Wanna know the worst part about Bane of Arthropods? Every single "arthropod" in the game has low enough HP that you can either one-shot or two-shot them with a Sharpness sword. It also has a unique effect that applies slowness to the arthropod when you land a hit... Which again doesn't matter because they already have low health and would get one-shot!
@@TheGuyWhoIsSittingErebus, where that was genuinely useful considering Erebus was the land of insects and arthropods Think it was Bane of Arthropods 5? So damn useful to have
I think it would be cool if Bane of Arthropods made any mob in a cobweb take increased damage, sort of like the bedrock impaling enchant with mobs in water. Especially if cobwebs became craftable, or in more structures like dungeons or trial chambers, this could be a legit way of making the enchant more powerful.
I won't lie, listening to you rant about crappy game systems is really fun. You do a good job of laying out your point each time in a systematic yet fun way.
Yet people bully him for bullying the Scorch Shot or proposing that Sniper should be nerfed. The Scorch Shot is objectively overpowered, and Sniper needs a nerf.
I think there's potential to grow into an even bigger channel than tf2. Although this kind of concept for a series requires quite a high level of understanding behind the game and mechanics to make a cohesive and well written point of discussion. Fish becoming a variety channel would be amazing though. Would like to hear him talk about The Pig from DbD; Flamethrower from Payday 2; Bane from Borderlands; Hemogoblin from Killing Floor 2; Taser from Postal 2 and the list could go on. Whatever it is, i wanna hear about it.
It's no surprise that most mods try to completely overhaul how enchanting works to allow you to select enchants or to even make enchanting skill-based. Quarks' Matrix Enchanting (where you fit blocks into a grid so you can get specific enchantments) comes to mind.
And even then, it's still usually a miserable experience because the base system in place is so terrible. That, or they replace it entirely. Like Tinkers Construct (which has its own issues...)
YES! I commented the exact same thing on the first few minutes of the video and that got no attention. Quark's enchanting system not only involves a bit of thinking beyound just placing your item and hoping to get lucky, you can select which enchants you want or not, and you can even influence the chances of getting certain enchantments by swapping out candles, for which you only have 3 slots for in a rudimentary enchantment setup. It's a great system
I'm a fan of Apotheosis myself, I don't mind a bit of work in exchange for a robust Enchanting system. You can make custom books using the mod's Library of Alexandria with every exact enchantment you want but in order to get those enchantments you need to have enough points of that particular enchant.
I never realized before now, but pretty much every minecraft playthrough I do ends halfway through the enchanting process because it's so boring and I put my builds on hold because I think "it will be faster to get the resources for this if I just enchant my gear, and I'm going to fully enchant it anyway, so I'll just grind." Then, after hours of no progress on the actual part of the game that I want to play, all my motivation is dead.
You could also just not bother, 'tis what I do. I don't enchant, don't kill the Ender Dragon, don't get an Elytra, don't get netherite.. I just... play, and have fun. Or play an older version without it, so the thought doesn't even cross your mind.
“Enchanting is diseased Jack! Rotten to the core! There’s no saving it! We need to pull it out by the roots! BURN IT DOWN! And from the ashes, a new enchanting system will be born… Evolved! But untamed!”
For a moment I thought you were making some kind of fake minecraft movie quote (like that one "hero brian" thing). Because Jack Black is Steve. Took me a bit to get the reference
im sorry this is such an um actually but at 12:35 you say that netherite has a natural resistance to fire damage, which is kinda true but not. The fire damage you take to your health compared to diamond armor is exactly the same. however, the netherite armor takes no durability damage from fire sources, while diamond does. fire res does still suck though
I do like having one piece of fire resistance armor in Singleplayer worlds, since it lowers burn time by a lot and 4 pieces of protection is usually overkill. Being on fire is kinda annoying.
@@OctoNocturne This is just me, but if I'm in the Overworld I always keep a Bucket of Water on me at all times. And if I'm in the Nether where Buckets of Water are useless, I always try to keep an 8 minute Potion of Fire Resistance on my person instead. Really, Fire Protection is kind of shit when it gets outclassed by either an early game item or by Brewing, which is already a system I find to be incredibly underutilized by the general playerbase. Potions are so much more interesting and powerful than Enchants are currently.
A lot of the mechanics in minecraft in general are starting to get grindier (in my opinion), not to mention they are usually specialised for singular purposes (Which is a very popular topic in minecraft discussion with the recent additions) so that the player has limited options when it comes to doing multiple objectives. Maybe think of covering those. I'm not being the most specific here, but from the top of my head stuff like sniffers, netherite upgrades and especially villager trading which you mentioned (and especially especially the new villager rebalance in my opinion) are some examples. Also potions video when
It just feels like, more and more as time goes by, Mojang and especially Microsoft doesn't know what to do with this game, so they're just throwing shit at the wall that they saw other games do and we're left with a smattering of poorly thought out and barely realized systems that will never be updated again in favor of more shitty systems
There's a modback called Musketeer: All for One which, in my opinion, understands what we think of as the Minecraft ethos better than Mojang does. It's a ton of fun to set up a server for it and just... rediscover how the game works, and to play Minecraft as a game about building stuff again.
It's been years since I played Minecraft, and just being reminded of all the growing pains with enchanting was like a war flashback. How has this never been touched lol
Smite is actually a really good enchantment since so many enemies in Minecraft are classified as undead, including some of the most annoying ones and 2 actual bosses. Bane of arthropods, though, will forever remain useless until Mojang, as a bare minimum, adds at least one arthropod boss and arthropod enemies that you can't just one-tap without the enchantment anyways.
I checked and apparently Wardens are not affected by Smite. I don't know why they changed that, especially since it basically resurrects itself after it dies which sounds pretty damn undead to me. I'd be kinder to Smite if so many of the undead mobs weren't just reskins of zombies and skeletons. Being able to kill Phantoms quicker is nice, but those shouldn't be in the game in the first place.
Everything in Minecraft at the start felt basic and only vaguely synergized, it was just a bunch of ideas thrown into a pile. It was functional, but really wasn't that well thought out. Forgivable back when it was the new hotness (and technically in beta), but they've never fully addressed that problem.
And the number one reason is the obsessive fixation on making every version of Minecraft backwards-compatible. Except they aren't anyway so what's the point?
@@shingshongshamalama What even is the point of that? are there truly enough mad people that run a single world for countless years, through countless updates, to justify that? oh. right. Bedrock doesn't allow for version switching.
There's a mod called Tinker's Construct that does what enchanting was supposed to do but so much better. Instead of grinding levels to get better stats on your tools, you get a modular system where every tool and weapon is made from different parts that offer stats, effects and durability. It also allows you to make very specialized tools like a hammer that mines stone really fast but isn't able to mine ores.
It’s amazing how much better modders, often times just one guy, have made the game, while mojang and Microsoft’ army of developers are sitting around powerless, pumping out mediocre updates…
Let’s not forget that when enchanting first came out, anvils and Mending were not in the game. That means that even if you got the objectively best enchantment for your stuff possible, it’s all gone when the weapon breaks. Enjoy your Looting III - you’ll now spend the next eight hours wondering if every swing you took was really worth it.
Mending feels like a bandaid fix to the stacking repair costs, and then later on they added netherite which is even more expensive to repair with materials
Thank you, thank you for having the balls to say it. Also am I the only one who thinks it's weird that it's called XP when there's no real stat leveling in the game? It could be called "magic" and still give similar ideas without making me think Notch half developed a few things behind the scenes before deciding to lean in closer to how people were playing the game at the time and simplifying (at least the scope of) the XP and enchanting system haphazardly for the sake of consistency. Not saying that's bad or anything, just saying that to me Minecraft's early days had the weird feeling of being the framework of some kind of rougelike sandbox RPG.
XP was originally implemented early on in development, before it even had any use. Before enchantments. And when XP was added, Minecraft's vision was much stronger directed towards a RPG style; especially seen in Indev. With XP only getting a forced, unintended use later on after realizing it was a nothing-burger system.
The idea of collecting a ton of low level enchantment books to ultimately build up to your better enchantments sounds so much more fun. You would feel like each time you're getting closer to your final goal. Found a Sharpness 1? Not useless, it might add up and then you can finally get to 5! That would make every single book you find feel so precious, but instead you see anything that's not the best tier and it's like "Dang this is basically useless."
To be honest the main gripe I have with the enchantment (and combat) system in minecraft is the lack of variety. Like, sure, whatever you do there’s always gonna be a meta, but having only one viable option is boring. I would love to have real alternatives to sharpness, protection, mending, etc.
Yeah, Minecraft combat sucks ass, it's a shame too. Like we have two spinoffs and one has great combat, Minecraft dungeons is awesome, why don't we have weapons from that? Just mix the three games together and you have perfection.
One of the problems with combat is that swords, axes, tridents, bows, crossbows and maces are just a thirdically weapon for the most usefull ones - End Crystalls and respawn anchors
@@Nonname_From_The_Internets As someone who does crystal pvp this is completely wrong. Swords are very viable as you need them to lift people up in the air to hitcrystal them and axes are used to disable shields which people use to block explosion damage from crystals. Crystals are just a crutch to quickly pop someones totem or kill them.
honestly not surprised enchanting ended up being so poorly made even back then when the adventure update was literally separated into parts from b1.8 to 1.0, with all of its features being rushed to make it for minecraft's release announcement on minecon, and since minecraft always had problems on fixing old broken features up until recently, i have the feeling we may actually get a fix for enchanting at any recent point, pretty optimistic about it
After moving away from the large rework-styled updates, I'm nervous we won't get big overhauls anymore. I think Caves & Cliffs' scope quickly escaped them (given how it was split up over 3 major updates with Bundles only just barely making it in), so they've avoided doing big rework updates since.
This video doesnt even touch on one of the other worst parts of the enchanting system, just how damn confusing it is for new players. I have always avoided this system unless forced to use it because it's just so weird an unintuitive. And for a game like minecraft that thrives on simplicity, it's such a strange choice.
Let's be honest, a lot of Minecraft is weird and unintuitive once you get beyond mining and building. Do you know how long it took for the recipe book to get added? Here's a hint: if you played Minecraft ever since the first public release but ignored snapshots, you have spent more time playing without the recipe book than with it. That'll change later this year, but still, for nearly SEVEN AND A HALF YEARS, you had to go to the community wiki on the fucking internet for crafting recipes. Although, to be honest, playing on 1.20 after a long-ass hiatus, most of the newer features are either really complicated ways to get okay-ish decorations or are progression/farming mechanics that fit uncomfortably onto the world's worst balance system. Sniffers are probably the posterchild for the former, crossbows for the latter.
@@jerrycan1756 Yes recipes are a bit of a hurdle to entry in that you used to have to look them up. But looking at a picture and putting the items in the squares is a lot less complicated than reading through the whole wiki page on enchanting just to understand what the heck you're doing. As for newer items yeah i agree there is def some super weird and unintuitive things that have been added but a lot of these feel very optional, similar to redstone stuff. Many people completely ignore redstone in their runs. But Enchanting is seen as one of the key end game mechanics. And for it to be such a shit show is awful
I highly recommend About Oliver's FULLY blind playthrough of Minecraft! I've never watched anything like it and seemingly only one other series like it exist on TH-cam and it's in Japanese. I'm still not done with watching (plus he's starting a season 2 soon) but he somehow managed to figure out enchanting and even potions without a single shred of outside help! He put an enchanting table in his library for aesthetics and noticed the particles floating from the bookshelves to the table. Potions were completely brute forced though. The series highlights Minecraft's weak points but also shows the guidance it gives through structures and especially achievements. He also figured out redstone, but I attribute that to him being a literal scientist for his day job lol. Oh and final- oh what's this? Diorite... hmm...
Oh my god, yes. I never understood it for years. When I was little I thought it was only used to make enchanting books. After all, it has a *HUGE BOOK* on it? I thought I just throw a book in with some exp and lapis and then give it a cool enchant. And then I could use an anvil to staple it to my sword. But then in practice it kept telling me stuff was too expensive. And I had no clue what each enchantment did cause it didn't tell me. In creative mode I had a diamond sword with depth strider. Then when I finally figured that out, I was frustrated cause it never gave me anything I wanted. I died a lot, so it was really hard to have 30 levels on me. It always sucked to slave away for ages only to watch all the exp get drained on stuff I didn't like.
