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
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.
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 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 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
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
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.
@@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
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!
@@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.
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
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.
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.
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
Enchanted books also serve as a friendly way to build towards high level enchants. Like, when I was little I died too often to afford level 30 stuff. So, I just enchanted tons of books with level 1 enchants and combined them together in an anvil.
the resource slot is really smart and the only one i could actually see in the game i think the upgrade tree is too... explicit, from the beginning, enchanting had conceptually some sort of "mystery" in the form of not knowing what youll get but, there is a good point... does that "mystery" fit a _sandbox_ game? i want the tools to mine more stuff so i can build more things, or avoid dying so i can build more things, or gather different resources so i can _build more things_ - praying to get silk touch so i can mine, say, large amounts of deepslate to build something cool isnt the same as hoping to get -bane of arthropods- instead of sharpness to go to a spider-infested dungeon and fight the spider queen
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
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.
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.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.
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.
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.
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.
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
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).
@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 It USED to actually tell you exactly what you're getting, but that got removed because it... let you determine what you were spending your 50 levels on exactly. Instead of randomly gambling every time.
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.
Exactly. It seems very risky for Mojang to update these legacy systems - I'm sure some people are still on 1.8.9 because of the combat update, and I'm sure that's why we've not seen a combat update 2 snapshot in a while. Then again, the smithing table did get reworked, so it's not out of the question that the enchanting table does too, but not to this degree (as you said). I think the most likely outcome for an enchanting rework is a fourth option, outside of the table, villagers, and finding enchanted gear in structures.
@@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.
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
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.
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!
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.
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”.
Yes. I always just combine low level enchanted books together to reach what I want, but I gotta stop and strategize to ensure I won't be "too expensive". It's ridiculous and I don't get why it exists. Like.... it's NOT too expensive! I have loads of exp!
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.
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
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.
@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
@@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.
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.
I don't like the idea of being unable to combine enchanted tools together, since it would remove a really cool part of fishing: While fishing, theres a chance to reel in fishing rods that have Luck of the Sea, Lure, Unbreaking, etc. By combining them, you can construct a better and better fishing rod---- You can use Luck of the Sea to hook more Luck of the Sea, letting you get even higher Luck of the Sea! It makes it so the more you fish, the flashier stuff you'll catch and the quicker you'll be able to catch it. It rewards those who had the patience to fish so much by finally giving them a great source of enchanted bows, saddles, nametags, and enchantments. It's like a hidden upgrade tree that nobody seems to notice or talk about.
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!
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
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
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
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.
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.
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.
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.)
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.
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.
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.
Reading this made me think of an idea: Since you couldn't catch treasure enchants by fishing anymore, fishing would lose much of what it had to offer. That is sad. So, perhaps there could be a very rare chance to catch an end library map by fishing? A map in the style of mansion maps and treasure maps that can help you find the location. ....But then I thought it sounded silly to reel in an End artifact in a random pool of water, right? So, what if there were little lakes you could find on end islands that had liquid void in them or something? And if you fish in them, you can find little treasures--- with one being the library map that can help you locate the enchanting structure. This could encourage people to engage with a mechanic that otherwise gets very little love. I'm not asking you to add all that to your mod or anything of course--- I just thought it was a fun train of thought that I had to share. :p An ""End Library"" sounds sick btw!
When I was little I thought enchantment tables just made enchanted books. Cause they have a _book_ on top. And are _bookshelf_ powered. So, I just made piles of low level enchanted books at the table, stapled them together in an anvil, and dropped the resulting mess onto my tools. I died too much to save up for level 30, so I bought big enchants over time as if I were paying off a loan 😂 ....I didn't know what all the enchantments actually did, mind you, cause the game doesn't say. So I kept trying to put Depth Strider onto my swords.
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
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.
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?
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.
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
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.
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
i think the enchanting tree is a good idea, but i think that a better way to go about it would be to basically remove the bookshelf requirement and surround the table with chiseled bookshelves instead, in which you would have to place the actual books for the enchantments you want to apply to "unlock" them, and to use higher enchantment levels you would need the lower levels of the enchantments too. this wouldn't require adding or removing items.
