool if the oozing enchantment made different slime variants depending on which mobs dies with it. For example, a skeleton slime, a zombie slime, a creeper slime. It could be just a cosmetic thing but I feel like it would be really cool
they’re finally adding more depth to the overworld 😭 new enemies & weapons too? crazy
I can't wait for doc and tango to build a crazy trial chamber farm for all the loot on hermitcraft
I'm hoping they add a music disc in a pre-release! My favorite part of these new updates has been collecting and listening to each new disc.
Thank you for the breakdown! Can’t wait to see the hermits take down the trial chambers!!
Gamifying the bad omen effect, giving trial chambers a second difficulty level, adding new combat effects that are more sandboxy than just a stat increase, making the mace harder to obtain, and giving the mace its own enchantment lineup - This certainly is a very interesting snapshot.
Some tweaks this could use though would be making the wind charged potion cheaper by only requiring a wind charge and not a whole breeze rod, as well as changing the mace enchantments so that wind burst and density are mutually exclusive, before making wind burst only affect the wielder since that enchantment is officially intended to allow for chaining the falling smashes (currently tough to impossible thanks to the wind burst knocking enemies out of melee range). Buffing wind burst so it isn't useless at first level and can't just be beat by an actual wind charge would also be nice, making it a sort of quality of life enchantment for an easier, cheaper, but functionally weaker version of the then alternate option of wind charge boosted density 5 slams.
It would be cool if they made more ominous events for more structures. What if drinking the potion and going to a nether fortress summoned an army of wither skeletons and blazes? Or maybe in an end city it summons some kind of phantom boss fight. Theres a lot of real cool potential here
I feel like before release the mace should be renamed to something more unique. The trident makes sense because people usually associate tridents with fantasy, plus tridents aren't common weapons, it's mostly a fantasy trope, but the mace is a fairly stock medieval weapon. It would be like adding a dagger with a life steal effect that has all sorts of enchantments that synergize with poison and just calling it a knife
I agree, it should be something like "windbreaker mace"
They considered calling it the Windswept Mace, it was even in the files. However no other weapon in the game is named liked that. So it wouldn't be consistent and just weird.
Yeah Windsweeper or something would've been better
I'm not even a combat player, but this is one of my favorite updates they bought into minecraft 🎉😢
now we need a way to make custom potion effects with data packs so that we can make our own ominous events
this update sounds ominous
11:30 May it be a wind swirl?
The new bad omen being able to grant different effects could be so interesting if they expanded on it:
Going into a woodland mansion could refresh enemies
Going up high enough could summon a thunderstorm
Spawning the dragon/wither could make them more powerful
Fishing could drag up an elder guardian (or a new mob)
Going to sleep spawns phantoms / a swarm of mobs
Entering the nether/a bastion spawns a piglin raid
Entering a nether fortress spawns many blazes and wither skeletons
I like your idea but I think that it should be limited to only activate in certain significant structures. If they add too many 'ominous events', then you might accidentally trigger an event other than the one you wanted - for example, you are standing on a mountain and drink the potion before walking into a mansion, but it triggers a thunderstorm instead of the renewed enemies you wanted. (This issue mostly comes down to poor planning, but limiting it would make it more intuitive to newer / less informed players.)
11:35 the G is obviously for Grian.
Someone mentioned renewable cobwebs and that’s actually nice. You use one to make 3 potions and they can all hit multiple enemies for many cobwebs back.
This is gonna be my favourite update since the cave update
I love the idea of Ominous Trials gives another use for Bad Omen and sounds like a fun challenge, the new potions and enchants are exciting
I love to build Zelda Dungeons in Minecraft and 1.21 has me beyond excited I've got so many ideas for all the new items, but also with 2 different keys now I can have actual small keys and Boss room keys, I can't wait for this update
Honestly. I am very happy I now have a way to generate silverfish in my bases...
(II used to keep them as pets on ps4)
Silverfish from infested should be aggressive towards the attacker, so it can be used like the Thorns enchantment
Mojang finally adding some Terraria "Esque" features: The new Mob Splitting, Unique Weapon crafting, Mini Bosses, Dungeon Keys! And these new trial chambers are a great example of what Good Dungeon Development looks like
(Not a direct comparison, but these new features are adding a fresh Vibe to the game)
What is terraria-esqe about these features.
Thete are no trial chambers in the Terraria dungeons
@@syedomar1060I'm using "Terarria Esque" because traditionally minecraft has been very simple with somewhat bland mechanics. The new mob splitting and dungeon keys, aswell as the ability to combine 2 unique items to create a new tool or weapon is VERY Terraria Esque. Basically Mojang is branching out and adding fundamentally new features. instead of: skip chamber for loot, You have to go through to get the keys to the loot
@@cseve8801 Not my point :) Dungeon keys, combining multiple unique items to create new weapons, mob splitting, and the new breeze are Terraria "ESQUE", in that it's "Like" Not an exact comparison.
Every Minecraft update or conversation must always include a mention of Terraria.
A tale as old as time.
missed opportunity to differentiate the types of potions you get using the unused base potions, like mundane.
Allow me to elaborate:
Awkward potions tend to apply status effects to any entity it hits. These new potion effects apply on death, so instead of having these potions be found via the awkward potion route, maybe using an alternate potion route would be more fitting in order to reduce "potion clutter." Asking too much of Mojang, but I think that'd be pretty cool regardless.
in addition to this, maybe potions with effects on death could have a different bottle shape too
@@smolbrendan5978 interesting idea but that somewhat breaks the consistency with the original water bottle and potion shape
I dont think anyone realizes that with the new "oozing" potion effect all you need is a single slime block and you can make a slime farm literally anywhere
Well, a slime block, blaze rod and nether wart, so really the best place is in a nether fortress so you can be autocrafting those potions.