For me, I'd consider enchanting in vanilla minecraft if they did one simple thing. Allow you to take off only ONE enchantment from a tool you enchanted. While I do understand that the grindstone does TECHNICALLY allow you to get XP back from an item you got shit enchantments from, it also kinda pointless in the long run. Once you do use it, you get shit all XP back from the tool that cost you upwards of 3 levels to enchant, and now you don't even have a single enchantment on it. And sure, you might've gotten Bane of Arthropods on it, but you also could've gotten Fire Aspect II, Unbreaking III, Knockback II and possibly even Mending with it. No player in their right mind is gonna wipe a sword with that many good enchants, but no player is gonna use a sword with Bane of fucking Arthropods either. If Mojang added the ability to wipe only one enchant, but give it a cost (idk like a block of Lapis or some shit) then I'd probably enchant in vanilla far more often. That way, if you get B.O.A on your sword, but get a bunch of other cracked enchants on it, you can wipe B.O.A and dump a sharpness book on it, which would save far more time and possibly even far more levels down the line.
Yeah this could tie in with the idea of adding a “catalyst” item to an enchanting table to get what you want. If you put a spider eye in the grindstone with the sword, it just removes that enchantment
my idea is that enchanted books should teach you the enchantment. then you could then spend the book to unlock the level one enchantment at the enchantment table. you can then apply that enchantment to as much equipment as you'd like at an xp cost. then each successive book of the same type could be spent to level up the enchantment. the anvil could still be used to combine enchanted tools.
i am so glad i'm not the only one who's always found it stupid to get the enchantments. i remember years ago when i played consistently, i had a team of a dozen players on a pvp server, and we all grinded for good armor and weapons, ended up having about 30 villagers in boxes around the world to get our various enchantments. it was nice since we had a team, but it ended up just making everyone stagnate. we weren't the only faction to do this, and having enchantments or not didn't matter in a big team fight with dozens of players. sure, they helped, but focus fire from four or five people could tear anyone to shreds. even in duels, they weren't that great since you could very easily lose your armor and have to do all the grinding again, which even with a team could take hours. in the end, we would normally only have 3 people with full enchants as captains or commanders to squads. I wish it was easier to get enchants, and i agree that there needs to be more magical enchantments, not just stat tweaks or minor bonuses. Also wouldn't mind a complete overhaul of the combat system, with new weapons for melee, ranged, and magic in the style of RuneScape, with a combat style triangle. Melee counters ranged with high resistance to physical damage, ranged counters magic with longer effective range and high magic resistance, and magic counters melee by dealing high bursts of damage at medium range. it would make combat actually fun and interesting. i don't want to see netherite sword/bow/crossbow as the standard kit, i want to see staffs and spears and longbows wielded by people wearing different kinds of armor. it would make combat as a whole far better.
It drives me nuts that they half-assed the combat update. Shields are actually next to useless because good armor already provides 80-90% DR and doesn't slow you down or require you to track your opponent, so axes are useless because their base DPS is lower than swords _and_ they don't get damage enchants _and_ the niche they're supposed to have doesn't exist _and_ they take double durability damage from attacking with them even though they're weapons now
@@TehNoobiness like i said, runescape has a phenomenal combat system. ranged counters magic, magic counters melee, and melee counters ranged. even within the combat triangle, there are nuanced counters, with two handed being good against one hand and shields, which are good against dual wields, which are in turn good against two handed. it would be so much better to actually have to think about how you are fighting, especially if every mob had a damage resistance. perhaps zombies are resistant to magic and piercing, but weak to slashing and bludgeoning. are darts more effective than arrows against witches? spears offer higher reach at the cost of damage, but against a creeper they are very good for staying out of the effective range of an explosion. it would just make everything more engaging and spice up the combat in a way that makes you truly have to engage with the world. items may only be in one biome, making some items rare, meaning you would want to enchant them with things like mending to make sure they don't break. you would need to explore to get the armor you want, and you could have tank or power armor that enhances survivability or damage depending on your weapons, and even those could have resistances and vulnerabilities that enemies could use against you. it would make everything better.
@@gagamer7251 while i agree that such a system would be cool. Rember that minecraft has a aditional issue. Inventory managment. If you require a wepon for each of the fundimental mobs. That is in turn icentivising the player to say at home or at least take more trips home. And we cant forget that people will prefer to use a general item for combat even in a system like that. Hell ya barely see people use a bow in survival. Because it takes up 2 entire slots. 1 for the bow and 1 for the arrows. This is why, even when axes are not good at being a acual wepon, they are passable to the point that people would rather save that one slot for 13 dirt, than a sword. And the durability issues get fixed by mending anyways so. But i would love if the combat got more fleshed out. Oh and almost forgot. Having specialised items for a spesific mob can have very diferent effects. One can be begrudging acceptance to know you would have to use resources on a item you may dislike using. Or not doing so and being fruatrated that you cant use a tool you like using and likely grinded for. Aditionaly i feel like it will have the wooden pickaxe syndrome. Where players only get it to achive the first thing they need before replacing it.
@@meeedicthethird6423 i have spent this whole time trying to put my dislike of this argument in words. minecraft allows a player to have 36 inventory slots, with most items being able to stack, as well as offering inventory expanding items like shulkers and the ender chest and satchels and donkeys with chests and llamas. compared to runescape, with a lot higher demand for specialized gear thanks to a lot of bosses being immune to damage types, this is completely insane. with those 36 inventory slots, you would need a whole 5 if you wanted to swap out your armor and weapon. in runescape, you have 28 slots, most things for combat don't stack, and the stuff that does is barely even worth it, but if you want to swap your gear, you have to worry about 6 slots at minimum, going up to 11 of your precious 28 slots. if inventory management is such a massive problem for a player in minecraft with all of their inventory expanding items (that runescape does not offer outside of extremely specific items (raw ore, grimy herbs, soil, basic planks, uncut gems)) then that's a player issue, not a game issue. I have never once thought to myself "man, i so badly need this 7 oak planks, guess i can't take this gunpowder" because i learned how to manage without it. i'd much rather have to put in a bit of thought and raise the skill floor. sure, runescape does allow items that do stack to stack near infinitely, but all weapons, armor, healing, potions, consumables, half of all materials, logs, bars, planks, gems, all of it does not stack. the only reason that it's not a nightmare to manage is thanks to the bank, which can hold a still limited number of items like an ender chest. and just like an ender chest, you can only access them in certain locations, but you can't carry one around with you. all you can get is portents of storage, which takes items to the bank for you. TLDR: inventory management is an issue with the player, not the game. it should be something that you have to plan around.
Don't forget, instead of tweaking the problems with the enchantment table or anvil, they just made it harder to get the book you want from a villager by making it biome specific 🙃
Minecraft recently has been so tied to villagers trades that they make nearly every other part of the game just not worth doing, why would I risk my life playing the game when you can get an entire end-game loadout from making a villager company town and just farming granite and wheat? Its the only reliable source of items/exp that they've totally broken whatever balance is left in the game. Wish mojang would actually change balance and make the game feel more like a RPG, instead of animals people will forget out in a month, 500 word essay over
Not everyone wants or cares to min-max the in-game systems of minecraft. Setting up a village farm and doing the trading economy is inherently less fun to me than going through a trial chamber and earning my loot.
that's the part everyone who gangs up on people who have genuine criticisms miss. they fail to realize theyre intrinsically motivated and believe everyone who doesnt play the game the same way they do is either lazy and stubborn, or hates minecraft. we saw this a lot with the jetstarfish situation, where instead of actually attacking his arguments, they called him an evil minecraft hater who wants to destroy the game by "scamming" his audience (selling a mod that the purchaser knew exactly what they were getting, which is fundamentally not scamming) and saying either he's "playing the game wrong" which is just an awful argument because the design should MAKE you to play the game right. I'll admit, the video and the mod's additions were pretty awful, but the backlash ties back in with this situation. i already know fishonastick is gonna get attacked for daring to criticize the perfect game that everyone MUST worship.
I'm not in the camp of people who say "Mojang is Lazy," but MAN why are they always wasting time with frogs and new wood types when there are HUGE PROBLEMS with the game's core mechanics that have remained unchanged for over a decade???
I think it’s because for a large majority of Minecraft players. These core mechanics don’t mean as much to them as a new block palette and new mods to see. Even after the Nether update only about under 40% of Minecraft players ever go into the Nether in normal survival mode (based on achievement percents so even being generous this number is shocking low) so big changes to Minecraft’s progression simply don’t do much. Minecraft is not a hard game yet even less players ever even fight the ended dragon because that’s not the goal of Minecraft. Minecraft is a sandbox with some light progression to make building easier but at the end of the day if you’re gonna be building a castle why waste time using fully enchanted diamond tools when some efficiency 2 iron tools will get the job done well and cheaper. That way you get to spend more time doing what your actual goal is (building the structure) instead of grinding for gear so you can grind for materials
@@woomyboy98I also agree that Minecraft is a sandbox first and foremost and i love the game for that, but that doesn’t change that its RPG elements really need to be polished. The process of upgrading gear can genuinely be so fun in other games, hell it’s super fun in Minecraft Dungeons, but in Minecraft it is absolutely a draining slog that plagues every playthrough. Honestly it makes me want to play with keep inventory on sometimes just because getting my max enchantments was such a pain that i dont wanna go through again. I like mojangs recent updates unlike a lot of people, and i am sure if they tackled enchantments they could come up with a really good solution and i just wanna see them do that already lol
Until I saw this video, I didn't even think this was a problem people cared about. Personally, I'd rather them add fun mobs and blocks than change enchanting. If they change it and it's a better version, then great, but currently, I dont think it's a big deal.
Can you also cover how poorly balanced the armor system is? It's so much easier to get iron armor before the inferior leather armor. And you can't even craft the chainmail which could be a cool transition step between leather and iron...
there is a datapack that lets you craft chainmail armor with get this; chains. and the funny part is that its actually a great stepping stone cause you might have like 12 iron at hand and cant really afford iron armor but a full chain armor costs something like 4-5 ish ingots of iron so its actually a worth investment to have when you go down to get more iron and potentially upgrade deep in the mines.
I don't know how to best word this, but I'll try. Personally speaking, I think the biggest problem with Minecraft now a days is that the game doesn't feel as if it was initially designed to be continually updated for this long. Minecraft as it stands, doesn't need updates, the game is more than fine as is, the only thing worthy of a update would be fixing the game's problems when it comes to how horrible it runs by default, however, with that said, if there is nothing new to the game, then the game will fall into obscurity like it did before the recent Pewdiepie era. That's why "Mobs Votes" for example, exist. Get the community's eyes back onto the game with the promise of new shiny mob and maybe a feature or two to go along with it, the whole controversy that always follows it adding fuel to the fire, have one mob that's factually better than the others which would be obvious pick for most people and the one you were actually planning on adding, essentially making the whole "Mob Votes" thing meaningless, and wahm, Minecraft's popularity is up again. However this also comes with the downside of dividing the community, with every time this tactic is used leading the community to getting even more divided bit by bit. My point is that, everything that has been added in recent years is simply unnecessary bloating to keep the game on life support by inserting "New Stuff ™". But if you notice, most of these features are completely or nearly useless, as to not alter the core gameplay of Minecraft. So, Mojang's job is to essentially add unnecessary features to an already fully released game but with the added challenge of these features not being allowed to alter or interact with the main gameplay loop in anyway shape or form. It's no wonder the game takes so long to update, probably every idea that Mojang comes up with needs to be vetted by a board of 20 stupid executives at Microsoft who don't even know what a Minecraft is, and I'm sure that 99% of all concepts that they present gets shot down by those same executives, with 1% of those concepts being the ones we actually got. tl;dr: Mikecroft need new stuff or die, Microsooft no like Mikecroft die, Microsooft tell Mujong keep game alive but no make game different, Mujong sad :( Mikecroft community sad :( Microsooft happy :)
At least it beats them trying to make a sequel, with an engine that they'd have total control over. With Minecraft running on something as exploitable as Java, it's like... what is Microsoft gonna do, give people less reason to play the latest vanilla versions, when those versions are already inferior to the older versions that have free mods?
the enchantment table is a slot machine that functions like a slot machine Villagers make you build the slot machine but let's you keep getting jackpots once you get it once
What Mojang keeps giving the community: things. The only fucking thing I've wanted for ten years: fix the village spawning so they don't break on terrain
they kinda did so i really doubt they're gonna touch it again. remember the days of villagers who used to seemingly tear down an entire mountain so they can have a 100 block tall base to their house? happens significantly less now. worst thing i've seen is villages can be really spread out if there's some houses at the top of a mountain and some at the bottom, but that's not really a complaint.
