Enchanting is Awful (And I Can Fix it)

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LuxyHugs

LuxyHugs

Күн бұрын

Minecraft enchanting is so bad it makes me wanna quit Minecraft sometimes. Mojang, pls fix.
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@PopovavCz
@PopovavCz 4 ай бұрын
Lol since the villager update I just skip enchanting table and go straight to spinning librarians for hours to get my enchants
@limo1132
@limo1132 4 ай бұрын
I think if people would rather spend an hour breaking and placing the same block over and over again instead of using their enchanting system then it would be wise to rework said system
@onyxtheocelot9504
@onyxtheocelot9504 4 ай бұрын
I too just use villagers and it bugs me that they keep trying to nerf them instead of just buffing the table
@Eacles
@Eacles 4 ай бұрын
I do the exact same thing. I made an enchanting table once in one of my worlds because I felt like I had to, but I quickly found out that you could just make a villager trading hall and get almost any enchantment you want and you get to keep that enchantment forever. The villager becomes a renewable source of that exact enchantment. Without the need to gamble at an enchanting table for what could be hours. Yes, re-rolling librarians can and does often take hours, but once you have a villager that gives you a specific enchantment, you have that enchantment for the rest of your playthrough for the cost of some emeralds and a book which is really cheap and can be made cheaper with zombification. So the most optimal way to play the game is to make a villager breeder, then an iron farm, then re-roll librarian trades for a few hours so you never have to gamble at the enchantment table ever again. Enchanting in Minecraft is so bad that placing and breaking the same block over and over again for hours at a time is the preferred AND best method of getting good enchantments. Not by using the dedicated enchanting block that's existed in the game for much longer.
@timeblade
@timeblade 4 ай бұрын
I personally don’t. using villagers early game just doesn’t sit well with me.
@Duck_Bidiyani
@Duck_Bidiyani 4 ай бұрын
Same brother
@gwenmcgarry528
@gwenmcgarry528 4 ай бұрын
The real issue with enchantments is that there is no actual choice. There is 1 set of optimal enchantments, and a few others that are neat for niche purposes (also silk touch). Enchantments rarely add any magical abilities and are simply stat upgrades, making enchantments essential with no meaningful decision to be made.
@TwentySeventhLetter
@TwentySeventhLetter 4 ай бұрын
Yeah they feel about as far from "magical" as the material the tools are made of
@gwenmcgarry528
@gwenmcgarry528 4 ай бұрын
@TwentySeventhLetter if enchantments were only things like frostwalker or depth strider, fire aspect or ice aspect, channeling, etc. Then they would be pretty cool, as each would magically change your weapon. If we're just getting stat upgrades like sharpness or unbreaking, it would be better to have a more on depth crafting/refining system like many RPGs have to improve gear. (This could also lead to set dichotomies between a more physically effective armor/weapon set, and a more magically effective one, giving interesting player choice
@andersonbap8014
@andersonbap8014 4 ай бұрын
That's why i love the "Enchancement" mod from doctor4t
@gwenmcgarry528
@gwenmcgarry528 4 ай бұрын
@andersonbap8014 it is pretty cool, but I do want some supplement for some of the utility upgrades (like efficiency and unbreaking) so an addition to the crafting system would be nice, but overall it's a great step in the right direction
@TwentySeventhLetter
@TwentySeventhLetter 4 ай бұрын
@@andersonbap8014 It's one of my favorite mods out there, I'm on the discord server for it even
@guilhermerafaelzimermann4196
@guilhermerafaelzimermann4196 4 ай бұрын
Don't forget that while in bedrock impaling deals extra damage to any mob in water or rain, in java impaling only deals damage to fish (all 4 types), squid (both types), turtles, axolots, dolphins, and guardians (both types), so only 2(maybe 3 if you count the puffer fish who already dies in one hit to an unenchanted trident) out of the 11 mobs it deals extra damage to are things you actively want to kill, even the trident wielding two hit kill machines you need to grind to get the trident arent affected by it!
@SamLabbato
@SamLabbato 4 ай бұрын
and it's still a crime that it doesn't do more damage against the drowned
@kacperkonieczny7333
@kacperkonieczny7333 3 ай бұрын
Don't also drowneds receive extra damage from it
@SamLabbato
@SamLabbato 3 ай бұрын
@@kacperkonieczny7333 in java at least, drowned take more damage from smite
@smaragdchaos
@smaragdchaos 2 ай бұрын
@@kacperkonieczny7333 Only on bedrock, not on java. Combat update is supposed to add the ability to deal more damage with impaling on any wet target, but who even knows when that is coming out at this point.
@ducksongfans
@ducksongfans Ай бұрын
I threw my trident, looked for it for like a minute, found it, then watched it despawn in the ground
@SamLabbato
@SamLabbato 4 ай бұрын
i love how you said "but what happens if someone scoops up all the tomes" as if treasure enchant books don't already have that same exact issue right now
@quisait5794
@quisait5794 3 ай бұрын
Really only Swift Sneak has that issue since all other enchants can be traded or bartered for, not that it’s a good fix, but at least it’s there
@uiinpui
@uiinpui 3 ай бұрын
I was at that part right as I read that comment lol
@THTB_lol
@THTB_lol 3 ай бұрын
@@uiinpui ok
@giantdwarf9491
@giantdwarf9491 3 ай бұрын
Anyone else remember the good old days of being able to enchant sticks with flame 1 or knockback 2?
@satsujin-shathewitchkingof6185
@satsujin-shathewitchkingof6185 3 ай бұрын
Yep
@AxelMuga
@AxelMuga 3 ай бұрын
pretty sure you can still do that, but in creative
@gabef.218
@gabef.218 3 ай бұрын
​@@AxelMuga No shit dude, you can put any enchant at any level on any item in creative
@druidplayz2313
@druidplayz2313 2 ай бұрын
​@@gabef.218 um akshualy there is a limit to enchant levels its 255
@gabef.218
@gabef.218 2 ай бұрын
​@@druidplayz2313 Bro's never heard of 32,767 level items I was exaggerating, but you were just flat out wrong
@Gamer_Dylan_6
@Gamer_Dylan_6 4 ай бұрын
I like the idea of an enchaning tree, but it doesn't feel like something mojang would ever do. I think the idea of learning enchantments through exploring and additional material components is perfectly on their level though.
@ZeekarPRIME
@ZeekarPRIME 4 ай бұрын
minecraft is a sandbox game with developers who tried to add rpg elements despite having absolutely zero clue what makes a good rpg element. At least in recent times they have been actually showing proper care to the rpg elements, but the older stuff like enchanting hooooh boy it is BAD
@WhatIsMyPorpoise
@WhatIsMyPorpoise 4 ай бұрын
To be more precise, it tried to add some rpg elements that have aged so badly, you hardly ever see them anymore. The addition of gameplay changes and new enchantments is what made the whole thing then completely collapse, as the whole thing clearly wasn’t designed with mending and other changes in mind. Examples: bane of arthropods: spiders used to be the 2nd fastest hostile mob when hunger didn’t exist and they could climb over obstacles that players might not expect. Also mentioned in the video, they were 1 of 6 enemies in the game, so the tradeoff could be worthwhile. Protection enchants: they existed before hunger, that is to say, before you could escape confrontations because you couldnt always choose which fights you got involved in, choosing which matchups were advantageous could benefit you. Thorns is similar in that regard: if you couldn’t dodge or run away, you might as well deal damage when taking a hit. Tldr, changes in combat, then mending on top of all that, ensured that many enchants became barely relevant.
@gustavusadolphus2436
@gustavusadolphus2436 3 ай бұрын
it’s because notch had a way he wanted the game to go, but when he left that was thrown out the window. that’s why the older stuff is so different compared to the newer stuff
@someone.1184
@someone.1184 3 ай бұрын
What rpg elements ?