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.
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
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.
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
I normally don't have this problem, bc I always create an enderman farm, which makes the whole process a lot more industrial and fast. Like, with some hours, I have chests upon chests of enchantment books and iron-level tools I used to reroll the table
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).
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
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
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
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.
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
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.
@@velocityraptor2890 The name was Enchanting Plus, it's support ended on 1.12.2 although there is a new similar mod called Enchanting Infuser up to 1.20.4 but I haven't tried it.
the tomes could just be uncommon drops from the mobs that hang out in the respective areas, city endermen (potential variant) and shulkers could drop mending wither skeletons (or brutes/magma cubes) could drop soul speed evokers, snowmen and/or stray could drop frost walk and the new wind mobs could drop swift sneak (or a new ground burying quiet slime mob in the deep dark)
something i actually think would be interesting is to have enchantments be earlier sooner. maybe available as soon as iron tier is available to you and make it so the higher tier enchantments is based around you getting further in the game like when you get gold, then diamond, then netherrite. no idea how to implement this, but i want it. the game needs more interesting early and mid game progression.
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
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.
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
My two favorites came from Hexxit where you had everything available from the get-go with sliders that could raise and lower your items' enchant levels at will, provided you had the exp. and shelves; and the Apotheosis mod, which goes all over the freaking place, depending on what modpack it's in. It has a progression system that sees you going all over to get the needed resources to make all the different bookshelf types, which themselves allow for different enchants, depending on the combinations, all while making it so having all the different enchant bars at 100% isn't always the best option.
I know it's a tiny issue but efficiency two is the most useful efficiency other than efficiency five. Sure there isn't much of a difference in stone, but it breaches the insta-mine barrier on netherack. It's very useful early game where you don't need to go grind to level thirty and 19 bookshelves in order to go mine for ancient debris. Everything else was great though!
Thanks for the feedback. My point was that efficiency I and efficiency II aren't exactly worth getting when efficiency IV is quite common and not hard to get in of itself. I can usually jump to efficiency IV because by the time I have a table fully set up, I usually am level 30. Interesting use case for the middle button though.
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.
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.
one cool thing is that tinkers mod have an similar thing to enchantment table, but it is well executated. Its called the modifiers and is exclusive to tinkers tools, you have to craft itens and have slots on the weapon to use it
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.
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
interesting! i am one of those people who doesn't really use enchantment tables, but it's because i usually completely forget about them or just don't get to the point of obsidian
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
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.
0:45 This is just not true. I'm not sure where this information is coming from because I can't find the source of this inaccuracy, but the game caps bookshelf effectiveness at 15
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.
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.
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
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’
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.
your idea reminds me a lot of Tinkers Construct. I think the if the upgrade system from tinkers were combined with the vanilla XP system somehow, it could fix all these issues
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
Interesting ideas. It was nice seeing some similar ideas to mine but there were also a few that I disagreed with. Because the anvil has no randomness, but has a high cost, I feel like the enchanting table would be somewhat “mysterious” have some random ness but be cheap, however the current due to my ideas you have more control over then randomness as you can level it up with the chiseled bookshelves.
Lol since the villager update I just skip enchanting table and go straight to spinning librarians for hours to get my enchants
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
I too just use villagers and it bugs me that they keep trying to nerf them instead of just buffing the table
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.
I personally don’t. using villagers early game just doesn’t sit well with me.
Same brother
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.
Yeah they feel about as far from "magical" as the material the tools are made of
@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
That's why i love the "Enchancement" mod from doctor4t
@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
@@Anderson_Bap It's one of my favorite mods out there, I'm on the discord server for it even
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
Literally just the Lootr mod. Which would actually be nice if mojang implements something like it nicely.
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.
@@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
@@nutmeggaming11261 Cant you break reinforced deepslate?