Hearing your points on Bane of Arthropods makes me want a spider miniboss, similar to an elder guardian. You could throw in a weaver enchantment that lets you sprint through cobwebs and climb them like scaffolding or maybe climb/stick to walls, add ropes to the game that you can keep placing on to lower far below your reach before descending freely down it, maybe the mini boss structure has eggs everywhere that you have to try not disturb. A grappling hook might be a stretch but it would also fit, though it’d have to be implemented carefully. Just spitballing
Great vid, but i'm pretty sure that you forgot about one thing: Getting from level 27 to 28 costs x amount of exp, but getting from 60 to 61 costs higher amount of exp than x, so if you are overleveled, then that 1 level is gonna cost you MUCH higher than if you were at the exact required level.
I think it doesn’t help that there’s this super strict restriction system on a lot of enchantments, that only serves to reinforce the idea to never ever use anything besides the really good ones, on top of most enchantments in general being total garbage. Oh gee, I can’t wait to use depth strider instead of feather falling on my boots, oh man. Btw that anvil limitation used to not exist. I vividly remember playing on xbox 360 back in the day and you could put like 70 levels of enchantment on an anvil item.
feather falling and depth strider aren’t exclusive i do get your point though. mending/infinity on bows, piercing/multishot on crossbows and the others feel unnecessarily restrictive
Depth Strider's a great choice around those Ocean Monuments, and for when a skeleton is sniping you in the water. Sure, the Trident and dolphins are workarounds, but those aren't perfect. Feather Falling sucks though, it's sorely waylaid by Protection IV. So I get it: when faced with mutually exclusive enchantments, you obviously pick the all-rounder. Though... Silk Touch/Fortune have legitimate use cases. I use Silk Touch when mining; it compresses the ores (64 blocks > 64 ores.) Silk Touch is also plain cheaper than Fortune III. And of course, my Fortune pickaxes will *only* get used on the ores I bring home, so they last longer.
@@RdTrler it's a good thing that you don't have to choose between depth strider, feather falling, and protection then, you can just get all of them on the same pair of boots
It's crazy to me that the entire gameplay loop of minecraft revolves around collecting items from around the world, and yet instead of enchanting having anything to do with the materials you naturally find while playing the game, notch invented the experience point, and all hope was lost
I feel like Minecraft, as a survival game, is terribly designed in so many ways It’s great as a sandbox where you do whatever you want, but if you actually follow enchanting, potions, bosses, structures, it is incredibly badly designed
19:48 its actually worse - its MAX(item1 lv, item2 lv) + 1. I.e., you need to finagle the books and equipment such that you always mix equal level items, as an item that has been anvil'd 3 times mixed with a non-anvil'd one gets you an item anvil'd 4 times, with the resulting increased costs. Its just obtuse assuming you dont use an external information source. Ex: (((diamond sword + sharpness) + mending) + unbreaking) is different from ((diamond sword + sharpness) + (mending + unbreaking)), one is anvil'd 3 times, the other - 2.
Another thing I hate is that the level scaling is exponential, which makes no sense IMO. I just want to do some bulk enchanting, I don't want to fly back and forth between my XP farm and my anvil/enchanting table just so I can enchant my items for a reasonable amount of XP. If they wanted to do difficulty scaling they should have tied it to progress(e.g. when the ender dragon is defeated the XP/level would go from 30 XP to 100 XP or when the player acquires diamond armor/tools the requirement would go from 15 XP to 30 XP). It also makes it very hard to gauge how much XP you have
On the enchanting table side it's random and most of the time really unuseful compared to the alternative On the librarian villager side it's time wasting mind-boggling boring task that is really overpowered Both systems are bad
@@Qualicabyss Villagers absolutely are overpowered. The broke the game's meta for years until the zombie discount bonus became unstackable. Even currently, you can still get mending books sold for 1 emerald.
@@Qualicabyss Yeah… so villagers are overpowered lol. Auto fishing farms used to be the best way to get good enchants, and auto fishing got nerfed as a result.
16:35 this segment gave me some real intense PTSD from the time i hard grinded librarians and eviscerated an entire spruce forest for sticks at the fletcher to get a fully maxxed out netherite enchanted set Lowkey made me hate Minecraft with passion and it wasn't until recently when a heavily modded server made me feel excitement about the game again
Yeah, absolutely horrible system. Also, why did Mojang make levels go up in amount of experience required? Since levels are more of a currency, why does getting from level 1 to 2 costs less than going from 29 to 30? That's such a useless mechanic that adds more grind. Just make it one number, like 32 experience per level or something. Another thing that needs to be fixed at some point is the existance of god-tier. In other words, for each weapon there is a perfect combination of enchants that is the most optimal. There should be some limitation - maybe a limited number of enchantment slots? And make curses increase the number of these slots, so that cursed gear is actually more powerful.
Hot take, but I actually enjoy (most) of Minecraft's enchanting system, AND it doesn't have to be a grind. See my methodology below, along with additional thoughts: 1) Have a dedicated reset item: I reset my enchanting table by applying low level enchantments to iron pickaxes, which I use on my adventures. 2) Max out your table with 14 bookshelves instead of 15. It takes a LOT less time to get to lvl 28 instead of going all the way to 30, and the enchantments you get are nearly as good. 3) Use an item frame to remember what your next high level enchantment is: See a good enchantment you can't afford yet? Put the item in a frame near the table, and it'll be waiting there for you later when you can afford it. 4) Avoid the grind. Instead of going out / sitting AFK at a spawner specifically for the purpose of grinding, simply go out on your next adventure. Whether it be exploring new areas or acquiring more resources, you'll gain levels as you go. Obviously it won't be as quickly as if you were to simply grind for it, but you'll get the levels nonetheless, and it will actually be fun instead of feeling like a chore. 5) As to why I enjoy the mechanic: The random nature of enchantments ensures that I don't progress each new world in the same way. If I end up with protection, respiration, and depth strider, I'll probably go exploring the ocean. If I end up with fire protection and infinity, I may venture to the nether earlier than expected. It's just another way to ensure each play-through of Minecraft is different than the last. 6) Things I agree with you: Fxck bane of arthropods and thorns. Knockback, fire aspect, and smite can be annoying as well in certain situations. 7) Other thoughts: I enjoy the repair limitations as well. IRL you can only repair something so many times before you simply need to create a new item, and this does a good job of simulating that. You just need to be aware of the limitation, and spend your limited repairs wisely.
The healing system (no ability to reliably straight heal without potions, which are a whole other rabbit hole in and of themselves that most players don't even dare touch, and autoheal is finnicky at best) The eating system (which arguably, while being the most solid and sensible system in the game, could still have improvements as it's easy to cheese) The pre-Combat Update combat (seriously, combat used to blow. It's decent now, but an iron axe having the same damage as a diamond sword used to have is NUTS)
I suppose that's what happens when a game is being developed over the years by one person, to an indie team, to a full-on studio, all with different ideas on what the game should be. I bet Enchanting was just thrown in because Notch thought it would be cool, not knowing that it would go on to be a painful grind in the midgame. I disagree that every system in Minecraft is poorly designed - the core loop of gathering resoruced and building with them is very fun still.
You should make a video about Brewing, I find Potions to be incredibly strong but I rarely see anyone use them in their survival worlds seriously. Water Breathing gives drowning immunity, Night Vision makes you able to see perfectly clearly in pitch darkness and importantly while underwater, Fire Resistance makes you completely immune to any and all Fire/Lava damage, Strength gives a damage boost equivalent to Sharpness 5, Swiftness gives a 20% speed boost but can also be used when breeding Horses to make super Horses. All these effects can last upwards of 8 minutes which is more than enough time for any general use case, like raiding an Ocean Monument or killing the Ender Dragon. Brewing also lets you cure Zombie Villagers to get a discount when trading, or so that you can renewably get your own Villagers in a multiplayer world where all the Villagers have already either been killed off or taken away by other players.
Brewing is another really poorly done mechanic tbh. All but three (fire resistance, water breathing, and weakness) of the potions are only (maybe) effective in PvP, are too expensive/use items that aren't super easy to come buy in the quantities you'd need, or are totally useless. Even the three "good" ones are still 100% situational. And they don't even stack, so it's a pain in the ass to carry them around with your already very limited inventory anyway. There's just no real reason to interact with brewing stands in most worlds
I would honestly say, good job, im glad you are branching out of TF2, i know a lot of people get trapped in the tf2 bubble, but you expanded rather nicely.
Honestly it’s also just crazy how blatantly terrible some of the enchantments are vs some others even ignoring how tedious it is to grind out the specific upgrades you want.
Imagine a system where unlocking higher enchantments required book shelves of enchanted books and/or artifacts found in the world. A "dark magic" system would be cool too, like having to sacrifice items or mobs to get a super good enchant with a curse, like a deal with the devil idea.
I agree with most of your criticisms, though I think the scale of the issue is larger. Minecraft's combat system is flawed as a whole (it was also flawed before 1.9) and I believe the reason it's not a priority is because Minecraft Survival isn't about combat or progression - at least based on what Mojang are trying to add. Minecraft Survival appears to prioritize creative players that either enjoy doing a lot of building or enjoy making farms, redstone contraptions and other nerdy things of that nature. It is a sandbox with resource scarcity and that's it
Enchanting always pissed me off in Minecraft ever since it was added. I hate rng and I hate systems that don't respect the players time. I remember to keep some sort of legitimacy I used to earn all my XP properly and then use commands to give myself the enchantments I wanted and take my XP away. Players that know what they're doing don't even use enchantment tables anymore it's just villager trading halls and anvils. I like how the XP and lapis cost works currently I just wish you could manually pick enchantments even if its just one by one and maybe they could require an addition ingredient to get each specific enchantment sort of how you need a specific ingredient to get a specific potion.
The more I look back on it, the more I realize Minecraft itself isn't why people love it. It's the community that MADE the game as good as it is. Texture packs, mods, custom games...Mojang knows they don't have to do much because the community will basically make the game successful for them.
When I clicked on this video I didn't expect you to start off by saying enchanting is underpowered, most people tend to agree that it's actually too prominent nowadays, and that it's too easy to maintain gear compared to the old days. But I'll keep an open mind as I continue watching.
Agree on a lot of points here. Another point I think is important is that pulling that lever is so expensive that using partially enchanted gear is a waste because you might lose or break it, so it just rots in a chest until it gets maxed out. Especially considering diamond armor has barely more durability than iron, making a protection 4 armor piece nigh useless without at least unbreaking 3 as well, if not mending.
8:36 as an Oklahoman…yeah that’s pretty accurate… Also, this is why I somewhat enjoy the enchantment system from the quark mod, as instead of rolling a random enchantment, you are given a grid and can spend a small amount of experience and lapis to create a puzzle piece for that tool that corresponds to a random enchantment that tool can get. You can then fit the piece into the grid and it will apply the piece’s enchantment to the tool, and you can “level up” the enchantment pieces by spending more xp and lapis to create more pieces and merging similar pieces together. The amount of total puzzle pieces you can generate for an item are dependent on the amount of bookshelves nearby, and you can actually manipulate the chances of what enchantment pieces you get by adding colored candles that represent different enchantments, and the enchantments are only applied once you click the button at the bottom of the menu, allowing you to take the tool out and keep using it while you gather more experience to generate more pieces (as they will save to the tool as well) before you fully commit to placing the enchantments on
there's a mod I use in basically every Java Minecraft install I end up using called "Tinker's Construct" that, while not focusing on enchantments in any way, has a good example of what I think an enchanting/repairing rework should be. you put together what you need to make tools, then those tools are infinitely repairable and have a set, explicitly numerical amount of modifiers you can apply to them which changes based on various factors (how many parts you made the tool out of, what those parts are made of, etc). these modifiers are not random; they all have set, specific recipes to get set, specific outcomes. some of them are incremental and need different things to reach the next level, some are one-and-done, some are classified as not needing a slot at all or needing a different kind of slot for how powerful they can be, but you always KNOW what you're getting. so long as you can get the resources you need, you're basically set forever. no exp, no randomness, no need to fight with an arbitrary limit on how much you can do.I think it should be done in a different _way_ if a version of this came to vanilla Minecraft--I don't imagine many players are into the idea of building massive multi-block structures just to get a few tools that they can Just Use Forever--but it would be a good inspiration point, I think.