@lunashenck
@lunashenck 3 ай бұрын
Yeah pretty much everything added before 1.13 needs a complete overhaul
@bigphatburger3038
@bigphatburger3038 3 ай бұрын
@@someone.1184the inherite Grindy nature of leveling and enchantments, bosses and dungeons, new unique weapons, and heavily encouraged progression compared to older Minecraft. Not sayings it’s objectively bad but quite a few systems could be made a hell of a lot better.
@thatexoguy6721
@thatexoguy6721 4 ай бұрын
These sound like good suggestions. I'd also like to add the bookshelf tier from apotheosis, where better bookshelves with more enchanting power have to be made with materials from the Nether and End. It gives you more reason to explore those dimensions and ties the crafting aspect back into the enchanting system somewhat. I wouldn't necessarily keep it as is in apotheosis, though. But maybe the Nether bookshelves could give access to Nether enchants and the End bookshelves to End enchants, possibly even requiring you to be in that dimension to use them. That would add an intrinsic need to have small outposts or bases in the other dimensions, and further tie the enchantment system into the game's overall progression.
@ShortManRob
@ShortManRob 4 ай бұрын
Another solution for a player taking all the tomes is the vault block. That way every player has a chance to get it. Imo the vault block should replace all structure chests
@luviam0001
@luviam0001 3 ай бұрын
Literally just the Lootr mod. Which would actually be nice if mojang implements something like it nicely.
@michaelbowman6684
@michaelbowman6684 3 ай бұрын
They need to make Vaults indestructible then, because currently there isn't anything stopping some hooligan from wasting several minutes of their life smacking the Vault until it breaks, which would deny everyone else from being able to loot it (which depending on the context might be their primary objective in the first place, going out of their way to loot as many chests as possible to create artificial scarcity because they want to see the world burn or something) which leads us right back to square one.
@nutmeggaming11261
@nutmeggaming11261 3 ай бұрын
​@@michaelbowman6684definitely not, we need to limit stopping people from interacting with their world. Bedrock is fine, end portals are rare, and reinforced deep slate is rare and deep in the world. That's it
@Shy_002
@Shy_002 3 ай бұрын
@@nutmeggaming11261 Cant you break reinforced deepslate?
@lechatrelou6393
@lechatrelou6393 2 ай бұрын
​@@michaelbowman6684Making them drop but useless when placed back is better, kinda like the skulk shrieker
@TrixyTrixter
@TrixyTrixter 4 ай бұрын
Personally disagree on mending being a problem. Other than that I agree. Your way is better. Edit: Actually IF the hicking EXP from repairing is removed as you suggest, then I agree with mending going away being fine.
@WhatIsMyPorpoise
@WhatIsMyPorpoise 4 ай бұрын
Mending isn’t a problem. To players, that is. It however is a hulking problem for the current enchanting system. It is no surprise that by creating a better system, mending no longer is a problem.
@enn1924
@enn1924 3 ай бұрын
The only problem I see with that is that there would be no point upgrading to netherite unless you have mending, perhaps if netherite had even more durability and could be repaired using scraps
@mechanical_squid4047
@mechanical_squid4047 3 ай бұрын
My idea for the mending problem: I will describe a few changes from the easiest to implement to the harder ones: 1) remove "too expensive" and the incremental cost for every repair on the anvil. Make the anvil never break. 2) make the anvil only cost material and not exp, or make it cost only one material for every full repair and keep exp cost. (Trident would use prismarine shars) 3) make the anvil only cost one material for every full repair and remove exp cost. (Trident would use prismarine shars) 4) make the tool not disappear but enter a broken state when broken so it can be repaired. With every step, the nerf of mending, or the nerf of its accessibility, becomes more doable, but there still is a problem, the fricking rng in the enchanting system. So more steps: 5) the feature of adding enchants to an already enchanted tool is now an enchanting table feature. Now enchanting is not rng, and both enchant a new tool and adding a new enchant costs some material, the materials needed depends on the enchant you want and the level of the enchant. Now this can be balanced in a lot of ways so I'll give you my take on it with a few examples: All enchants would require lapis, then you add two different material one to determine the level of the enchant and one for the type, the material for the type would be something common (at least for most enchant), for the level my idea is nothing for lv1, amethyst for lv2, quarz for lv3, ??? for lv4, and dragon breath (or diamonds??) for lv5, enchant that do not reach lv5 will scale differently following the same materials (unbreaking would follow lv1 to lv3, protection can go from lv2 to lv5). Enchanted books can be used instead of the materials in the enchanting table and you can enchant books using materials. (The materials used here are just an example and I would be happy anyway if changed). Exp would still be needed and would depend on the enchant, bookshelves would be either needed for higher level enchants or to reduce exp cost. 6) finally, you can implement the experimental features for villagers that mojang showed us, but make the mending book either relatively common loot of ancient cities or a loot for end cities. 7) bonus cool but maybe controversial idea, to add some more progression to the enchanting table itself, too obtain mid level enchants you would need something from the nether, for high level enchants something from the end (even something craftable with just netherrack and endstone just to temporary lock higher level enchants to progression). This could be in the form of an upgraded enchanting table or bookshelf. 8) another idea, make even the enchanting table not require exp. Exp would be ONLY gained when you complete an advancement and would be useless, just a way to tell "how good you are". (Exp would not be lost on death anymore). Mending would work in a different way obviously. With all those fixes mending would be both less needed and there would be two reliable way of finding it (the shorter in the correct structure, if it has to be ancient city maybe add an explorer map for it, the longer using swamp villager). Enchanting table would be way more viable than villager trading in the short term, villager trading would be more a long term option for not spending material and since the enchants are sold depending on the biome would be incredibly reliable to obtain what you want. Now there is one last problem, netherite tools would still be hard to repair, there are a few options (described from easiest to implement to hardest): 1) boost netherite tools durability a lot (like more than 5 times) especially for armor (10 times? More?) 2) netherite tools require only diamonds to repair. (an alternative is using only scraps and not the ingot, but its an half solution imo) 3) make netherite easier to find, my idea is to add a mining potion that allows to see ores (and netherite) through blocks in a range (off course in a range that needs to be defined and to brew the potion maybe something from the end), this would make mining actually scale with progression. 4) make netherite tools actually unbreakable BUT netherite would only be found in bastion in a locked vault as ingots, so no more netherite mining. The key for the vault is either dropped by brutes, that need to respawn every once in a while, or is a bartering trade (makes less sense imo). You would need to explore 4-5 bastion to complete a set but they would be unbreakable. This would make netherite tool super precious and losing them would be a pain, so there is the need to add a a SUPER RARE treasure enchantment to solve this, soulbound when you die the item stays with you. Going for the full set would be the real final goal. I know this would make some PVP fight even longer but that is a problem of the PVP system that should be solved in different ways (more dps, less armor).
@PJutch
@PJutch 3 ай бұрын
@@enn1924 I saw some mod that tweaked durability stuff and it made netherite repairable with diamonds. Imho, it makes a lot of sense.
@tyxolotl
@tyxolotl 3 ай бұрын
though hopefully netherite would have to be repaired with diamonds because fucking hell
@jasondahfolf4325
@jasondahfolf4325 3 ай бұрын
I dislike the idea of removing enchanted books, especially since they function as a way to store enchants for later use. Another way I can see the enchanting table be changed is using the other gems without the most purpose, nether quartz and amethyst, in place of lapis to change how enchanting functions with one of the options upgrading enchanted tools
@commenter621
@commenter621 3 ай бұрын
Makes sense
@Eh.........