@@michaelbowman6684Making them drop but useless when placed back is better, kinda like the skulk shrieker
Anyone else remember the good old days of being able to enchant sticks with flame 1 or knockback 2?
Yep
pretty sure you can still do that, but in creative
@@AxelMuga No shit dude, you can put any enchant at any level on any item in creative
@@gabef.218 um akshualy there is a limit to enchant levels its 255
@@druidplayz2313 Bro's never heard of 32,767 level items
I was exaggerating, but you were just flat out wrong
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!
and it's still a crime that it doesn't do more damage against the drowned
Don't also drowneds receive extra damage from it
@@kacperkonieczny7333 in java at least, drowned take more damage from smite
@@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.
I threw my trident, looked for it for like a minute, found it, then watched it despawn in the ground
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
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
I was at that part right as I read that comment lol
@@uiinpui ok
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.
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.
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
Makes sense
Enchanted books also serve as a friendly way to build towards high level enchants. Like, when I was little I died too often to afford level 30 stuff. So, I just enchanted tons of books with level 1 enchants and combined them together in an anvil.
the resource slot is really smart and the only one i could actually see in the game
i think the upgrade tree is too... explicit, from the beginning, enchanting had conceptually some sort of "mystery" in the form of not knowing what youll get
but, there is a good point... does that "mystery" fit a _sandbox_ game? i want the tools to mine more stuff so i can build more things, or avoid dying so i can build more things, or gather different resources so i can _build more things_ - praying to get silk touch so i can mine, say, large amounts of deepslate to build something cool isnt the same as hoping to get -bane of arthropods- instead of sharpness to go to a spider-infested dungeon and fight the spider queen
The mystery is cool, but I don't think it should be valued over making the enchantment system fun to interact with.
@@kindlyevilbgm 100% agree, usefulness and convenience/fun takes absolute priority over feels when it comes to gaming.
1.21 is 100% a spider update
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
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.
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
What rpg elements ?
Yeah pretty much everything added before 1.13 needs a complete overhaul
@@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.
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.
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.
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.
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
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).
@@enn1924 I saw some mod that tweaked durability stuff and it made netherite repairable with diamonds. Imho, it makes a lot of sense.
though hopefully netherite would have to be repaired with diamonds because fucking hell
@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.
Not quite, it can in fact be translated but these are random words
@@banana4880 It USED to actually tell you exactly what you're getting, but that got removed because it... let you determine what you were spending your 50 levels on exactly. Instead of randomly gambling every time.
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.
Man the idea sounds great but I dont think anything like this will ever get implemented just because its too different to the current system
Exactly. It seems very risky for Mojang to update these legacy systems - I'm sure some people are still on 1.8.9 because of the combat update, and I'm sure that's why we've not seen a combat update 2 snapshot in a while.
Then again, the smithing table did get reworked, so it's not out of the question that the enchanting table does too, but not to this degree (as you said).
I think the most likely outcome for an enchanting rework is a fourth option, outside of the table, villagers, and finding enchanted gear in structures.
The worst thing is when you get a great sword to only have Fire Aspect on it with ZERO warning.
The worst is when you see a good enchant for the sword and then it gets kb 2
Or when the armour gets thorns
Fire aspect isn't bad though?
@@Qualicabyssannoying against endermen
@@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.
@@Archy_The-Wizardit also makes shulkers shit the bed
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
Lowkey lost my mind yesterday trying to get efficency from a villager I think I spent an hour just resetting trades,,
But with the new experimental villager change you would solve that issue
@@oddlysatisfiedviewer8568 by transporting villagers hundreds of blocks. yeah, that sounds really fun!
@@oddlysatisfiedviewer8568nah the rework just makes villagers worse and makes it pretty much impossible to get top level enchants
Man's got me excited for a non-existent update 😭
tf2 players
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.
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!
An alternative to the treasure enchant idea could be to only have them appear on pre-enchanted items, further increasing their value
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.
@@kittyoverlooord1300 basically lunar items in risk of rain 2
No, that's a terrible idea. It would make relevant items nigh impossible to get
lol I’m one of my mods there are unstable enchants (basically lunar)
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”.