Want to know a funny detail blue? They just changed how to get mending now you HAVE to kidnap 2 villagers to a swamp to get swamp vilagers as those now can trade mending books with means transporting them 100 to 1K+ plus blocks asuming you have found a swamp
Personally, I'd want enchantments to be more of an upgrade over time type deal. Both methods are kind of one and done. You get the best you can get before actually using the tools. Some sort of method where you start as sharpness 1 and upgrade to 5 over time without any absurd drawbacks. Eventually ending up with a god sword after many hours of natural playtime. Also had this idea to use chiseled bookshelves and enchanted books in them to unlock enchantments to choose from in the enchanting table. With enchanted books being spread apart in loot tables (Fire Aspect found in desert temples, or mending found in ancient cities). But still renewable from villagers for multiplayer worlds.
On the bright side, enchantments in java edition can now be edited and created by datapacks, and those are getting a lot more powerful lately. If mojang won't rebalance the enchants and create new cool sidegrades, we can. It does still have to live in the limitations of anvils/enchantment table/villagers, tho, unless you go out of your way to make a new way of getting enchantments (which is very possible)
Hey, look at EnderIO mod, it have the exact same idea you do. Guaranteed enchantments at the price of resources+levels. For example, feather falling at the price of feathers, or luck for diamond blocks
You wanna know a game that actually does echantments right? Minecraft DUNGEONS. Literally Minecraft's sister game, and echanting in it is so much better than Minecraft's. Every time you level up you get enchantment points, and you choose three enchantments from a small pool. Basically, you get 9 choices of enchantments, and you pick 3 of them to put on a weapon. If you don't like your choice, you can go grind for another copy of the weapon and reuse the same points, OR you can grind a specific level to get gold, which resets your choices **And the enchantments actually do cool stuff!** They can bind the enemies around you and immmobilise them, they can summon lightning, they can increase your damage to unagroed mobs which can change your playstyle, they can get stacking bonuses when doing specific actions... They actually feel magical, they allow you to make very varied builds, and because the amount of enchants is hard limited there's no worries about the level cap. In Minecraft there's one optimal build that you will have for every piece of equipment, maybe two like with Silk Touch/Fortune, but with Dungeons you actually have choice and variation... Mojang better learn things from Mojang
Even if we remove the RNG, I feel the Enchantment tables are massively powercrept. Enchantments might not have been meant to be as accessible as they are today, but now we have mending books and librarians.
Yes, but have you considered how shiddy anvils are mechanically? If you apply books in the wrong order, you'll get a "Too expensive!" prompt and you will never be able to apply another enchant again. Enchants gained through the table don't contribute to this, but i think overall this system is dumb
I think this hilights a bigger issue with mojang itself. I appears as though they are afraid to make subtractive changes. Ever notice how nearly every single thing added since 1.9 has been added on top of existing features?
they're a triple a company advertising minecraft as an "indie" game, which it is no longer. they're too afraid to make any changes and upset any minority, except redstoners. mojang loves to anger redstoners.
@@VladdyDaddy45 Outside of the copper bulb drama, they really don't. There are longstanding inconsistencies and bugs that simply won't be fixed due to the technical community's uses for them.
@@theexplosivedinosaur4282 listen dude, i love redstone, but id just like to go 2 updates without all my contraptions completely breaking. and then theres the extremely shallow and useless blocks that for some reason get nerfed to the point of complete obsolescence because, as mojang LOVES to say as a crutch for not knowing how to design jack shit, “balance”
@@VladdyDaddy45 Listen. The copper bulb broke a consistent rule that every single other piece of redstone had. Mojang patched it out before it became an inconsistency/bug engraved into the game’s mechanics. Making things consistent is, yk, proper game design.
@@theexplosivedinosaur4282 The bulb's 1 tick delay was not a bug, and it was INTENTIONALLY inconsistent. in no way did changing the delay from 1 tick to 4 ticks make it any more "balanced" or whatever. no normal player is ever going to notice the 1 tick delay. it made the copper bulb useful in more than 1 area, which is what was great about the designs of old minecraft's items. in no way is making everything consistent or fixing fun bugs proper game design. game design is about maximizing the player's fun.
I remember that there was some mod called something like enchanting+ that gave you a new kind of enchantment table, that's much more expensive that let you choose all the enchants you want as well as the levels of those enchants, but it cost a lot of experience. but you could always put the item back into the enchantment table and add new enchants or increase the level once you got more levels (and it didn't scale, each enchant had it's own cost and each level cost the same as the previous)
Microsoft saw how fun Terraria was with its weapons and equipment and then said "Yeah, make it fuckin boring and tedious and unrewarding and uncreative"
hey terraria has the reforge system, which is arguably 10x more unrewarding, and just as tedious if you can’t shimmer the item you want to reroll, only reforge with goblin tinkerer. if minecraft wanted to copy terraria then it would’ve taken accessories or added a bunch of unique weapons. also not to mention terraria was still in 1.0 when enchanting was added. this comment doesn’t make any sense
minecraft isn't supposed to be terraria what are u talking about. minecraft equipment isn't just lesser terraria, it's a completely different system. minecraft doesn't need crazy weapons and equipment forged from 4 hours of grinding and farming within the depths of the earth that make u be able to kill every single enemy on screen in 5 seconds and shoot rainbows and fireballs. combat is NOT the focus of minecraft. such a weird comparison
Boys, I'm talking creativity here. These enchantments are not that. You don't need to put paragraphs defending it. I didn't say Mojang has to make 3D terraria. I'm saying they always come up with the most boring version for their ideas.
@@gold_hev_suit I’m gonna say it, reforging is better than enchanting. You do the same thing in both games, reroll until you get the enchantment/reforge you actually want, but Terraria makes reforging convenient. You just go to the goblin tinkerer, an early game npc, and click reforge until you get what you want or you run out of money. It still leads to grinding like in Minecraft, but there’s no bullshit like anvil levels, gear durability, and an annoyingly long time between ‘lever pulls’. Also in Terraria you can upgrade your gear by getting better/different gear since unlike Minecraft, terraria has way more armor and especially weapons to try out, not to mention accessories. Also the fact that reforging and enchanting are even comparable is really bad for Minecraft because enchanting is supposed to be more than simple stat increases unlike reforging in Terraria.
@@gold_hev_suitEhhhh at least it’s far easier to do, because everything drops money and grinding bosses at a certain point becomes a cake walk, that’s and there are faaaar less reforge mods than there are enchants. So getting a certain Modification is virtually effortless- Which also isn’t too bad because the main draw of the game are the weapons, of which there are tons, you don’t even need Reforge Modifications really.
Blast Protection 4 is actually useful for something- getting full 80% damage resistance to explosions, which is the max you can get from enchants. Ender Crystals and TNT Minecarts are the easiest ways to kill another player, and this mitigates that. But, you don't go full blast prot. Each blast prot is 8%, and normal prot is 4% and applies to explosions to, so you get blast prot 4 on one item for 32% resistance and normal prot on everything else for 48%. Fire Aspect, meanwhile, is actively detrimental in PVE because mobs that are on fire ignite *you*, dealing more damage which ignores armor (though not enchants). This literally killed Philza.
Enchanting is actually a major reason I don't play modern vanilla much anymore. Instead i play modpacks that bypass the enchantment grind or mods like Better Than Adventure that just reimagine the game before such systems were added. Great video! Good to see a well formulated argument about Minecraft's worst system.
who remembers the snapshot were they made enchantments worse by making books biome specific so you had to drag two villagers out to a swamp breed them then make the child a librarian and them max out that librarian to get a mending book
That's the experimental villager trade rebalance, not a snapshot. Unless you're talking about something else, idk. Honestly I think it's a good move to nerf villagers, but they should also buff the enchanting table and anvil in return. By buff, I mean just make them less of a pain to use.
those are experimental changes, those have been shelved for now, and I hope forever, because the LAST thing enchanting needs is another absurd layer of tedium
@@the_phantom_cat7912 You're uninformed about that datapack then, because that datapack 1. encourages exploration for a consistent goal. and 2. makes specific structure loot pools give specific enchanted books. Ex: mineshafts have a pretty high chance to give you specifically an efficiency book.
i think sharpness would be better if it could be used with bane or smite, but it reduced damage to give enemies a bleed debuff, slowing them down every damage tick and dealing minor damage.
Wanna know the worst part about Bane of Arthropods? Every single "arthropod" in the game has low enough HP that you can either one-shot or two-shot them with a Sharpness sword. It also has a unique effect that applies slowness to the arthropod when you land a hit... Which again doesn't matter because they already have low health and would get one-shot!
The only time Bane of Arthropods made me think anything is some mod packs let you craft a newspaper and it had level V on it when crafted.
@@TheGuyWhoIsSitting that's actually pretty funny
@@TheGuyWhoIsSittingErebus, where that was genuinely useful considering Erebus was the land of insects and arthropods
Think it was Bane of Arthropods 5? So damn useful to have
We need more athropods
Oh but arachnophobes and... uh, bugphobes?
Maybe more fantasy-type athropods would be super nice
I think it would be cool if Bane of Arthropods made any mob in a cobweb take increased damage, sort of like the bedrock impaling enchant with mobs in water. Especially if cobwebs became craftable, or in more structures like dungeons or trial chambers, this could be a legit way of making the enchant more powerful.
Cant wait till the Bad Enchantment Academy video to come out
Bad Enchantment Academy Video 1: Smite I
SO TRUE THO
In defence of [insert enchantment here] when
@@dr.durian6874 Video 2: Bane of Arthropods
Sorry is this a reference to something?
I won't lie, listening to you rant about crappy game systems is really fun. You do a good job of laying out your point each time in a systematic yet fun way.
Fish should talk about dead by daylight, or maybe for honor
@@JonathanNormandy dbd would be longer then one piece
@@Sleepy_Cabbage real
Yet people bully him for bullying the Scorch Shot or proposing that Sniper should be nerfed.
The Scorch Shot is objectively overpowered, and Sniper needs a nerf.
I think there's potential to grow into an even bigger channel than tf2. Although this kind of concept for a series requires quite a high level of understanding behind the game and mechanics to make a cohesive and well written point of discussion.
Fish becoming a variety channel would be amazing though. Would like to hear him talk about The Pig from DbD; Flamethrower from Payday 2; Bane from Borderlands; Hemogoblin from Killing Floor 2; Taser from Postal 2 and the list could go on. Whatever it is, i wanna hear about it.
It's no surprise that most mods try to completely overhaul how enchanting works to allow you to select enchants or to even make enchanting skill-based. Quarks' Matrix Enchanting (where you fit blocks into a grid so you can get specific enchantments) comes to mind.
I love that one so much because it reminds me of old games I used to play like SolotoRobo's upgrades or Megaman: Battle Network's upgrade chips too.
And even then, it's still usually a miserable experience because the base system in place is so terrible.
That, or they replace it entirely. Like Tinkers Construct (which has its own issues...)
YES! I commented the exact same thing on the first few minutes of the video and that got no attention. Quark's enchanting system not only involves a bit of thinking beyound just placing your item and hoping to get lucky, you can select which enchants you want or not, and you can even influence the chances of getting certain enchantments by swapping out candles, for which you only have 3 slots for in a rudimentary enchantment setup. It's a great system
One of many reasons Quark is probably my favorite mod. Such a perfect one, so many good additions.
I'm a fan of Apotheosis myself, I don't mind a bit of work in exchange for a robust Enchanting system. You can make custom books using the mod's Library of Alexandria with every exact enchantment you want but in order to get those enchantments you need to have enough points of that particular enchant.
I never realized before now, but pretty much every minecraft playthrough I do ends halfway through the enchanting process because it's so boring and I put my builds on hold because I think "it will be faster to get the resources for this if I just enchant my gear, and I'm going to fully enchant it anyway, so I'll just grind." Then, after hours of no progress on the actual part of the game that I want to play, all my motivation is dead.
Do yourself a favour and play on a long-term world that has all that junk done already. That's what I do.
Long term worlds are even more exhausting.
May I recommend installing a mod that patches up enchanting? There are a fair few of them
You could also just not bother, 'tis what I do. I don't enchant, don't kill the Ender Dragon, don't get an Elytra, don't get netherite.. I just... play, and have fun. Or play an older version without it, so the thought doesn't even cross your mind.
Me who still plays MC like it’s 2012 with no enchantments: 🗿
When a time investment quickly goes from "Yay, finally I did it!" To "Ugh, I finally did it." You know it's bad
“Enchanting is diseased Jack! Rotten to the core! There’s no saving it! We need to pull it out by the roots! BURN IT DOWN! And from the ashes, a new enchanting system will be born… Evolved! But untamed!”