@Eh......... 4 ай бұрын
1. You dont have to be a game designer to give a valid criticism/ suggestion. In fact games and other content is made for us, therefore we should know whats better, even better than the people making it in the first place 2. Thorns must be removed from the table, making it book exclusive 3. Mending percentage from fishing must be increased 4. Rebalance villagers, not nerf them to the ground 5. Remove too expensive feature
@funkybadlozza1537
@funkybadlozza1537 4 ай бұрын
Grian agrees with point 3
@Tree_-wp5zn
@Tree_-wp5zn 4 ай бұрын
Tree approves
@justseffstuff3308
@justseffstuff3308 4 ай бұрын
@@funkybadlozza1537Lmao. I still remember him being mad about other players taking *his* Mending
@six_eyesTV
@six_eyesTV 4 ай бұрын
I disagree that gamers know more about game design, I think their feedback is very insightful (when constructive) but ultimately game design is a whole process thats far greater than a suggestion or idea for a reworked system. With that out, I think your ideas are quite good!
@WhatIsMyPorpoise
@WhatIsMyPorpoise 4 ай бұрын
Issue with point 1: game designers are, more often than not, players too. But they also study games too, and that cannot be discounted. Players are useful for highlighting flaws, the more players that are to identify flaws, the more specific some of those reports will be. Designers’ roles are to figure out the most fitting solutions as well as add new concepts to a game. Tldr, you were being quite reductive about something you don’t know much about. As for the other points, you just want it to be really easy to skip through. In which case, as the video explain, the enchant system itself is broken. Minor fixes will do little. The villager rebalance is a minor fix, a decently good one at that, but as it doesn’t adress the root of the issue, it really is just stalling out a problem and so are your suggestions. I can’t really recommend better systems for the enchantment system, as it’s quite tough to figure out what would be a good set of compromises that would feel satisfying to play around with, but the point brought up in the video about « fake choices » is very valid, and there needs to be some more engaging choices than what we’ve got.
@lasercraft32
@lasercraft32 4 ай бұрын
Using niche items as a resource for enchanting is GENIUS! Kills two birds with one stone. Makes useless items more useful, AND makes enchanting more balanced. :3
@crimsonfire6932
@crimsonfire6932 3 ай бұрын
My issue with this idea is what would be the logic behind the extra resources being used? I like the idea that lapis has the unique power of turning xp into magic through the enchanting table. I don’t see how miscellaneous extra resources fit into that.
@gabrieloviedocasanas4977
@gabrieloviedocasanas4977 3 ай бұрын
​ @crimsonfire6932 Different materials would equal a category of enchantment, Lapiz can serve as the main ingredient from which one can create new Magic Cores, for example, Lapiz + Obsidian could create the item necessary for Unbreaking
@lasercraft32
@lasercraft32 3 ай бұрын
@@crimsonfire6932 How do you not understand it? Lapis provides the magic, the ingredient determines the enchantments (like spider eyes for bane of arthropods, or turtle scutes for aqua affinity or something). The material used would represent the essence of the enchantment.
@crimsonfire6932
@crimsonfire6932 3 ай бұрын
@@lasercraft32 I get that but I don’t think this is the great solution to enchanting that people think it is.
@HappyGick
@HappyGick 3 ай бұрын
Mojang has explicitly said that not every item or block will be useful. Sometimes it's just there for ambience. I respect that design decision, and I agree. I like his system because it's a smart way to keep it balanced. The Vault Hunters modpack does the same for Vaults - they're the main focus of the mod, but to keep your progress in check, you need to collect a random amount of a randomly selected set of items to enter the Vault.
@expiredvegansalmon
@expiredvegansalmon 4 ай бұрын
Lowkey lost my mind yesterday trying to get efficency from a villager I think I spent an hour just resetting trades,,
@oddlysatisfiedviewer8568
@oddlysatisfiedviewer8568 3 ай бұрын
But with the new experimental villager change you would solve that issue
@normanj4007
@normanj4007 3 ай бұрын
@@oddlysatisfiedviewer8568 by transporting villagers hundreds of blocks. yeah, that sounds really fun!
@tman586
@tman586 3 ай бұрын
@@oddlysatisfiedviewer8568nah the rework just makes villagers worse and makes it pretty much impossible to get top level enchants
@TheNerdyKoopa
@TheNerdyKoopa 4 ай бұрын
The worst thing is when you get a great sword to only have Fire Aspect on it with ZERO warning.
@APNifty
@APNifty 4 ай бұрын
The worst is when you see a good enchant for the sword and then it gets kb 2 Or when the armour gets thorns
@Qualicabyss
@Qualicabyss 4 ай бұрын
Fire aspect isn't bad though?
@Datboichannel
@Datboichannel 3 ай бұрын
@@Qualicabyssannoying against endermen
@Archy_The-Wizard
@Archy_The-Wizard 3 ай бұрын
@@Qualicabyss I'm personally not a fan of fire aspect on my main weapon because: - It rarely affects how many hits I need to kill something. - It makes zombies stronger since they can now set me on fire. - It makes fighting endermans a huge pain.
@dankmeimes4274
@dankmeimes4274 3 ай бұрын
​@@Archy_The-Wizardit also makes shulkers shit the bed
@michaelkindt3288
@michaelkindt3288 4 ай бұрын
@4:33-.-Actually, the encrypted text it's purely randomized and means nothing, it purely exists for esthetic purposes. I think you're talking about the tooltip.
@banana4880
@banana4880 Ай бұрын
Not quite, it can in fact be translated but these are random words
@Fishysalmon02
@Fishysalmon02 4 ай бұрын
Treasure enchants could have a rare chance of being tradable with wandering traders. That way they're still obtainable at any point, without being as easily accessible as villagers. I don't like the removal of the books. I'd rather integrate them into the system in a way that incentivizes me to keep a library of them around.
@bluephoenixguy1094
@bluephoenixguy1094 4 ай бұрын
What you're describing actually sounds like both Tinker's Construct Modifiers and EnderIO Enchanters. To balance it, they consume WAY more items XP but guarantee your Enchantment for Ender IO, and for Tinker's, you have to use the tool hundreds or thousands of times to be able to max out the modifiers on it, tying you down to your tool and making each tool it's own mini-skill tree... without the interface. EnderIO's method I think would be the best. Rather than a skill tree system, it keeps it just as a crafting recipe. Early game, when you might be starved for XP, the Enchanting table and it's random enchants are a boon but as you progress and build the Enchanter, you can make use of your massive reserves of resources and XP from massive farms to make enchanted books for whatever enchant you like.
@lordmarshmal_0643
@lordmarshmal_0643 4 ай бұрын
I presume you mean tool XP by "use the tool hundreds or thousands of times", which isn't a feature in the base Tinker's Construct, it's an add-on THAT BEING SAID for other readers who aren't so versed in modding, 3 modifier slots can still be a fairly interesting thing to debate what you should do with (especially when there are [varyingly expensive] ways to add more slots, like using paper for a component (it's about as fragile as it sounds but just counterbalance the horrendous durability with the other components being s t r o n k stuff it's fine)) especially with some of the TC tools being not so clear-cut on what their optimal upgrades should be The modifiers aren't quite 1:1 with vanilla enchantments like you may think either, and in some cases you gotta make a sacrifice - upgrading a tool to diamond only needs one diamond, but it also burns a slot!
@ChunkyPotatoSoup
@ChunkyPotatoSoup 4 ай бұрын
An alternative to the treasure enchant idea could be to only have them appear on pre-enchanted items, further increasing their value
@kittyoverlooord1300
@kittyoverlooord1300 3 ай бұрын
Something that could also be interesting is adding extra curses and every treasure enchant would also have curse added for it. Essentially giving a tradeoff for treasure enchants.
@Designed1
@Designed1 3 ай бұрын
@@kittyoverlooord1300 basically lunar items in risk of rain 2
@smaragdchaos
@smaragdchaos 2 ай бұрын
No, that's a terrible idea. It would make relevant items nigh impossible to get
@Hyperforg
@Hyperforg 2 ай бұрын
lol I’m one of my mods there are unstable enchants (basically lunar)
@GeorgeCowsert
@GeorgeCowsert 3 ай бұрын
I feel like a massive rework needs to be made to anvils and the table itself. Let the enchanting table be the hub where you add, remove, combine, and split enchantments, with each enchantment only existing to fill a niche. The anvil, smithing table, and grindstone are then used for upgrading and maintaining the equipment itself, with all stat boosts coming from them. If Mojang wants us to stop abusing villagers, then they need to make alternatives better.