I’m shocked more people aren’t up in arms. They have entirely removed raid farms now. This is such an insane game breaking change.
Raid farms were too op anyways ¯\_(ツ)_/¯ I think is a positive change
The only "honest" use of a raid farm to me was redstone but maybe witch farms will be relevant again
We got an exciting feature in return, it evens out, and even then people always admitted Raid Farms were OP.
Having it so that you never have to worry about raids does kind of feel like a massive nerf to the raid system, the fact that you will just blindly kill the captain and then it comes back to bite you upon entering the village is a good mechanic. I like the new ominous system, but wish it was still applied instantly when you kill the raid captain.
cobwebs are renewable now? nice
10:40: The addition of potion recipes for these new effects makes me wish we would get potion recipes for a number of the other potion effects like levitation, haste, blindness, and nausea. I know we can get these effects other ways, but being able to get haste without needing to kill a wither and mine a tone of ore(I know about iron and gold farms), or nausea without having to eat a pufferfish and also get poisoned. There's already a number of items that could be used as ingredients too, like a wither rose for wither/decay and squid ink for blindness. Bedrock already has a way to get Wither in a bottle though it is rare.
I just want an update to the magic system...
Ehh, either their op or no point
A list of names I thought of for this update:
The sorcery update (new potions and enchantments)
Paws (or pets) and potions
K9's and quests (quests like trial "challenges")
The trial update (pretty obvious for this one)
not the biggest fan of the stone being used for brewing, I'd see if we can find a better item for it. (or make silverfish drop some bug gunk, or corrupt a weaving potion? , though I'd make the weaving use a spider eye somewhere like have a base of poison and add string, (idk if I really had my way we''d have spider meat as a semi-junk item and we could use that(it sucks but you can technically eat it))
Also oozing using an entire slime block is weird to me, mostly just in the "how did i fit the entire block into this bottle?" sense I'd just make an extra phase so you need 2 or 3 slime balls and need to keep mixing in more to get it like a "murky potion" which does nothing. like awkward -> murky -> murky II -> oozing.
(3 slime balls total) ^
(yeah it's inconsistent with current recipes but the current recipes are bad so that's fine)
( also make witches drop potion recipe pages or something to give hints)
I could definitely see ominous events being a way to open the ancient city portal. The blue soul energy and skulls, the connection to pillagers, who knows maybe it’s just theming
I really love the direction the art is taking with taking on a "modern" approach with a couple of extra colors and frames to the animation
Honestly, having the cobwebs make their own sounds feels A LOT more natural than them making a stone block sound when they break.
Heavy core is now extremely tedious to get. I have enough trouble getting armor trims and sherds from far-away structures for collection purposes as it is. The mace is something I'd actually want to use.
This is literally the best snapshot in a while
The Wind Charged effect seems to be a reference to how Creepers used to work where they would die, then explode.
11:32 i believe the G is supposed to be the Wind Charge symbol, like the banner pattern!
I love this update so much
Oh, cobwebs can be farmed now with splash potions of weaving! They haven't been renewable until now.
i know that's kind of what the wind charge is for
but i think it would be really cool if you had the wind charge enchantment
you could like... crouch and strike the ground
and it would launch you into the air!
but just being able to do that in combat would be so cool
Raidfarms just broke?
Nah. Raid farms already require AFK with a button held; so just hold left *and* right click at the same time, and filter all the dropped ominous bottles (since they stack to 64) back to the player's hand. Every bottle dropped will be automatically drunk, giving you the Bad Omen and making it work just like a regular farm.
So, existing farms broke technically, but it's a minor modification to make them work basically the same again.
@@KBRoller they didnt require any buttons held atleast not on bedrock edition. Now bedrick ones are broken for mobile and concol players since we cant hold down drink button while afk
@@princesslemmy Without any buttons held, how did you refresh the Bad Omen effect before? That happens upon killing a captain, doesn't it?
@@KBRoller raid farms are built on pillager outposts. A pillager captain is guaranteed to spawn on the top floor of the outpost on 1 specific block. If its killed then within a few mins another will spawn. If you use a trident killer to kill the captain then it will grant whoever through the trident with bad omen. So we could stand still and let the pillaher captains be farmed while at a village and it will farm it. Look up silentwhisperers raid farm its super quick and easy explantation
@@KBRoller Trident killers.
I do feel like the Bad Omen becoming a potion defeats the point they went for in Village and Pillage. It made you cautious to kill the Patrol captains, just added a sense of danger to it and something you had to be careful of
I wonder if with Wind Burst you can bounce from enemy to enemy almost like walking on the crowd. That's actually a kewl concept for a mini game 🤔 definitely be a kewl parkour Idea.
Mojang really going all out with those loot boxes.
FINALLY! No more activating accidental raids!
Heres a fun fact, you can brew the newly added potions (exluding Wind Charging) without the 1.21 experiment enabled. This is probably not intentional as the potions aren't in the creative menu in worlds without that.
With the new potion effects, I feel like it would be a really cool idea if normal mobs around the world sometimes spawned with these effects, maybe scaling the chance with game difficulty aswell so on easy you might find a few mobs with them and on hard it’s a bit more common. Could add some variety to the regular mobs around the world to make them a bit more fun sometimes
Can we get some appreciation for the fact that when showcasing the cobweb sounds he used daylight sensors and observers instead of levers so we can hear the sound more clearly?
The best part about the Ominous Bottle is that it may fix raiders spawning in caves and getting stuck in random spots when one block is the target