For a moment I thought you were making some kind of fake minecraft movie quote (like that one "hero brian" thing). Because Jack Black is Steve. Took me a bit to get the reference
@@wj11jam78 what's the reference?
@@goese868 Metal Gear Rising, I believe.
I was wrong about you… your not greedy… your batshit insane!
@@goese868 Metal Gear Rising Revengeance. Part of Armstrong's speech, but replace "enchanting" with "America"
im sorry this is such an um actually but at 12:35 you say that netherite has a natural resistance to fire damage, which is kinda true but not. The fire damage you take to your health compared to diamond armor is exactly the same. however, the netherite armor takes no durability damage from fire sources, while diamond does. fire res does still suck though
You mean fire protection?
@@Anonymous-cn9ow yes whoops
Iron, Diamond, Netherite... they all die to Cactus.
I do like having one piece of fire resistance armor in Singleplayer worlds, since it lowers burn time by a lot and 4 pieces of protection is usually overkill. Being on fire is kinda annoying.
@@OctoNocturne This is just me, but if I'm in the Overworld I always keep a Bucket of Water on me at all times. And if I'm in the Nether where Buckets of Water are useless, I always try to keep an 8 minute Potion of Fire Resistance on my person instead. Really, Fire Protection is kind of shit when it gets outclassed by either an early game item or by Brewing, which is already a system I find to be incredibly underutilized by the general playerbase. Potions are so much more interesting and powerful than Enchants are currently.
"Too Expensive', the thing we all fear. Glad it's being talked about some more.
yeah, if i want to spend two weeks at a mob grinder for that upgrade, LET ME!! its my time and my playstyle
A lot of the mechanics in minecraft in general are starting to get grindier (in my opinion), not to mention they are usually specialised for singular purposes (Which is a very popular topic in minecraft discussion with the recent additions) so that the player has limited options when it comes to doing multiple objectives.
Maybe think of covering those. I'm not being the most specific here, but from the top of my head stuff like sniffers, netherite upgrades and especially villager trading which you mentioned (and especially especially the new villager rebalance in my opinion) are some examples.
Also potions video when
Grinding can be fun when it's optional. Think mining a ton of sand to make concrete for a build.
The copper bulb was the greatest thing added to the game
... until they completely removed ANY functionality it had by removing the tick delay
They always were grindy and very specific
It just feels like, more and more as time goes by, Mojang and especially Microsoft doesn't know what to do with this game, so they're just throwing shit at the wall that they saw other games do and we're left with a smattering of poorly thought out and barely realized systems that will never be updated again in favor of more shitty systems
There's a modback called Musketeer: All for One which, in my opinion, understands what we think of as the Minecraft ethos better than Mojang does. It's a ton of fun to set up a server for it and just... rediscover how the game works, and to play Minecraft as a game about building stuff again.
It's been years since I played Minecraft, and just being reminded of all the growing pains with enchanting was like a war flashback. How has this never been touched lol
The developers are only allowed to turn on their computers during their 20 minute Lunch Break
@@-Alter- seriously... 1% of modders and server owners do more for the game in a week than mojang does every decade.
Glowsquid
mojang is only capable of adding new features, not improving existing ones
@@anorouch and every update those mods become incompatible
Smite is actually a really good enchantment since so many enemies in Minecraft are classified as undead, including some of the most annoying ones and 2 actual bosses.
Bane of arthropods, though, will forever remain useless until Mojang, as a bare minimum, adds at least one arthropod boss and arthropod enemies that you can't just one-tap without the enchantment anyways.
I checked and apparently Wardens are not affected by Smite. I don't know why they changed that, especially since it basically resurrects itself after it dies which sounds pretty damn undead to me. I'd be kinder to Smite if so many of the undead mobs weren't just reskins of zombies and skeletons. Being able to kill Phantoms quicker is nice, but those shouldn't be in the game in the first place.
@@fishstickonastick-gaming I mean, zombies and skeletons are still the most common hostile mobs you'll run into.
@purplehaze2358 yeah but like why not just run Sharpness instead? There's not enough variety in enemies for specialized damage
@@blocks4857 Big difference between a two tap and one tap in this game. Quite literally half the kill time.
@purplehaze2358 again not enough variety to justify the opportunity cost
"That's older than the average age of a minecraft youtuber's girlfriend."
Yeah, he went there.
Really pushing the boundaries with that one
@@leaffinite2001 Not as much as the Minecraft youtubers.
11:01 That is...Such a good dirty joke.
yeah everybody's been there
my goddamn aunt has been there
nobody has not been there
Any time you pass a certain amounts of subscribers and you make minecraft videos, you should automatically be put on a watch list.
My rez actually was gonna build a water park (attached to the casino) but the plans fell through
just get 3 buckets of water in a linear configuration and you're good to go
we've got a splash pad by a playground at ours
an additional hour in the inflatable pool
Everything in Minecraft at the start felt basic and only vaguely synergized, it was just a bunch of ideas thrown into a pile. It was functional, but really wasn't that well thought out. Forgivable back when it was the new hotness (and technically in beta), but they've never fully addressed that problem.
And the number one reason is the obsessive fixation on making every version of Minecraft backwards-compatible.
Except they aren't anyway so what's the point?
@shingshongshamalama Oh God, please tell me that's not the reason. That's so damn stupid and backwards facing.
@@shingshongshamalama What even is the point of that? are there truly enough mad people that run a single world for countless years, through countless updates, to justify that?
oh. right. Bedrock doesn't allow for version switching.
They really just rushed the 1.0 update to release it on minecon and then things just stayed that way for a long time.
@@jaide1312 Adventure update was a mistake, and so was 1.0
There's a mod called Tinker's Construct that does what enchanting was supposed to do but so much better. Instead of grinding levels to get better stats on your tools, you get a modular system where every tool and weapon is made from different parts that offer stats, effects and durability. It also allows you to make very specialized tools like a hammer that mines stone really fast but isn't able to mine ores.
It's crazy to me that this mod still exists. Truly a classic.
It’s amazing how much better modders, often times just one guy, have made the game, while mojang and Microsoft’ army of developers are sitting around powerless, pumping out mediocre updates…
Let’s not forget that when enchanting first came out, anvils and Mending were not in the game. That means that even if you got the objectively best enchantment for your stuff possible, it’s all gone when the weapon breaks. Enjoy your Looting III - you’ll now spend the next eight hours wondering if every swing you took was really worth it.
And you had to spend 50 whole levels on it
and probably just end up using iron instead because that's easier to replace
Mojang adding Mending to the game instead of fixing the enchantment system is a lot like trying to solve poverty by printing more money.
Mending feels like a bandaid fix to the stacking repair costs, and then later on they added netherite which is even more expensive to repair with materials
That's what Germany did after WWI and we all what happened to them from there...
@@el_gatoNegro their armor never broke???
@@trapsack yes, but they died and had their enchanted armor and weapons confiscated.
@@el_gatoNegro False.
The German government started printing to cheat its war time reparations payments.
Thank you, thank you for having the balls to say it.
Also am I the only one who thinks it's weird that it's called XP when there's no real stat leveling in the game? It could be called "magic" and still give similar ideas without making me think Notch half developed a few things behind the scenes before deciding to lean in closer to how people were playing the game at the time and simplifying (at least the scope of) the XP and enchanting system haphazardly for the sake of consistency. Not saying that's bad or anything, just saying that to me Minecraft's early days had the weird feeling of being the framework of some kind of rougelike sandbox RPG.
XP was originally implemented early on in development, before it even had any use. Before enchantments.
And when XP was added, Minecraft's vision was much stronger directed towards a RPG style; especially seen in Indev. With XP only getting a forced, unintended use later on after realizing it was a nothing-burger system.
@@itsglitchy5423 What this was not even close to Notch's first game, Where did you get that information?
@@itsglitchy5423 Minecraft is not Notch's first game. Are you just misinformed or are you lying?
But i struggle to think of a better name for your enchantment levels, and the obtaining methods befit the name.
@@massiveidiot77 Idk I just misremembered.
The idea of collecting a ton of low level enchantment books to ultimately build up to your better enchantments sounds so much more fun. You would feel like each time you're getting closer to your final goal. Found a Sharpness 1? Not useless, it might add up and then you can finally get to 5! That would make every single book you find feel so precious, but instead you see anything that's not the best tier and it's like "Dang this is basically useless."
12:15 It's even funnier that EVERY bane of arthropods enemy dies in 1 hit to an good axe hit anyway
Fun fact the enchant table runes actually use the standard galactic alphabet from Commander keen meaning you can actually translate them
Correct, though the words have no correlation to what comes out of the translation
To be honest the main gripe I have with the enchantment (and combat) system in minecraft is the lack of variety. Like, sure, whatever you do there’s always gonna be a meta, but having only one viable option is boring. I would love to have real alternatives to sharpness, protection, mending, etc.
Yeah, Minecraft combat sucks ass, it's a shame too. Like we have two spinoffs and one has great combat, Minecraft dungeons is awesome, why don't we have weapons from that?
Just mix the three games together and you have perfection.
One of the problems with combat is that swords, axes, tridents, bows, crossbows and maces are just a thirdically weapon for the most usefull ones - End Crystalls and respawn anchors
@@Nonname_From_The_Internets As someone who does crystal pvp this is completely wrong. Swords are very viable as you need them to lift people up in the air to hitcrystal them and axes are used to disable shields which people use to block explosion damage from crystals. Crystals are just a crutch to quickly pop someones totem or kill them.
honestly not surprised enchanting ended up being so poorly made even back then when the adventure update was literally separated into parts from b1.8 to 1.0, with all of its features being rushed to make it for minecraft's release announcement on minecon, and since minecraft always had problems on fixing old broken features up until recently, i have the feeling we may actually get a fix for enchanting at any recent point, pretty optimistic about it
After moving away from the large rework-styled updates, I'm nervous we won't get big overhauls anymore. I think Caves & Cliffs' scope quickly escaped them (given how it was split up over 3 major updates with Bundles only just barely making it in), so they've avoided doing big rework updates since.
@@Emma-rw8yo That doesn't mean we won't get enchantment reworks, it just means they won't be in one big update.
This video doesnt even touch on one of the other worst parts of the enchanting system, just how damn confusing it is for new players. I have always avoided this system unless forced to use it because it's just so weird an unintuitive. And for a game like minecraft that thrives on simplicity, it's such a strange choice.
Let's be honest, a lot of Minecraft is weird and unintuitive once you get beyond mining and building. Do you know how long it took for the recipe book to get added? Here's a hint: if you played Minecraft ever since the first public release but ignored snapshots, you have spent more time playing without the recipe book than with it. That'll change later this year, but still, for nearly SEVEN AND A HALF YEARS, you had to go to the community wiki on the fucking internet for crafting recipes.
Although, to be honest, playing on 1.20 after a long-ass hiatus, most of the newer features are either really complicated ways to get okay-ish decorations or are progression/farming mechanics that fit uncomfortably onto the world's worst balance system. Sniffers are probably the posterchild for the former, crossbows for the latter.
@@jerrycan1756 Yes recipes are a bit of a hurdle to entry in that you used to have to look them up. But looking at a picture and putting the items in the squares is a lot less complicated than reading through the whole wiki page on enchanting just to understand what the heck you're doing.
As for newer items yeah i agree there is def some super weird and unintuitive things that have been added but a lot of these feel very optional, similar to redstone stuff. Many people completely ignore redstone in their runs. But Enchanting is seen as one of the key end game mechanics. And for it to be such a shit show is awful
I highly recommend About Oliver's FULLY blind playthrough of Minecraft! I've never watched anything like it and seemingly only one other series like it exist on TH-cam and it's in Japanese. I'm still not done with watching (plus he's starting a season 2 soon) but he somehow managed to figure out enchanting and even potions without a single shred of outside help! He put an enchanting table in his library for aesthetics and noticed the particles floating from the bookshelves to the table. Potions were completely brute forced though.
The series highlights Minecraft's weak points but also shows the guidance it gives through structures and especially achievements.
He also figured out redstone, but I attribute that to him being a literal scientist for his day job lol. Oh and final- oh what's this? Diorite... hmm...
Oh my god, yes. I never understood it for years. When I was little I thought it was only used to make enchanting books. After all, it has a *HUGE BOOK* on it?