@galnium
@galnium 3 ай бұрын
As weird as it sounds, I think it would be nice if Bane of Arthropods worked on endermen It would both give the enchant an actual viable niche and have some interesting biological implications for endermen
@smaragdchaos
@smaragdchaos 2 ай бұрын
Nah, bane of arthropods should get a boss who it could affect, ideally a big spider themed boss with minions so the slowness effect from the enchantment can be fully utilized in the fight. Smite was similarly catapulted to stardom because it can no diff withers, which is a very valid niche, bane of atrhropods is useless when the most it can do is one-shot a whole bunch of weak and frail mobs who get one-shot by sharpess criticals already
@Charlotte4Short
@Charlotte4Short 4 ай бұрын
I would also like all numbered enchantments to go up to V. That way there’s no confusion on what’s the maximum tier. I’m sick of having to look at the wiki to remember Depth Strider maxes at III, Protection maxes at IV, and Sharpness maxes at V.
@gamehead5761
@gamehead5761 3 ай бұрын
just get rid of the tiers altogether, lower level tiers are just a trap
@crimsonfire6932
@crimsonfire6932 3 ай бұрын
Problem is balancing. Depth strider 5 would be too fast.
@thepurityofchaos
@thepurityofchaos 3 ай бұрын
@@crimsonfire6932 Combine it with a nerf to 20%/level so DSV in the new version is the same as DSIII now
@ineophobe
@ineophobe 3 ай бұрын
​@@crimsonfire6932they can just change how it scales so 5 is the same as what 3 would have been
@papaaquchala8460
@papaaquchala8460 3 ай бұрын
Or scale everything down to 4 for simplicity
@BasementDweller_
@BasementDweller_ 3 ай бұрын
My issue is the “too expensive” mechanic. Like I would want to combine my lesser enchanted gear into more powerful gear without having to worry about the cost being “too expensive”.
@K-Sha1
@K-Sha1 3 ай бұрын
I'm surprised this video didn't mention the finer details of enchanting like how you get different enchants via resetting your seed so the optimal way to approach is to mouse over the level 30 enchant to check what it is, and if its trash then enchant something else with the level 8 enchantment and rinse and repeat until the level 30 enchantment is good then apply it to your item of choice. Doing it this way saves you a good bit of xp farming but imo the most massive flaw in the enchanting system is the level 30 requirement and the flat level cost. XP per level increases as you level so levels 1-10 barely cost any however going from 30-40 takes an utterly insane amount of experience, and yet those 10 levels are all valued exactly the same. This means that if you do not enchant EXACTLY at level 30 you are wasting massive amounts of xp into nothing, because you get those levels back quicker. It should cost raw XP not levels, because levels in vanilla Minecraft are completely arbitrary.
@CMDKeenCZ
@CMDKeenCZ 3 ай бұрын
He did mention that lol
@NotBigSurprise
@NotBigSurprise 4 ай бұрын
i remember someone suggesting that enchantments could work on a sort of "socket" system, where you can only have so many enchantments of certain levels, and you have to balance which ones go on higher levels maybe the two of them could be combined, and the skill tree could even serve as a way to remove certain enchantments maybe at the cost of a level or two, so we still have uses for the grindstone
@GrownRhombus
@GrownRhombus 4 ай бұрын
beautiful video, it's a nice change from the hawaii: part ii vids. I do have one input to give; put the song that's currently playing in the background in some small text in a corner, just so others can see what music is playing if they don't know the name of the song!
@PJutch
@PJutch 3 ай бұрын
I think there is a mod that renames Bane of Anthropods to Bane of Shhh and makes it affect creepers. Honestly, a genius idea.
@Bud55
@Bud55 3 ай бұрын
I just LOVE exponential costs!!!. I LOVE having to scrap everything if I get it wrong! I LOVE spending hours at the monster tube for exp. I didn't think they could add a feature so boring that mining netherite looks like a fun and engaging activity in comparison.
@Catoslouco
@Catoslouco 4 ай бұрын
Pretty nice point, even though I am the kind of guy that just gets villagers, then and just builds big things. But still a part of me wishes that another way besides this crap called "enchanting table" how it is right now, and I find your solution pretty good
@Gameatronic9000
@Gameatronic9000 4 ай бұрын
gonna be honnest. early enchants are the only use for a table i have in vanilla these days. i go for villagers and an anvil to get maxed enchants, so the table is useless for me at the top level cause i never like book enchanting to makd tthe high enchant gear. but for the mid game where i havent found any mending, and still using stone tools and saving my singular iron/diamond pick for mining ores only,i end up toaaing my lapis and hoard of XP into enchanting stone picks at level 1. cheep enchants i can blast onto crummy tools im uaing for beign frugal on my more valuable tools, i notice any speed increase between efficiency 1 and 2. ive broken more stone picks than any other tool, so that demonstration of breaking a whole 2 blocks more in the same time with 1 level difference. speed is speed, even if its not alot, an upgrade is an upgrade and it can help if your doing alot of large projects early on. like terraforming a hillside. past that, i disagree of wholesale scrapping the enchanted book system. i can bite at the idea of the anvil changes, but allowing enchant levels to not combine for books seems a bit much. making enchantsd books unable to combine it removes an alternate set of paths of looting, fishing, or trading to reach enchants outsiede the table. that said farms, and automation can certaintly make those alternate path much easier, but reballancing those is another topic. having enchants be only from the table would necesitate everyone to follow a single path of progression towards a variety of enchanting goals. tomes in chisled bookshelves sounds great as it is, and i'd say that if we could filter the randomness of a table's enchants by surpunding the table with specific enchanted books i'd be much more inclined to using the table. like, i could have a table built for enchanting armor with protection books, mending and unbreaking books, and maybe a dash fo the piece exclusives like resperation, aqua affinity, and swift sneak all raising the weights on the table. and next to that i have a table thats heavily weighted for fortune, silk touch, mending, and unbreaking. cause its my tool table. and since books can be enchanted, AND placed around a table to narrow the rng, its a self feeding cycle for a better enchantment table.enchant books for 'research narrowing' for more PRECISE enchants at the table. sorry for the MASSIVE comment, but i had 2 things i wanted to say, and ended up having a brainwave ontop of that for an alternate sugestion.
@enn1924
@enn1924 3 ай бұрын
I have another idea: keep enchanting as it is, but add an alternative way to enchant your stuff, by adding a 3rd slot on the enchanting table in which you have to place certain materials to guarantee speciffic enchantments Lets say, if you put an obsidian block you get unbreaking, gold for efficency, eco shards for mending, diamonds for protection, etc. Enchanting this way would cost 5 levels instead of 3 and the level of the enchantment could depend on bookshelfs or the amount of the material you used This way you can still roll for the chance to get multiple enchantments if you want to but you also get to not waste your time and give use to niche items Another QoL features that should be changed are the following: 1. Combining enchantments only increases the cost by a lineal amount 2. Remove the anvil cap, with these 2 changes now the low level enchantments you get as loot has actual value as you can slowly get maxed up as you play the game, instead of saving all your enchantments and apply them all at once 3. Make certain enchanted books tied to speciffic structures, lets say the desert temple can only have looting and blast protection, mineshafts have efficency and fortune, etc 4. Remove bane of arthropods Also they should make new cool enchantments that actually feel magic but are exclusive so there are multiple ways you can go on your gear instead of a single meta set, stuff like ice aspect, fire riptide for the trident, etc
@AlexMint
@AlexMint 3 ай бұрын
I would feel a lot better about enchanting if it didn't treat "levels" as "the level" so much as the amount of xp in the level. Like for not "3 levels" whether you're 30 or 100, but "300 orbs", or less than a level if you're really high.