Yes. I always just combine low level enchanted books together to reach what I want, but I gotta stop and strategize to ensure I won't be "too expensive".
It's ridiculous and I don't get why it exists. Like.... it's NOT too expensive! I have loads of exp!
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.
just get rid of the tiers altogether, lower level tiers are just a trap
Problem is balancing. Depth strider 5 would be too fast.
@@crimsonfire6932 Combine it with a nerf to 20%/level so DSV in the new version is the same as DSIII now
@@crimsonfire6932they can just change how it scales so 5 is the same as what 3 would have been
Or scale everything down to 4 for simplicity
I find it hilarious that you played the Luigi Poker music for the EXP Slots section of this video.
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
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.
@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
@@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.
@@lasercraft32 I get that but I don’t think this is the great solution to enchanting that people think it is.
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.
I don't like the idea of being unable to combine enchanted tools together, since it would remove a really cool part of fishing:
While fishing, theres a chance to reel in fishing rods that have Luck of the Sea, Lure, Unbreaking, etc. By combining them, you can construct a better and better fishing rod---- You can use Luck of the Sea to hook more Luck of the Sea, letting you get even higher Luck of the Sea!
It makes it so the more you fish, the flashier stuff you'll catch and the quicker you'll be able to catch it.
It rewards those who had the patience to fish so much by finally giving them a great source of enchanted bows, saddles, nametags, and enchantments.
It's like a hidden upgrade tree that nobody seems to notice or talk about.
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!
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
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
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
I think there is a mod that renames Bane of Anthropods to Bane of Shhh and makes it affect creepers. Honestly, a genius idea.
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.
10:03 this would make grindstones obsolete
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.
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.
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.)
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.
He did mention that lol
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.
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.
Reading this made me think of an idea: Since you couldn't catch treasure enchants by fishing anymore, fishing would lose much of what it had to offer. That is sad. So, perhaps there could be a very rare chance to catch an end library map by fishing? A map in the style of mansion maps and treasure maps that can help you find the location.
....But then I thought it sounded silly to reel in an End artifact in a random pool of water, right?
So, what if there were little lakes you could find on end islands that had liquid void in them or something? And if you fish in them, you can find little treasures--- with one being the library map that can help you locate the enchanting structure. This could encourage people to engage with a mechanic that otherwise gets very little love.
I'm not asking you to add all that to your mod or anything of course--- I just thought it was a fun train of thought that I had to share. :p An ""End Library"" sounds sick btw!
When I was little I thought enchantment tables just made enchanted books. Cause they have a _book_ on top. And are _bookshelf_ powered.
So, I just made piles of low level enchanted books at the table, stapled them together in an anvil, and dropped the resulting mess onto my tools. I died too much to save up for level 30, so I bought big enchants over time as if I were paying off a loan 😂
....I didn't know what all the enchantments actually did, mind you, cause the game doesn't say. So I kept trying to put Depth Strider onto my swords.
Enchanting has needed an overhaul for basically as long as it’s existed
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
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.
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?
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.
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
Honestly the most underrated youtuber i've ever seen, keep up the good work! 💛
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.
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
i think the enchanting tree is a good idea, but i think that a better way to go about it would be to basically remove the bookshelf requirement and surround the table with chiseled bookshelves instead, in which you would have to place the actual books for the enchantments you want to apply to "unlock" them, and to use higher enchantment levels you would need the lower levels of the enchantments too. this wouldn't require adding or removing items.
Alt title, "Enchanting is Awful (Because I Feel Entitled To The Best Stuff)"
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.
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
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.
I really love your idea for tomes in chiseled bookshelves because there are plenty of structures to put the in
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
"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.
I think the issue with enchants is actually the level system discouraging getting a lot of levels.
I normally don't have this problem, bc I always create an enderman farm, which makes the whole process a lot more industrial and fast. Like, with some hours, I have chests upon chests of enchantment books and iron-level tools I used to reroll the table
Now I want a mod that does all or at least most of these tbh.