I thought I just throw a book in with some exp and lapis and then give it a cool enchant. And then I could use an anvil to staple it to my sword.
But then in practice it kept telling me stuff was too expensive. And I had no clue what each enchantment did cause it didn't tell me. In creative mode I had a diamond sword with depth strider.
Then when I finally figured that out, I was frustrated cause it never gave me anything I wanted. I died a lot, so it was really hard to have 30 levels on me. It always sucked to slave away for ages only to watch all the exp get drained on stuff I didn't like.
For me, I'd consider enchanting in vanilla minecraft if they did one simple thing.
Allow you to take off only ONE enchantment from a tool you enchanted.
While I do understand that the grindstone does TECHNICALLY allow you to get XP back from an item you got shit enchantments from, it also kinda pointless in the long run. Once you do use it, you get shit all XP back from the tool that cost you upwards of 3 levels to enchant, and now you don't even have a single enchantment on it. And sure, you might've gotten Bane of Arthropods on it, but you also could've gotten Fire Aspect II, Unbreaking III, Knockback II and possibly even Mending with it. No player in their right mind is gonna wipe a sword with that many good enchants, but no player is gonna use a sword with Bane of fucking Arthropods either.
If Mojang added the ability to wipe only one enchant, but give it a cost (idk like a block of Lapis or some shit) then I'd probably enchant in vanilla far more often. That way, if you get B.O.A on your sword, but get a bunch of other cracked enchants on it, you can wipe B.O.A and dump a sharpness book on it, which would save far more time and possibly even far more levels down the line.
extracting an enchant should be an easy feature.
For this specific issue enchanting a sword with sharpness 5 and combining it with the other sword should fix the issue.
Yeah this could tie in with the idea of adding a “catalyst” item to an enchanting table to get what you want. If you put a spider eye in the grindstone with the sword, it just removes that enchantment
my idea is that enchanted books should teach you the enchantment. then you could then spend the book to unlock the level one enchantment at the enchantment table.
you can then apply that enchantment to as much equipment as you'd like at an xp cost.
then each successive book of the same type could be spent to level up the enchantment.
the anvil could still be used to combine enchanted tools.
i am so glad i'm not the only one who's always found it stupid to get the enchantments. i remember years ago when i played consistently, i had a team of a dozen players on a pvp server, and we all grinded for good armor and weapons, ended up having about 30 villagers in boxes around the world to get our various enchantments. it was nice since we had a team, but it ended up just making everyone stagnate. we weren't the only faction to do this, and having enchantments or not didn't matter in a big team fight with dozens of players. sure, they helped, but focus fire from four or five people could tear anyone to shreds. even in duels, they weren't that great since you could very easily lose your armor and have to do all the grinding again, which even with a team could take hours. in the end, we would normally only have 3 people with full enchants as captains or commanders to squads.
I wish it was easier to get enchants, and i agree that there needs to be more magical enchantments, not just stat tweaks or minor bonuses.
Also wouldn't mind a complete overhaul of the combat system, with new weapons for melee, ranged, and magic in the style of RuneScape, with a combat style triangle. Melee counters ranged with high resistance to physical damage, ranged counters magic with longer effective range and high magic resistance, and magic counters melee by dealing high bursts of damage at medium range. it would make combat actually fun and interesting. i don't want to see netherite sword/bow/crossbow as the standard kit, i want to see staffs and spears and longbows wielded by people wearing different kinds of armor. it would make combat as a whole far better.
It drives me nuts that they half-assed the combat update. Shields are actually next to useless because good armor already provides 80-90% DR and doesn't slow you down or require you to track your opponent, so axes are useless because their base DPS is lower than swords _and_ they don't get damage enchants _and_ the niche they're supposed to have doesn't exist _and_ they take double durability damage from attacking with them even though they're weapons now
@@TehNoobiness like i said, runescape has a phenomenal combat system. ranged counters magic, magic counters melee, and melee counters ranged. even within the combat triangle, there are nuanced counters, with two handed being good against one hand and shields, which are good against dual wields, which are in turn good against two handed. it would be so much better to actually have to think about how you are fighting, especially if every mob had a damage resistance. perhaps zombies are resistant to magic and piercing, but weak to slashing and bludgeoning. are darts more effective than arrows against witches? spears offer higher reach at the cost of damage, but against a creeper they are very good for staying out of the effective range of an explosion.
it would just make everything more engaging and spice up the combat in a way that makes you truly have to engage with the world. items may only be in one biome, making some items rare, meaning you would want to enchant them with things like mending to make sure they don't break. you would need to explore to get the armor you want, and you could have tank or power armor that enhances survivability or damage depending on your weapons, and even those could have resistances and vulnerabilities that enemies could use against you. it would make everything better.
@@gagamer7251 while i agree that such a system would be cool. Rember that minecraft has a aditional issue. Inventory managment. If you require a wepon for each of the fundimental mobs. That is in turn icentivising the player to say at home or at least take more trips home. And we cant forget that people will prefer to use a general item for combat even in a system like that. Hell ya barely see people use a bow in survival. Because it takes up 2 entire slots. 1 for the bow and 1 for the arrows. This is why, even when axes are not good at being a acual wepon, they are passable to the point that people would rather save that one slot for 13 dirt, than a sword. And the durability issues get fixed by mending anyways so. But i would love if the combat got more fleshed out. Oh and almost forgot. Having specialised items for a spesific mob can have very diferent effects. One can be begrudging acceptance to know you would have to use resources on a item you may dislike using. Or not doing so and being fruatrated that you cant use a tool you like using and likely grinded for. Aditionaly i feel like it will have the wooden pickaxe syndrome. Where players only get it to achive the first thing they need before replacing it.
lmao funny you mention runescape, doing a slayer task on osrs while i watched this video LOL
@@meeedicthethird6423 i have spent this whole time trying to put my dislike of this argument in words. minecraft allows a player to have 36 inventory slots, with most items being able to stack, as well as offering inventory expanding items like shulkers and the ender chest and satchels and donkeys with chests and llamas. compared to runescape, with a lot higher demand for specialized gear thanks to a lot of bosses being immune to damage types, this is completely insane. with those 36 inventory slots, you would need a whole 5 if you wanted to swap out your armor and weapon. in runescape, you have 28 slots, most things for combat don't stack, and the stuff that does is barely even worth it, but if you want to swap your gear, you have to worry about 6 slots at minimum, going up to 11 of your precious 28 slots. if inventory management is such a massive problem for a player in minecraft with all of their inventory expanding items (that runescape does not offer outside of extremely specific items (raw ore, grimy herbs, soil, basic planks, uncut gems)) then that's a player issue, not a game issue.
I have never once thought to myself "man, i so badly need this 7 oak planks, guess i can't take this gunpowder" because i learned how to manage without it. i'd much rather have to put in a bit of thought and raise the skill floor. sure, runescape does allow items that do stack to stack near infinitely, but all weapons, armor, healing, potions, consumables, half of all materials, logs, bars, planks, gems, all of it does not stack. the only reason that it's not a nightmare to manage is thanks to the bank, which can hold a still limited number of items like an ender chest. and just like an ender chest, you can only access them in certain locations, but you can't carry one around with you. all you can get is portents of storage, which takes items to the bank for you.
TLDR: inventory management is an issue with the player, not the game. it should be something that you have to plan around.
Don't forget, instead of tweaking the problems with the enchantment table or anvil, they just made it harder to get the book you want from a villager by making it biome specific 🙃
Minecraft recently has been so tied to villagers trades that they make nearly every other part of the game just not worth doing, why would I risk my life playing the game when you can get an entire end-game loadout from making a villager company town and just farming granite and wheat? Its the only reliable source of items/exp that they've totally broken whatever balance is left in the game. Wish mojang would actually change balance and make the game feel more like a RPG, instead of animals people will forget out in a month, 500 word essay over
minecraft isn't a rpg
@@sus6221 I never said it was
@@sus6221 way to miss the point
Not everyone wants or cares to min-max the in-game systems of minecraft. Setting up a village farm and doing the trading economy is inherently less fun to me than going through a trial chamber and earning my loot.
@@infinitydragonoid2655 that's fine, but you will never get very good gear that way.
My main issue is it feels like it encourages you to optimize the fun out of the game through things like villager bullshit and xp farms
that's the part everyone who gangs up on people who have genuine criticisms miss. they fail to realize theyre intrinsically motivated and believe everyone who doesnt play the game the same way they do is either lazy and stubborn, or hates minecraft. we saw this a lot with the jetstarfish situation, where instead of actually attacking his arguments, they called him an evil minecraft hater who wants to destroy the game by "scamming" his audience (selling a mod that the purchaser knew exactly what they were getting, which is fundamentally not scamming) and saying either he's "playing the game wrong" which is just an awful argument because the design should MAKE you to play the game right. I'll admit, the video and the mod's additions were pretty awful, but the backlash ties back in with this situation. i already know fishonastick is gonna get attacked for daring to criticize the perfect game that everyone MUST worship.
@@VladdyDaddy45 what are you talking about? Minecraft criticism is EXTREMELY popular, regardless of the quality of criticism.
I'm not in the camp of people who say "Mojang is Lazy," but MAN why are they always wasting time with frogs and new wood types when there are HUGE PROBLEMS with the game's core mechanics that have remained unchanged for over a decade???
I think it’s because for a large majority of Minecraft players. These core mechanics don’t mean as much to them as a new block palette and new mods to see. Even after the Nether update only about under 40% of Minecraft players ever go into the Nether in normal survival mode (based on achievement percents so even being generous this number is shocking low) so big changes to Minecraft’s progression simply don’t do much. Minecraft is not a hard game yet even less players ever even fight the ended dragon because that’s not the goal of Minecraft. Minecraft is a sandbox with some light progression to make building easier but at the end of the day if you’re gonna be building a castle why waste time using fully enchanted diamond tools when some efficiency 2 iron tools will get the job done well and cheaper. That way you get to spend more time doing what your actual goal is (building the structure) instead of grinding for gear so you can grind for materials
@@woomyboy98I also agree that Minecraft is a sandbox first and foremost and i love the game for that, but that doesn’t change that its RPG elements really need to be polished. The process of upgrading gear can genuinely be so fun in other games, hell it’s super fun in Minecraft Dungeons, but in Minecraft it is absolutely a draining slog that plagues every playthrough. Honestly it makes me want to play with keep inventory on sometimes just because getting my max enchantments was such a pain that i dont wanna go through again. I like mojangs recent updates unlike a lot of people, and i am sure if they tackled enchantments they could come up with a really good solution and i just wanna see them do that already lol
At this point in time, it's mods that fix the broken system. Shame if you play bugrock though.
Until I saw this video, I didn't even think this was a problem people cared about. Personally, I'd rather them add fun mobs and blocks than change enchanting. If they change it and it's a better version, then great, but currently, I dont think it's a big deal.
Their obsession with adding yet another forest biome is insane
they don't need to fix every problem here for me to be happy, but I really want that "too expensive!" text gone.
Can you also cover how poorly balanced the armor system is? It's so much easier to get iron armor before the inferior leather armor. And you can't even craft the chainmail which could be a cool transition step between leather and iron...
there is a datapack that lets you craft chainmail armor with get this; chains. and the funny part is that its actually a great stepping stone cause you might have like 12 iron at hand and cant really afford iron armor but a full chain armor costs something like 4-5 ish ingots of iron so its actually a worth investment to have when you go down to get more iron and potentially upgrade deep in the mines.
I don't know how to best word this, but I'll try. Personally speaking, I think the biggest problem with Minecraft now a days is that the game doesn't feel as if it was initially designed to be continually updated for this long.
Minecraft as it stands, doesn't need updates, the game is more than fine as is, the only thing worthy of a update would be fixing the game's problems when it comes to how horrible it runs by default, however, with that said, if there is nothing new to the game, then the game will fall into obscurity like it did before the recent Pewdiepie era. That's why "Mobs Votes" for example, exist. Get the community's eyes back onto the game with the promise of new shiny mob and maybe a feature or two to go along with it, the whole controversy that always follows it adding fuel to the fire, have one mob that's factually better than the others which would be obvious pick for most people and the one you were actually planning on adding, essentially making the whole "Mob Votes" thing meaningless, and wahm, Minecraft's popularity is up again. However this also comes with the downside of dividing the community, with every time this tactic is used leading the community to getting even more divided bit by bit.