@qfqfsaa6558
@qfqfsaa6558 4 ай бұрын
I'll be honest with you, I had no idea why I was subscribed to you until I saw the goat, then I remembered "Oh yeah, it's the Hawaii: Part ii guy." Great video by the way.
@keecko8169
@keecko8169 Ай бұрын
i think enchantments need to be, y'know, enchantments, sure basic ones like sharpness, knockback, and fire aspect work, but wheres my throwable sword? Wheres my bow that shoots light beams instead of arrows? Wheres my pickaxe that explodes when mining stuff? Wheres the enchants? What we have NOW, is upgrades.
@Capiosus
@Capiosus 3 ай бұрын
I think the issue with enchants is actually the level system discouraging getting a lot of levels.
@tsoewoe
@tsoewoe 3 ай бұрын
there are MUCH better sandbox games to "go big" and "optimize on to make them as best as they can be" than minecraft, you should try Rimworld, minecraft is probably one of the worst places to go for progression
@Ixarus6713
@Ixarus6713 2 ай бұрын
I think a better enchanting method would be that, when adding an item to the table, you are presented with every possible enchantment it can have. Then you can add each enchantment for a defined xp cost, increasing through the levels. Additionally, I'd remove sharpness and just make a whetstone, which costs the same amount of xp as it would to enchant to increase the weapon's damage in increments, perhaps also changing the look of the blade itself. This way you have more control of enchantments while keeping the associated cost and things like sharpness are fixed and detatched from enchanting. Therefore working much better as an mmo system. (Also this is how enchanting works in most games i.e: Skyrim, so it's dumb it's not the same here and often flat out requires advanced villager mechanics.)
@emilyhockers1086
@emilyhockers1086 3 ай бұрын
that idea at the end is very cool Like, you could make so many materials worth collecting for upgrade, giving you more reasons to adventure rather than just building a villager setup And breathing new life in new items, so nice The tech tree idea is awesome
@TheforeverPigeonKing
@TheforeverPigeonKing 2 ай бұрын
This reminds me of an idea I had for potions. For context I play on bedrock ed and in that version you can fill cauldrons with potions then dip arrows into it to make potion arrows. You can also use dye to change the color of water and that’s how you dye leather. So I thought of combining these features. You should be able to equip leather armor and wood tools with potion effects. For the armor it would work by providing an effect of what you dyed but only 1/4 of the power. So to get the full effect you have to where each armor piece. For wood tools it would work the same to tipped arrows, when you hit someone or something they would get the effect. I also imagine that there would be no potion smoke due to it being contained in the items. Also it wouldn’t just be armor or tools but most of the leather and wood items as well. Like we could finally have a vanilla way of getting invisible armor stands and item frames. Plus it would be balanced because it only works on leather or wood, so netherite cannot have potion effects. And like I said before you need the whole armor to get the full effect so it would be balanced. I really think it is a good idea
@SergioPSC
@SergioPSC 3 ай бұрын
There was a mod I used to play with that gave you a special more expensive enchanting table that allowed you to put whatever enchantment at whatever level at the cost of a ton of XP. Adding more bookshelfs, instead of allowing better enchantments, reduced the cost. Treasure enchantments could be added but we're a whole lot more expensive required the table to be on top of a floor made of ore blocks (like a beacon) and curses could be removed but only on full moon nights. I think this implementation could be cool, where to get better enchants you need to upgrade the table by adding things to it, not just bookshelfs. Also, the table allowed you to increase the level of enchantments already on the tool, so through the game you would slowly upgrade your tools until it was maxed out.
@Souly550
@Souly550 4 ай бұрын
Honestly the most underrated youtuber i've ever seen, keep up the good work! 💛
@grqfes
@grqfes 3 ай бұрын
the intro reminded me of that time i spent so f ing long on getting the whole set and most importantly sword fully enchanted (including looting 3 which for some reason took HOURS) and then dropping the sword off the side of the end xp farm along with 50 stacks of pearls.. that was genuinely painful
@zyad48
@zyad48 3 ай бұрын
Now I want a mod that does all or at least most of these tbh. Very interesting method of tackling the problem!
@rojasA77
@rojasA77 2 ай бұрын
Personally I'd always enchant a book before any tool or armor and later put that enchant on every piece. Of course is easier by having a librarian villager farm. But the point is that the enchanting system sucks
@krzysiekchinbeard4442
@krzysiekchinbeard4442 3 ай бұрын
Alright, hear me out: bane of arthropods deals extra damage to "webbed" entries (from the new potion effect) but either removes the effect in the process or removes like 30 seconds of the effect. Also make it so entities take extra damage from impaling when wet (I think bedrock has this) like in rain, water or afternoon being splashed by blank potion
@bobfs9855
@bobfs9855 3 ай бұрын
9/10 my only complaint is that something as blatant as a skill tree in the enchantment table doesn't feel vanilla enough it's uncanny and ruins the feel of the enchanting gui instead, I propose a sort of "crafting" system, like the required ingredient you suggested, where players are forced to tinker around a recipe book (unlike the god-forsaken brewing stand) and memorization for the same goal of upgrading enchantments over a tool's lifespan such as requiring a different recipe and ingredient list for each level of a desired enchant, instead of just 4 copper ingots per piece of armor you want protection on this also ties into the expensive feel of higher tier enchantments, where it's not just levels and lapis, but the tradeoff of grinding those two meticulously is instead replaced with a material cost like a powerful D&D spell
@JinxeBlaq
@JinxeBlaq 3 ай бұрын
This is where I’ve stopped my most recent Minecraft run. The enchanting grind was sooo monotonous I just couldn’t bring myself to keep going through it. I’ve gone through it once, and I ended up losing my very good enchanted gear and rage-deleting the app... This is why I had to start my most recent Minecraft run (The save is tied to the app, so app delete means save delete). And as I said, I just can’t bring myself to do it again. The enchanting system makes me want actual death sometimes.
@ukyoize
@ukyoize 3 ай бұрын
This is a great idea. One thing I would change is to make tools and weapons track how you use them and unlock enchants based on that. New axe doesn't have weapon enchantments, but if you have been using it as a weapon it will have. Getting damaged by specific damage will unlock specific protections. Maybe some, if not all enchantments reqire more usage than usually durability allows, forcing you to use anvil (asuming rising repair costs are gone).
@KatieKat223
@KatieKat223 3 ай бұрын
Me: Oh cool they got Fortune II. That's an excelle- Oh and they got rid of it Me: I guess if they're trying to optimize for an enchantment with only 3 tiers they could easily use boo- not bringing it up whilst relevant, okay... Me: Efficiency II being slightly faster than I would add up over ti- oh, okay. They're dismissing it
@Snidbert
@Snidbert 3 ай бұрын
Enchanting has needed an overhaul for basically as long as it’s existed
@saliso470
@saliso470 4 ай бұрын
I just use end cities and villagers for enchanting. The table doesn't really feel like it's worth the levels because end cities are common enough and have very good loot sometimes even mending.
@KitKitsuneVixen
@KitKitsuneVixen 2 ай бұрын
12:30 wind charges are basically like water buckets but doubling as another movement method so they do help a lot, especially when visiting dangerous places like the nether. theyre not essential to traversing the nether, but they do help with it
@mrmuffins951
@mrmuffins951 2 ай бұрын
I really like this! The only thing I would add is my biggest bone to pick with enchanting which is how many different enchantments there are that do the same thing. I would consolidate them so things like treasure books are more likely to have the enchantment you need on it. These are what I would combine: * Power, sharpness, impaling * Punch, knockback, wind burst * Flame, fire aspect * Fortune, looting, luck of the sea * Efficiency, quick charge, lure * Loyalty, infinity This would bring the total number of enchantments down from 42 to 32
@TheWanderer1000000
@TheWanderer1000000 2 ай бұрын
0:35 Sounds exactly like when AsmonGold smashed his head on his desk
@satsujin-shathewitchkingof6185
@satsujin-shathewitchkingof6185 3 ай бұрын
I remember the days you could put any enchantment on anything. Little kid me loved doing that on creative
@petercarioscia9189
@petercarioscia9189 4 ай бұрын
A quick fix would be giving more XP back for disenchanting. Maybe getting significantly more for scrubbing more/higher level enchants off of an item. Also ...make the anvil less expensive, Christ there's no reason I should be clearing ALL of my levels to merge a couple of pick axes.... I have no motivation to start a new world when the daunting task of creating new enchanted armor and items crops up... especially now with how annoying they made mending.