Very interesting method of tackling the problem!
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).
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
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
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
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.
I remember the days you could put any enchantment on anything. Little kid me loved doing that on creative
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
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.
that wouldnt be enchanting table+ would it?
@@velocityraptor2890 The name was Enchanting Plus, it's support ended on 1.12.2 although there is a new similar mod called Enchanting Infuser up to 1.20.4 but I haven't tried it.
the tomes could just be uncommon drops from the mobs that hang out in the respective areas,
city endermen (potential variant) and shulkers could drop mending
wither skeletons (or brutes/magma cubes) could drop soul speed
evokers, snowmen and/or stray could drop frost walk
and the new wind mobs could drop swift sneak (or a new ground burying quiet slime mob in the deep dark)
something i actually think would be interesting is to have enchantments be earlier sooner. maybe available as soon as iron tier is available to you and make it so the higher tier enchantments is based around you getting further in the game like when you get gold, then diamond, then netherrite.
no idea how to implement this, but i want it. the game needs more interesting early and mid game progression.
I love how both the anvil and the enchanting table are arguably the most flawed things in the game while still being essential for progression
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
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.
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
My two favorites came from Hexxit where you had everything available from the get-go with sliders that could raise and lower your items' enchant levels at will, provided you had the exp. and shelves; and the Apotheosis mod, which goes all over the freaking place, depending on what modpack it's in. It has a progression system that sees you going all over to get the needed resources to make all the different bookshelf types, which themselves allow for different enchants, depending on the combinations, all while making it so having all the different enchant bars at 100% isn't always the best option.
I know it's a tiny issue but efficiency two is the most useful efficiency other than efficiency five. Sure there isn't much of a difference in stone, but it breaches the insta-mine barrier on netherack. It's very useful early game where you don't need to go grind to level thirty and 19 bookshelves in order to go mine for ancient debris. Everything else was great though!
Thanks for the feedback. My point was that efficiency I and efficiency II aren't exactly worth getting when efficiency IV is quite common and not hard to get in of itself. I can usually jump to efficiency IV because by the time I have a table fully set up, I usually am level 30. Interesting use case for the middle button though.
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.
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.
one cool thing is that tinkers mod have an similar thing to enchantment table, but it is well executated. Its called the modifiers and is exclusive to tinkers tools, you have to craft itens and have slots on the weapon to use it
The Minecraft mod Quark Oddities has a neat enchanting system where you try to fit shapes representing enchantments into a grid of squares.
it's my least favourite part of the mod as you only get the best enchants and have no room for any cool ones
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.
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
interesting!
i am one of those people who doesn't really use enchantment tables, but it's because i usually completely forget about them or just don't get to the point of obsidian
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.
i really like your idea to fix enchanting btw! It still feels very minecraft-y
The Tomes issue can probably be solved by the new vaults.
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
And now theyre debuffing villagers without ACTUALLY FIXING ENCHANTING IN THE FIRST PLACE
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.
0:45 This is just not true. I'm not sure where this information is coming from because I can't find the source of this inaccuracy, but the game caps bookshelf effectiveness at 15
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.
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.
Tranquility base hotel and casino mention 🔥
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
The skill tree is such a good idea
bit too complicated for a first time player though
@@THTB_lol why are you here
WHY ARE YOU HERE
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’
Will we all just ignore the censored google favorite tab at the start of the video?
Too private of information
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.
your idea reminds me a lot of Tinkers Construct. I think the if the upgrade system from tinkers were combined with the vanilla XP system somehow, it could fix all these issues
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.
"Villagers aren't balanced"
Mojang: And i took that personally
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
Interesting ideas. It was nice seeing some similar ideas to mine but there were also a few that I disagreed with. Because the anvil has no randomness, but has a high cost, I feel like the enchanting table would be somewhat “mysterious” have some random ness but be cheap, however the current due to my ideas you have more control over then randomness as you can level it up with the chiseled bookshelves.