My point is that, everything that has been added in recent years is simply unnecessary bloating to keep the game on life support by inserting "New Stuff ™". But if you notice, most of these features are completely or nearly useless, as to not alter the core gameplay of Minecraft. So, Mojang's job is to essentially add unnecessary features to an already fully released game but with the added challenge of these features not being allowed to alter or interact with the main gameplay loop in anyway shape or form. It's no wonder the game takes so long to update, probably every idea that Mojang comes up with needs to be vetted by a board of 20 stupid executives at Microsoft who don't even know what a Minecraft is, and I'm sure that 99% of all concepts that they present gets shot down by those same executives, with 1% of those concepts being the ones we actually got.
tl;dr: Mikecroft need new stuff or die, Microsooft no like Mikecroft die, Microsooft tell Mujong keep game alive but no make game different, Mujong sad :( Mikecroft community sad :( Microsooft happy :)
At least it beats them trying to make a sequel, with an engine that they'd have total control over.
With Minecraft running on something as exploitable as Java, it's like... what is Microsoft gonna do, give people less reason to play the latest vanilla versions, when those versions are already inferior to the older versions that have free mods?
the problem is that both previous mechanic overhaul updates were received so badly that they prioritized adding over fixing for every update since.
the enchantment table is a slot machine that functions like a slot machine
Villagers make you build the slot machine but let's you keep getting jackpots once you get it once
honestly...i was tired by the middle of the video.. you really got the feeling right
What Mojang keeps giving the community: things.
The only fucking thing I've wanted for ten years: fix the village spawning so they don't break on terrain
they kinda did so i really doubt they're gonna touch it again. remember the days of villagers who used to seemingly tear down an entire mountain so they can have a 100 block tall base to their house? happens significantly less now. worst thing i've seen is villages can be really spread out if there's some houses at the top of a mountain and some at the bottom, but that's not really a complaint.
Hearing your points on Bane of Arthropods makes me want a spider miniboss, similar to an elder guardian. You could throw in a weaver enchantment that lets you sprint through cobwebs and climb them like scaffolding or maybe climb/stick to walls, add ropes to the game that you can keep placing on to lower far below your reach before descending freely down it, maybe the mini boss structure has eggs everywhere that you have to try not disturb. A grappling hook might be a stretch but it would also fit, though it’d have to be implemented carefully. Just spitballing
they literally added a grappling hook in a april fools update, they are very much capable of making it work.
The increasing levels is such a weird mechanic, especially after so many updates...
Love the profile pic
Great vid, but i'm pretty sure that you forgot about one thing: Getting from level 27 to 28 costs x amount of exp, but getting from 60 to 61 costs higher amount of exp than x, so if you are overleveled, then that 1 level is gonna cost you MUCH higher than if you were at the exact required level.
25:54 Bane of what now?
The enchantment you have
BANE OF *SEX*
@@Qualicabyss LOL
0:15 Playing Donkey Kong is all fun and games until you're up against Kyogre
I think it doesn’t help that there’s this super strict restriction system on a lot of enchantments, that only serves to reinforce the idea to never ever use anything besides the really good ones, on top of most enchantments in general being total garbage. Oh gee, I can’t wait to use depth strider instead of feather falling on my boots, oh man.
Btw that anvil limitation used to not exist. I vividly remember playing on xbox 360 back in the day and you could put like 70 levels of enchantment on an anvil item.
feather falling and depth strider aren’t exclusive
i do get your point though. mending/infinity on bows, piercing/multishot on crossbows and the others feel unnecessarily restrictive
Depth Strider's a great choice around those Ocean Monuments, and for when a skeleton is sniping you in the water. Sure, the Trident and dolphins are workarounds, but those aren't perfect. Feather Falling sucks though, it's sorely waylaid by Protection IV.
So I get it: when faced with mutually exclusive enchantments, you obviously pick the all-rounder. Though... Silk Touch/Fortune have legitimate use cases. I use Silk Touch when mining; it compresses the ores (64 blocks > 64 ores.) Silk Touch is also plain cheaper than Fortune III. And of course, my Fortune pickaxes will *only* get used on the ores I bring home, so they last longer.
@@RdTrler feather falling and protection arent exclusive
@@RdTrler it's a good thing that you don't have to choose between depth strider, feather falling, and protection then, you can just get all of them on the same pair of boots
Stop. Getting. Bane of arthropods, it's useless!
Devs: ok "buffs spiders"
It's crazy to me that the entire gameplay loop of minecraft revolves around collecting items from around the world, and yet instead of enchanting having anything to do with the materials you naturally find while playing the game, notch invented the experience point, and all hope was lost
Holy shit Fish this autoplayed dude I didn't realize how big you've grown - I'm fucking proud man.
Bad Mechanics Academy
I feel like Minecraft, as a survival game, is terribly designed in so many ways
It’s great as a sandbox where you do whatever you want, but if you actually follow enchanting, potions, bosses, structures, it is incredibly badly designed
19:48 its actually worse - its MAX(item1 lv, item2 lv) + 1. I.e., you need to finagle the books and equipment such that you always mix equal level items, as an item that has been anvil'd 3 times mixed with a non-anvil'd one gets you an item anvil'd 4 times, with the resulting increased costs. Its just obtuse assuming you dont use an external information source.
Ex:
(((diamond sword + sharpness) + mending) + unbreaking) is different from ((diamond sword + sharpness) + (mending + unbreaking)), one is anvil'd 3 times, the other - 2.
Another thing I hate is that the level scaling is exponential, which makes no sense IMO. I just want to do some bulk enchanting, I don't want to fly back and forth between my XP farm and my anvil/enchanting table just so I can enchant my items for a reasonable amount of XP. If they wanted to do difficulty scaling they should have tied it to progress(e.g. when the ender dragon is defeated the XP/level would go from 30 XP to 100 XP or when the player acquires diamond armor/tools the requirement would go from 15 XP to 30 XP). It also makes it very hard to gauge how much XP you have
On the enchanting table side it's random and most of the time really unuseful compared to the alternative
On the librarian villager side it's time wasting mind-boggling boring task that is really overpowered
Both systems are bad
Villager enchanting isn't overpowered, normal enchanting is just so underpowered that villagers seem to in comparison
@@Qualicabyss Villagers absolutely are overpowered. The broke the game's meta for years until the zombie discount bonus became unstackable. Even currently, you can still get mending books sold for 1 emerald.
@theexplosivedinosaur4282 anything is overpowered when you abuse game mechanics to make things nearly free
@@Qualicabyss Yeah… so villagers are overpowered lol.
Auto fishing farms used to be the best way to get good enchants, and auto fishing got nerfed as a result.
@@Qualicabyss You can think what you want but it's still absolutely mind-boggling boring
"Hello and welcome to Bad Block Academy, where we look at the worst blocks Minecraft has to offer and I show you how to best utilize them"
Playing without the Easy Magic mod feels terrible.
16:35 this segment gave me some real intense PTSD from the time i hard grinded librarians and eviscerated an entire spruce forest for sticks at the fletcher to get a fully maxxed out netherite enchanted set
Lowkey made me hate Minecraft with passion and it wasn't until recently when a heavily modded server made me feel excitement about the game again
Yeah, absolutely horrible system.
Also, why did Mojang make levels go up in amount of experience required? Since levels are more of a currency, why does getting from level 1 to 2 costs less than going from 29 to 30? That's such a useless mechanic that adds more grind. Just make it one number, like 32 experience per level or something.
Another thing that needs to be fixed at some point is the existance of god-tier. In other words, for each weapon there is a perfect combination of enchants that is the most optimal. There should be some limitation - maybe a limited number of enchantment slots? And make curses increase the number of these slots, so that cursed gear is actually more powerful.
That curse idea would be such a cool mechanic. I always thought curses were underutilised.
Hot take, but I actually enjoy (most) of Minecraft's enchanting system, AND it doesn't have to be a grind. See my methodology below, along with additional thoughts:
1) Have a dedicated reset item:
I reset my enchanting table by applying low level enchantments to iron pickaxes, which I use on my adventures.
2) Max out your table with 14 bookshelves instead of 15.
It takes a LOT less time to get to lvl 28 instead of going all the way to 30, and the enchantments you get are nearly as good.
3) Use an item frame to remember what your next high level enchantment is:
See a good enchantment you can't afford yet? Put the item in a frame near the table, and it'll be waiting there for you later when you can afford it.
4) Avoid the grind.
Instead of going out / sitting AFK at a spawner specifically for the purpose of grinding, simply go out on your next adventure. Whether it be exploring new areas or acquiring more resources, you'll gain levels as you go. Obviously it won't be as quickly as if you were to simply grind for it, but you'll get the levels nonetheless, and it will actually be fun instead of feeling like a chore.
5) As to why I enjoy the mechanic:
The random nature of enchantments ensures that I don't progress each new world in the same way. If I end up with protection, respiration, and depth strider, I'll probably go exploring the ocean. If I end up with fire protection and infinity, I may venture to the nether earlier than expected. It's just another way to ensure each play-through of Minecraft is different than the last.
6) Things I agree with you:
Fxck bane of arthropods and thorns. Knockback, fire aspect, and smite can be annoying as well in certain situations.
7) Other thoughts:
I enjoy the repair limitations as well. IRL you can only repair something so many times before you simply need to create a new item, and this does a good job of simulating that. You just need to be aware of the limitation, and spend your limited repairs wisely.
kudos on the one take rant at ~ 10:00
the crazy part is that almost all of minecraft's systems are just as badly designed
I think the offhand system has a lot of really nice combat features.
The healing system (no ability to reliably straight heal without potions, which are a whole other rabbit hole in and of themselves that most players don't even dare touch, and autoheal is finnicky at best)
The eating system (which arguably, while being the most solid and sensible system in the game, could still have improvements as it's easy to cheese)
The pre-Combat Update combat (seriously, combat used to blow. It's decent now, but an iron axe having the same damage as a diamond sword used to have is NUTS)
I suppose that's what happens when a game is being developed over the years by one person, to an indie team, to a full-on studio, all with different ideas on what the game should be.
I bet Enchanting was just thrown in because Notch thought it would be cool, not knowing that it would go on to be a painful grind in the midgame.
I disagree that every system in Minecraft is poorly designed - the core loop of gathering resoruced and building with them is very fun still.
Elaborate?
Redstone has a lot of strange and inconsistent decisions. But mojang can't change it, because it would break a lot of Redstone contraptions.
5:14 is no one going to point out how he pronounced "lazuli?"
That did irk me a bit!
sounds cool for some reason
that's technically how you're supposed to pronounce it
Correctly?
laschulie
"You've beaten them back now get to an enchanting table"
You should make a video about Brewing, I find Potions to be incredibly strong but I rarely see anyone use them in their survival worlds seriously. Water Breathing gives drowning immunity, Night Vision makes you able to see perfectly clearly in pitch darkness and importantly while underwater, Fire Resistance makes you completely immune to any and all Fire/Lava damage, Strength gives a damage boost equivalent to Sharpness 5, Swiftness gives a 20% speed boost but can also be used when breeding Horses to make super Horses. All these effects can last upwards of 8 minutes which is more than enough time for any general use case, like raiding an Ocean Monument or killing the Ender Dragon. Brewing also lets you cure Zombie Villagers to get a discount when trading, or so that you can renewably get your own Villagers in a multiplayer world where all the Villagers have already either been killed off or taken away by other players.
Brewing is another really poorly done mechanic tbh. All but three (fire resistance, water breathing, and weakness) of the potions are only (maybe) effective in PvP, are too expensive/use items that aren't super easy to come buy in the quantities you'd need, or are totally useless. Even the three "good" ones are still 100% situational. And they don't even stack, so it's a pain in the ass to carry them around with your already very limited inventory anyway. There's just no real reason to interact with brewing stands in most worlds
I would honestly say, good job, im glad you are branching out of TF2, i know a lot of people get trapped in the tf2 bubble, but you expanded rather nicely.
Honestly it’s also just crazy how blatantly terrible some of the enchantments are vs some others even ignoring how tedious it is to grind out the specific upgrades you want.
Imagine a system where unlocking higher enchantments required book shelves of enchanted books and/or artifacts found in the world. A "dark magic" system would be cool too, like having to sacrifice items or mobs to get a super good enchant with a curse, like a deal with the devil idea.
I remember when enchanting was added and everyone was expecting the enchantment shine effect to be updated because of how ugly it is.
You can actually turn it off completly nowadays.