@itisajem8645
@itisajem8645 2 ай бұрын
I really love your idea for tomes in chiseled bookshelves because there are plenty of structures to put the in
@dexterity494
@dexterity494 3 ай бұрын
I've had the idea of a skill tree change to the enchanting table for a while now, and its very affirming that someone else had the same idea. One thing to add: i think for the most part, treasure enchants can be unchanged. You can either have a system where right-clicking with the book lets you "read" it and you learn how to use that enchant, or have it be per table, similarly to what you mentioned. Additionally, if this were added, there should be a limit on total enchants added to an item, dictated by how much lapis you have in the table. Im thinking something like you get 4 enchants for free (or 4 lvls of the same enchant) and then each 2 additional enchants (or lvls) costs a lapis.
@user-pw5do6tu7i
@user-pw5do6tu7i 3 ай бұрын
in my single player worlds, only for swords, I have a rule that I can only combine swords with found books. or found end swords. It really makes it a lot more personal of a blade
@GrzegorzSobkowicz
@GrzegorzSobkowicz 3 ай бұрын
There is a mod called Eidolon, that adds a nice way of enchanting your gear, the soul enchanter. You do a little ritual to turn undead mobs into soul crystals. You put them in the soul enchanter with your gear, and get presented with choice of 3 random level 1 enchants for 1 XP level and 1 soul crystal. After you apply the first enchantment, you can apply another for the same cost, unless it's the same enchant like Sharpness, in which case you get option to apply level 2 of it for 2 levels and 1 soul crystal. You can keep doing it until you max out your gear.
@13luken
@13luken 3 ай бұрын
6:57 back when it drained all of your levels, I got a full set of chainmail armor from going out and killing zombies every night, and enchanted all of it with max enchants (thorns 3 prot 4 unbreaking 3). This was pre-mending so it all broke like a week later. I have no idea why middle school me wasted my time doing that
@blturn
@blturn 2 ай бұрын
I was surprised the concept of Gold having higher enchantability isn’t used all in Minecraft. Imagine being able to enchant a gold sword for cheap and move that enchantment onto another sword. Or even imagine a golden items being able to surpass regular enchantment numbers, like gold tools uniquely having ‘Unbreaking X’
@KefkeWren
@KefkeWren 3 ай бұрын
Alt title, "Enchanting is Awful (Because I Feel Entitled To The Best Stuff)"
@marycrawford7209
@marycrawford7209 Ай бұрын
There’s a mod I love called Apotheosis that tries, among other features, to be a vanilla+ update to the enchanting system. It gives the enchanting table its own stats (besides just Enchanting Level, which is renamed Eterna) and also allows it to be upgraded past level 30 which can give you enchantments beyond vanilla levels. This allows you to vastly increase your chances of getting rare and high-level enchants. You can manipulate the stats by placing items, mostly bookshelves, of which it adds a whole bunch of new ones. There’s a standard progression of high-tier shelves that can only be crafted with materials from raiding structures and killing bosses (so you have to fight and explore to work your way to max level), and there’s also some other shelf types that give you stats like Enchanting Clues, which will show you more of the enchants that will be put on the item before you actually enchant it. It also adds special types of books that when enchanted at a table can only contain enchantments for a certain type of item (so you can pre-roll books specially for boots, swords, etc.) I really like this system-it makes enchanting fun again, makes it so you have to earn the high-tier enchants instead of just farming sugar cane and playing the slot machine, and encourages you to actually roll for enchantments instead of just using villagers.
@herothehedgefox
@herothehedgefox Ай бұрын
5:20 thank you! I always hold "feather falling IV" to such a high regard that after i get it, i'm terrified at the prospect of having to get it again.
@herothehedgefox
@herothehedgefox Ай бұрын
i really like your idea to fix enchanting btw! It still feels very minecraft-y
@herothehedgefox
@herothehedgefox Ай бұрын
The Tomes issue can probably be solved by the new vaults.
@omnomgamer8633
@omnomgamer8633 3 ай бұрын
I had to pause. We can keep enchanted books. Make it so enchanted books allow you to upgrade your enchantment level without the exp cost. Eg. If i have a fortune 1 pickaxe and a fortune 2 book I can upgrade to fortune 2 at the cost of the book. But I need fortune 1 already. Edit: I really wanna keep enchanted books. They are by far the only exciting loot to find after early game except armour trims now. Also they look fancy.
@NotTadgh
@NotTadgh 2 ай бұрын
Tranquility base hotel and casino mention 🔥
@Netist_
@Netist_ 3 ай бұрын
"Enchantments should use a third resource, unique to each enchantment" is an idea I've been kicking around in my head for a long time.
@Thibbs-vp6gm
@Thibbs-vp6gm 3 ай бұрын
To this day the ONLY time I use any of the exclusive sword enchantments other than sharpness is against the wither. You can usually one shot zombies and skeletons and such with a fully enchanted sharpness 5 sword, so why would I ever want to ONLY be able to one shot undead mobs when I could one shot all of them?
@LuxyHugs
@LuxyHugs 3 ай бұрын
Sharpness 5 on netherite can never one shot mobs with 20 hp. Smite 5 on a netherite axe with a critical hit can one shot any undead mob except zoglins. That's why Smite is for the axe.
@LazerDisk
@LazerDisk 3 ай бұрын
I like your solution to enchantments, though I think it can be simplified. Remove XP and remake the table to be 3 by 3. Middle portion is the item, and the other 8 slots are slots to fill in with enchantment components. Lápiz/amethyst/quartz can be used to decide the level of the enchantment, and the special component can be related to the enchantment somehow. Like cactus and sweet berry give thorns, or fire charges give fire aspect/flame. This can be balanced in any way the devs see fit, allows the player to make enchantment progress from simply playing the game, and it allows the player to enchant more items without feeling like they’re wasting XP they should be putting towards Diamond.
@Jameshefrog
@Jameshefrog 2 ай бұрын
Honestly with how many enchants are necessary now, it makes the old cost system seem good. Cause even though it was “more expensive” in the past, there were less options and less combining. I almost miss the old days, especially translating the text
@jpting_
@jpting_ 2 ай бұрын
You're saying all the things I've been feeling for ages! I know many people want another end update but honestly I'd love an Enchants & Alchemy Update, making potions more useful/space-efficient, and making enchanting less infuriating would be wonderful. I've always thought a simple tweak for enchanting would be to change the three buttons from enchant quality to enchant amount, since both bookshelves and the buttons kinda just do the same thing. Being able to guarantee that I'm going to get 3 enchants on my pickaxe instead of the _stupid unbreak III and nothing else_ would be enough of a change for me. That being said I love your idea so much more, it's much more future proof and I love the idea of upgrading lesser enchantments. Though it might break Mojang's rule of adding RPG elements into Minecraft. Anywho, the one thing I don't really understand is the removal of enchanted books, I don't really see an issue with them? Especially for an SMP, being able to grind for exp and place enchantments into books to sell off to other players is a very nice business. And tomes really do seem like a nightmare for multiplayer servers, the chiseled bookshelf idea works in a situation where everyone is friends, but would certainly not work on large survival servers or factions servers.
@TheOnlyKingBee
@TheOnlyKingBee 3 ай бұрын
I still dont like how mojang just shot the early game in the sake of "exploring" like i just want to build a city and gear up as i go and i now cant do that as easily and somehow i find very difficult to find decent biomes or structures like before.
@AriYusyli
@AriYusyli 3 ай бұрын
I actually had an idea for the treasure enchants since I was planning on making a mod of my version of an enchanting overhaul. For treasure enchantments (namely Mending.) There would be a structure or area within the end dimension (could be an end library or something) where if you place an enchantment table down THERE, you would have a chance to get treasure enchantments within the table, kinda like a 'power-up' area for the table. I clicked on this vid to compare my old version of an enchantment overhaul with your ideas and i LOVE the ideas you have for it. But combining your table with the area in the end would make mending and other treasure enchants end game items (which is my main gripe with mending atm cuz imagine if villagers sold elytras, would be a bit busted) Which would bring a ton of depth and intrigue for exploration and flesh out the end lore with them possibly having more advanced tech than the player does.
@blumage7172
@blumage7172 Ай бұрын
Few issues of the trial chambers are not just breeze rods wind charges and maces. You can also get plenty of copper blocks, diamonds, the new music discs which are incredible, and in upgraded trial chambers you can get enchanted apples and armor. Another complaint I have is how I think removing enchanted books also makes having an anvil useless as instead finding an enchanted book can just make you skip ahead in the tree instead of just not existing. This would encourage people to explore for that oneeee enchanted book and make the experience so much better. And why not keep them but also make books go through the same thing with tools and armor. Copper isn’t useless it’s incredible it’s the first ore that’s treated like a wood type. It is an amazing building block. Copper bulbs brought great improvements to redstone.
@ceviche4life951
@ceviche4life951 3 ай бұрын
I really like your tree pitch for enchanting, a mod called Eidolon has its own enchanting station that works almost exactly like this. I would say that the removal of mending would be a better option, but in turn the durability of all items is vastly multiplied, like 10x more durability or smn. This would incentivize players to return to mining to acquire materials, return to anvils to repair their gear, and return to enchanting tables in case they lose their gear. Increasing durability would prevent this system from being too frequent and repetitive so it doesn’t feel like a hassle. Repairing gear with its respective resource would also make lower tier gear still useful late game, since it’s cheaper to maintain and and is still viable in terms of durability.
@yarn1471
@yarn1471 3 ай бұрын
You can sidestep the level requirement 30 for reroll by rerolling at lower levels until your lvl 30 enchant is good
@mrmediocre848
@mrmediocre848 3 ай бұрын
I think using chiseled bookshelfs for enchanted books should affect librarian trades and enchanting tables, such that you could upgrade basic enchantments like unbreaking and efficiency, but you have to go exploring to pick up treasure enchantments, including mending. That way, you're not gambling on the enchanting table or grinding with a villager until you get the trade you want
@maciejcocieto4361
@maciejcocieto4361 2 ай бұрын
Ah yes, the bane of the arthropods. Me and my friend call this enchant "Ants Tamer".
@PotatoSofi
@PotatoSofi 2 ай бұрын
Apotheosis' enchantment is really good if you cap the enchantments to normal levels... Even though you are still stuck with slot machine enchantment, you CAN get complete control over your enchantments with enough grind for advanced bookshelf stuff.
@joanahkirk338
@joanahkirk338 3 ай бұрын
This is more mod like, but I was just thinking of this idea. Along with your suggestion that you have to upgrade enchants instead of getting the best right away, what if you also had to do a small puzzle thing to get certain enchants? And if you get a tome it'll have pages explaining the solutions to find in order to get the enchants you want? Plus it's full of flavor text and maybe images? Then, by putting it on a chiselled bookshelf, you can read it while you're looking at an enchanting table, as the book icon will appear on a side bar, which might have a scrollbar if there's a lot of tomes. It gets people interested in reading the books. Though it also means you'll have to translate it. Maybe each Tome has it's own puzzle thing to solve? Like three rotating circles and you have to line it up right. And another that's some Tic Tac Toe sort of thing. Stuff like that. It's like you have to do some magic ritual to enchant your stuff. Again, more mod like, but still. Maybe with that you can also have brewing stands and cauldrons nearby for more magic stuff.
@paradoxcorporated2906
@paradoxcorporated2906 3 ай бұрын
Let's be financially responsible! *Ding* - build an enderman/piglin based xp farm I can't stop winning! *Ding* - enchant books instead of end products I can't stop winning! *Ding* - combine books instead of end products I can't stop winning!
@sky5gaming
@sky5gaming 2 ай бұрын
I have been playing Minecraft for over 9 years and can count how many times I have used an enchanting table on my fingers. I have always gone with the villager trading route
@BULLZIERADAR
@BULLZIERADAR 2 ай бұрын
10:03 this would make grindstones obsolete
@mechanical_squid4047
@mechanical_squid4047 3 ай бұрын
My idea: I will describe a few changes from the easiest to implement to the harder ones: 1) remove "too expensive" and the incremental cost for every repair on the anvil. Make the anvil never break. 2) make the anvil only cost material and not exp, or make it cost only one material for every full repair and keep exp cost. (Trident would use prismarine shars) 3) make the anvil only cost one material for every full repair and remove exp cost. (Trident would use prismarine shars) 4) make the tool not disappear but enter a broken state when broken so it can be repaired. With every step, the nerf of mending, or the nerf of its accessibility, becomes more doable, but there still is a problem, the fricking rng in the enchanting system. So more steps: 5) the feature of adding enchants to an already enchanted tool is now an enchanting table feature. Now enchanting is not rng, and both enchant a new tool and adding a new enchant costs some material, the materials needed depends on the enchant you want and the level of the enchant. Now this can be balanced in a lot of ways so I'll give you my take on it with a few examples: All enchants would require lapis, then you add two different material one to determine the level of the enchant and one for the type, the material for the type would be something common (at least for most enchant), for the level my idea is nothing for lv1, amethyst for lv2, quarz for lv3, ??? for lv4, and dragon breath (or diamonds??) for lv5, enchant that do not reach lv5 will scale differently following the same materials (unbreaking would follow lv1 to lv3, protection can go from lv2 to lv5). Enchanted books can be used instead of the materials in the enchanting table and you can enchant books using materials. (The materials used here are just an example and I would be happy anyway if changed). Exp would still be needed and would depend on the enchant, bookshelves would be either needed for higher level enchants or to reduce exp cost. 6) finally, you can implement the experimental features for villagers that mojang showed us, but make the mending book either relatively common loot of ancient cities or a loot for end cities. 7) bonus cool but maybe controversial idea, to add some more progression to the enchanting table itself, too obtain mid level enchants you would need something from the nether, for high level enchants something from the end (even something craftable with just netherrack and endstone just to temporary lock higher level enchants to progression). This could be in the form of an upgraded enchanting table or bookshelf. 8) another idea, make even the enchanting table not require exp. Exp would be ONLY gained when you complete an advancement and would be useless, just a way to tell "how good you are". (Exp would not be lost on death anymore). Mending would work in a different way obviously. With all those fixes mending would be both less needed and there would be two reliable way of finding it (the shorter in the correct structure, if it has to be ancient city maybe add an explorer map for it, the longer using swamp villager). Enchanting table would be way more viable than villager trading in the short term, villager trading would be more a long term option for not spending material and since the enchants are sold depending on the biome would be incredibly reliable to obtain what you want. Now there is one last problem, netherite tools would still be hard to repair, there are a few options (described from easiest to implement to hardest): 1) boost netherite tools durability a lot (like more than 5 times) especially for armor (10 times? More?) 2) netherite tools require only diamonds to repair. (an alternative is using only scraps and not the ingot, but its an half solution imo) 3) make netherite easier to find, my idea is to add a mining potion that allows to see ores (and netherite) through blocks in a range (off course in a range that needs to be defined and to brew the potion maybe something from the end), this would make mining actually scale with progression. 4) make netherite tools actually unbreakable BUT netherite would only be found in bastion in a locked vault as ingots, so no more netherite mining. The key for the vault is either dropped by brutes, that need to respawn every once in a while, or is a bartering trade (makes less sense imo). You would need to explore 4-5 bastion to complete a set but they would be unbreakable. This would make netherite tool super precious and losing them would be a pain, so there is the need to add a a SUPER RARE treasure enchantment to solve this, soulbound when you die the item stays with you. Going for the full set would be the real final goal. I know this would make some PVP fight even longer but that is a problem of the PVP system that should be solved in different ways (more dps, less armor).
@tumultoustortellini
@tumultoustortellini 3 ай бұрын
My way of doing this whole system is having equipment upgrades (physical upgrades), and enchantments (magic, dudoy). So, unbreaking and sharpness would come out of suping them up w/ more materials, as would my dream upgrades (extra on-person storage in an upgrade set called "deep pockets", or having headlights or shoelights). That way, you don't just want diamond armor, if you've invested into iron already. As a whole, armor needs to be reworked (leather being faster, iron being midline, diamond being slow, netherite either being as slow as diamond for balance, or as fast as leather, for pure hax.
@creepercrafttnt879
@creepercrafttnt879 3 ай бұрын
"Villagers aren't balanced" Mojang: And i took that personally
@virdrae
@virdrae 3 ай бұрын
Bane of anthropodes = killing cave spiders in a spider farm. If that is the only use (which it is), make it so it only appears in mineshafts.
@cineblazer
@cineblazer 3 ай бұрын
this is my first encounter with this channel, and I gotta say - cool PNG-tuber avatar? extremely based game design takes? MIRACLE MUSICAL ALBUM ART IN THE BACKGROUND?? i subscrib.
@Shugunou
@Shugunou 3 ай бұрын
Something I've seen mods do that would be cool is an enchanting table that gives you a guarenteed chance of getting the enchants you want but for a higher cost. The table itself is more expensive to make and it costs more EXP to use but you don't have to worry about RNG. It would also scale up the EXP cost with the level of the enchantment you choose. That would be a cool way of doing it. A way I can see this being implemented is that you need to upgrade a regular enchanting table in a smithing table with Netherrite. The magical properties of the Netherrite would cause the table to be better. It makes sense since you already use diamonds to make enchanting tables. This would also make sure you don't get this ability too early on since Netherrite is typically late game.
@Nicolas_GE
@Nicolas_GE 2 ай бұрын
to keep the minecraft lore in mind, i'd only use magical items for the skill tree upgrade for example, instead of copper for protection, i think having enchanted armor or the turtle helmet potion as an ingredient would work tying the alchemy and magic together would work well i think
@Naretek
@Naretek 3 ай бұрын
Great video! I really like your enchantment rework idea. I think it would be cool if enchanted books stayed, and allowed the player to skip parts of the enchantment tree. For example if you found an efficiency IV book, you could skip over the first 3 levels. Enchanted books would just be a loot item, not enchantable by the player and no longer sold by villagers.
@emoslothwithpinknails5907
@emoslothwithpinknails5907 3 ай бұрын
What I think would fix this; is if the players are able to learn the ancient text for the books. I heard a theory from yt that the players is somewhat able to read the text if they were to be able to learn more, I think it would fit in the game since the archaeology update had such useful information of the past lore wise.
@alphabros5226
@alphabros5226 3 ай бұрын
I've literally watch probably hundreds of minecraft videos of yelling but 0:35 has to be in vibes alone one of the loudest moments I've ever heard 😆
@SpritePony
@SpritePony 3 ай бұрын
My one question is this: With the Enchanting Tree, and the loss of combining tools with enchantments, how do you get multi-enchants? How about upgrading your enchantments? Do you just waste lower level enchants on random tools and then grindstone them? Or would you be able to replace lower level enchants with higher level ones? There's a lot of questions for this method, but I don't entirely disagree with it. It's certainly an interesting take, but isn't fully explained/fleshed out.
@Alpha_mindustry
@Alpha_mindustry 3 ай бұрын
enchanting infuser(Mod) does a pretty similar thing to your idea but instead of completly replacing the enchanting table it is a upgrade of it that requiers crying obsidian and some amethis with some extra stuff, you can get guaranteed enchantments at the cost of more levels, like i'm talking abaut 30+ complete levels drained
@lauroalexandre279
@lauroalexandre279 4 ай бұрын
I liked the progression tree idea, but the "customable" line that made me think other alternatives. First, I'd separate the enchantments between "tiers", where the crappy ones and lvl1 enchants would be on the first tier and the best ones and the lvl3 enchants would ocupy the third tier. The idea is to keep the leveled enchants only to level 3, and then put lvl5 of them in a "legendary tier" that can only found in structures alongside the other unique and broken enchantments, such as mending and infinity. Therefore, the randomness of the enchanting table could be kept, as long as the options follow that tier system, and I would raise the cost for enchanting in exchange for getting rid of the lvl30 necessity for higher enchants (2lvls for 1st tier, 3lvs for 2nd and 5lvls for 3rd). You could also fuse enchanted books in the anvil (but only up to lvl3, and obviously without the "too expensive" cap), sell them to librarians so they can (after some time, and only the villager you sold it to) sell more of them for you at a much higher price or put them in a chiseled bookshelf around the table to increase the chance of getting the same enchantment. At last, for the "customable" aspect, I'd rework the system to enchant equipments, so that each material can support a different number of enchantments based on a "point system", so each enchantment would require a different number according to their tier (1p for 1st, 2p for 2nd, 3p for 3rd and 5p for legendary tier), similar to tabletop RPGs. Therefore, wooden/leather equipment would support 1p, stone would support 2p, iron would support 3p, diamond and netherite would support 5p and golden tools would support 6p. You could also transfer enchantments back to books using a grinding stone/lectern or other functionality block.
@KngMaxwell
@KngMaxwell 3 ай бұрын
i don’t know the last time i really used the table to enchant, i always set up a village breeder and some…”cubicles” for them to work in. i’d rather break a Lectern for an hour and a half for Efficiency5 then use the table.
@Queue3612
@Queue3612 3 ай бұрын
Here's what I would do. Add another slot to the enchanting table, depending on what item you put in there changes what enchantment you get. I.E glowstone garantees sharpness. Replace the 3 random choices with just directly selecting what level of enchantment you want at an increased XP cost. 10 levels per enchant level. Either remove mending completely or change it to enable my next point. Allowing you to repair tools at an anvil indefinitely. No increasing XP cost. No XP cap. Material costs scales with how much it takes to make that item I.E shovels take 1 diamond to repair fully. Helmets take 5 to repair fully ETC. Now mending isn't the absolute best that fixes your stuff for free just because you used a mob farm. Now there is an actual cost to repair. Now there is actual choice and agency when using the table as well as increased cost to doing so. Now you know if you bring these materials you can get what you want. Oh and significantly reduce the chance that a librarian sells enchanted books. They should not be the better way of getting enchantments but instead, if you get lucky and one happens to sell enchantments, it's an option to spend emeralds instead of the normal enchantment process. But again it's rare to even get one to sell so enchanting is still the primary way, not trading.
@XXavierSin-XXs
@XXavierSin-XXs 3 ай бұрын
As an alternative. Making all enchants treasure books, and requiring the books to be slotted into chiseled bookshelves to use. Then make BoA and Smite single level enchants that give a minor boost in damage to a weapon. No longer exclusive, and still requires sharpness to get the most out of their bonis effect. Make repairing a material cost, with enchants needing to be recharged with lapis. Allowing mending to give passive recharge and not repair gear, making it not essential but still useful. This would also apply to the different resistance enchants for armor. Single level, providing a percentage of resistance to each damage type. They said they want the game to be exploration centered. I've been playing without using villagers for enchants, and it's perfectly manageable. But giving a better reward for ruins, like exclusive enchant books that would permanently allow me to enchant specific stuff, would be so much more rewarding, than a "feather falling 3, protection 2, fire aspect 1" book.
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