Fsoas- screw this, I'm gunna go play minecraft
*POP*
More like:
Trys enchanting,
realizes all these shit
Fsoas: Screw this, I'm gonna Play TF2
I agree with most of your criticisms, though I think the scale of the issue is larger. Minecraft's combat system is flawed as a whole (it was also flawed before 1.9) and I believe the reason it's not a priority is because Minecraft Survival isn't about combat or progression - at least based on what Mojang are trying to add. Minecraft Survival appears to prioritize creative players that either enjoy doing a lot of building or enjoy making farms, redstone contraptions and other nerdy things of that nature. It is a sandbox with resource scarcity and that's it
Enchanting always pissed me off in Minecraft ever since it was added. I hate rng and I hate systems that don't respect the players time. I remember to keep some sort of legitimacy I used to earn all my XP properly and then use commands to give myself the enchantments I wanted and take my XP away. Players that know what they're doing don't even use enchantment tables anymore it's just villager trading halls and anvils. I like how the XP and lapis cost works currently I just wish you could manually pick enchantments even if its just one by one and maybe they could require an addition ingredient to get each specific enchantment sort of how you need a specific ingredient to get a specific potion.
The more I look back on it, the more I realize Minecraft itself isn't why people love it. It's the community that MADE the game as good as it is. Texture packs, mods, custom games...Mojang knows they don't have to do much because the community will basically make the game successful for them.
8:22 its like the opposite to trying to get something addicted to gambling, it tries to make you hate it.
8:39 I am offended and will file a complaint as soon as I hit it big. And sober up
Oh boy, can't wait for the normalization of biome specific Villager trades, so that getting mending can be even more of a tedium :D
Better Enchanting mod is the goat. You can choose your enchantments, and remove them too, or transfer them onto other items
25:58 And his enchantment was electric…
yeah this why I play terraria. minecraft is a better sandbox builder, but terraria is a better - y'know - GAME.
If there is one thing I will wholeheartedly agree on in this video, it’s that the ‘top expensive’ rule on the anvil is the dumbest thing in Minecraft.
When I clicked on this video I didn't expect you to start off by saying enchanting is underpowered, most people tend to agree that it's actually too prominent nowadays, and that it's too easy to maintain gear compared to the old days. But I'll keep an open mind as I continue watching.
Finished the video, based take
Agree on a lot of points here. Another point I think is important is that pulling that lever is so expensive that using partially enchanted gear is a waste because you might lose or break it, so it just rots in a chest until it gets maxed out. Especially considering diamond armor has barely more durability than iron, making a protection 4 armor piece nigh useless without at least unbreaking 3 as well, if not mending.
8:36 as an Oklahoman…yeah that’s pretty accurate…
Also, this is why I somewhat enjoy the enchantment system from the quark mod, as instead of rolling a random enchantment, you are given a grid and can spend a small amount of experience and lapis to create a puzzle piece for that tool that corresponds to a random enchantment that tool can get. You can then fit the piece into the grid and it will apply the piece’s enchantment to the tool, and you can “level up” the enchantment pieces by spending more xp and lapis to create more pieces and merging similar pieces together. The amount of total puzzle pieces you can generate for an item are dependent on the amount of bookshelves nearby, and you can actually manipulate the chances of what enchantment pieces you get by adding colored candles that represent different enchantments, and the enchantments are only applied once you click the button at the bottom of the menu, allowing you to take the tool out and keep using it while you gather more experience to generate more pieces (as they will save to the tool as well) before you fully commit to placing the enchantments on
there's a mod I use in basically every Java Minecraft install I end up using called "Tinker's Construct" that, while not focusing on enchantments in any way, has a good example of what I think an enchanting/repairing rework should be.
you put together what you need to make tools, then those tools are infinitely repairable and have a set, explicitly numerical amount of modifiers you can apply to them which changes based on various factors (how many parts you made the tool out of, what those parts are made of, etc).
these modifiers are not random; they all have set, specific recipes to get set, specific outcomes. some of them are incremental and need different things to reach the next level, some are one-and-done, some are classified as not needing a slot at all or needing a different kind of slot for how powerful they can be, but you always KNOW what you're getting.
so long as you can get the resources you need, you're basically set forever. no exp, no randomness, no need to fight with an arbitrary limit on how much you can do.I think it should be done in a different _way_ if a version of this came to vanilla Minecraft--I don't imagine many players are into the idea of building massive multi-block structures just to get a few tools that they can Just Use Forever--but it would be a good inspiration point, I think.
Ars Nouveau (a mod) adds in the ability to take your custom spells and turn them into enchantments. To me that’s exactly what enchanting should be
Want to know a funny detail blue? They just changed how to get mending now you HAVE to kidnap 2 villagers to a swamp to get swamp vilagers as those now can trade mending books with means transporting them 100 to 1K+ plus blocks asuming you have found a swamp
"Bane of Arthropods" is a CIA trigger phrase at this point
Bane of Arthropods more like Bane of my existence.
Can we get a datapack of this. I just wanna have an enjoyable experience enchanting for the first time.
Personally, I'd want enchantments to be more of an upgrade over time type deal. Both methods are kind of one and done. You get the best you can get before actually using the tools. Some sort of method where you start as sharpness 1 and upgrade to 5 over time without any absurd drawbacks. Eventually ending up with a god sword after many hours of natural playtime.
Also had this idea to use chiseled bookshelves and enchanted books in them to unlock enchantments to choose from in the enchanting table. With enchanted books being spread apart in loot tables (Fire Aspect found in desert temples, or mending found in ancient cities). But still renewable from villagers for multiplayer worlds.
On the bright side, enchantments in java edition can now be edited and created by datapacks, and those are getting a lot more powerful lately. If mojang won't rebalance the enchants and create new cool sidegrades, we can. It does still have to live in the limitations of anvils/enchantment table/villagers, tho, unless you go out of your way to make a new way of getting enchantments (which is very possible)
Hey, look at EnderIO mod, it have the exact same idea you do. Guaranteed enchantments at the price of resources+levels. For example, feather falling at the price of feathers, or luck for diamond blocks
You wanna know a game that actually does echantments right? Minecraft DUNGEONS. Literally Minecraft's sister game, and echanting in it is so much better than Minecraft's. Every time you level up you get enchantment points, and you choose three enchantments from a small pool. Basically, you get 9 choices of enchantments, and you pick 3 of them to put on a weapon. If you don't like your choice, you can go grind for another copy of the weapon and reuse the same points, OR you can grind a specific level to get gold, which resets your choices
**And the enchantments actually do cool stuff!** They can bind the enemies around you and immmobilise them, they can summon lightning, they can increase your damage to unagroed mobs which can change your playstyle, they can get stacking bonuses when doing specific actions... They actually feel magical, they allow you to make very varied builds, and because the amount of enchants is hard limited there's no worries about the level cap. In Minecraft there's one optimal build that you will have for every piece of equipment, maybe two like with Silk Touch/Fortune, but with Dungeons you actually have choice and variation... Mojang better learn things from Mojang
Even if we remove the RNG, I feel the Enchantment tables are massively powercrept. Enchantments might not have been meant to be as accessible as they are today, but now we have mending books and librarians.
Mending books and Librarians are also a very poorly designed system
Yes, but have you considered how shiddy anvils are mechanically? If you apply books in the wrong order, you'll get a "Too expensive!" prompt and you will never be able to apply another enchant again. Enchants gained through the table don't contribute to this, but i think overall this system is dumb
So Fish...when's the "Can you beat Minecraft as Demoman" video coming out?
I think this hilights a bigger issue with mojang itself. I appears as though they are afraid to make subtractive changes. Ever notice how nearly every single thing added since 1.9 has been added on top of existing features?
they're a triple a company advertising minecraft as an "indie" game, which it is no longer. they're too afraid to make any changes and upset any minority, except redstoners. mojang loves to anger redstoners.
@@VladdyDaddy45 Outside of the copper bulb drama, they really don't. There are longstanding inconsistencies and bugs that simply won't be fixed due to the technical community's uses for them.
@@theexplosivedinosaur4282 listen dude, i love redstone, but id just like to go 2 updates without all my contraptions completely breaking. and then theres the extremely shallow and useless blocks that for some reason get nerfed to the point of complete obsolescence because, as mojang LOVES to say as a crutch for not knowing how to design jack shit, “balance”
@@VladdyDaddy45 Listen. The copper bulb broke a consistent rule that every single other piece of redstone had. Mojang patched it out before it became an inconsistency/bug engraved into the game’s mechanics.
Making things consistent is, yk, proper game design.
@@theexplosivedinosaur4282 The bulb's 1 tick delay was not a bug, and it was INTENTIONALLY inconsistent. in no way did changing the delay from 1 tick to 4 ticks make it any more "balanced" or whatever. no normal player is ever going to notice the 1 tick delay. it made the copper bulb useful in more than 1 area, which is what was great about the designs of old minecraft's items. in no way is making everything consistent or fixing fun bugs proper game design. game design is about maximizing the player's fun.
I remember that there was some mod called something like enchanting+ that gave you a new kind of enchantment table, that's much more expensive that let you choose all the enchants you want as well as the levels of those enchants, but it cost a lot of experience. but you could always put the item back into the enchantment table and add new enchants or increase the level once you got more levels (and it didn't scale, each enchant had it's own cost and each level cost the same as the previous)
Microsoft saw how fun Terraria was with its weapons and equipment and then said "Yeah, make it fuckin boring and tedious and unrewarding and uncreative"
hey terraria has the reforge system, which is arguably 10x more unrewarding, and just as tedious if you can’t shimmer the item you want to reroll, only reforge with goblin tinkerer. if minecraft wanted to copy terraria then it would’ve taken accessories or added a bunch of unique weapons.
also not to mention terraria was still in 1.0 when enchanting was added.
this comment doesn’t make any sense
minecraft isn't supposed to be terraria
what are u talking about. minecraft equipment isn't just lesser terraria, it's a completely different system. minecraft doesn't need crazy weapons and equipment forged from 4 hours of grinding and farming within the depths of the earth that make u be able to kill every single enemy on screen in 5 seconds and shoot rainbows and fireballs. combat is NOT the focus of minecraft.
such a weird comparison
Boys, I'm talking creativity here. These enchantments are not that. You don't need to put paragraphs defending it.
I didn't say Mojang has to make 3D terraria. I'm saying they always come up with the most boring version for their ideas.
@@gold_hev_suit
I’m gonna say it, reforging is better than enchanting. You do the same thing in both games, reroll until you get the enchantment/reforge you actually want, but Terraria makes reforging convenient. You just go to the goblin tinkerer, an early game npc, and click reforge until you get what you want or you run out of money. It still leads to grinding like in Minecraft, but there’s no bullshit like anvil levels, gear durability, and an annoyingly long time between ‘lever pulls’. Also in Terraria you can upgrade your gear by getting better/different gear since unlike Minecraft, terraria has way more armor and especially weapons to try out, not to mention accessories.
Also the fact that reforging and enchanting are even comparable is really bad for Minecraft because enchanting is supposed to be more than simple stat increases unlike reforging in Terraria.
@@gold_hev_suitEhhhh at least it’s far easier to do, because everything drops money and grinding bosses at a certain point becomes a cake walk, that’s and there are faaaar less reforge mods than there are enchants.
So getting a certain Modification is virtually effortless- Which also isn’t too bad because the main draw of the game are the weapons, of which there are tons, you don’t even need Reforge Modifications really.
If looting could be added to axes, i would never use a sword again
Blast Protection 4 is actually useful for something- getting full 80% damage resistance to explosions, which is the max you can get from enchants. Ender Crystals and TNT Minecarts are the easiest ways to kill another player, and this mitigates that. But, you don't go full blast prot. Each blast prot is 8%, and normal prot is 4% and applies to explosions to, so you get blast prot 4 on one item for 32% resistance and normal prot on everything else for 48%.
Fire Aspect, meanwhile, is actively detrimental in PVE because mobs that are on fire ignite *you*, dealing more damage which ignores armor (though not enchants). This literally killed Philza.
He died to fire aspect? Maaaaaan I didn't know Fire Aspect could be so good on zombies :(
@@orionl7406 He ignited the zombie and then died to it while running away because of that extra damage taken.
Enchanting is actually a major reason I don't play modern vanilla much anymore. Instead i play modpacks that bypass the enchantment grind or mods like Better Than Adventure that just reimagine the game before such systems were added.
Great video! Good to see a well formulated argument about Minecraft's worst system.
who remembers the snapshot were they made enchantments worse by making books biome specific so you had to drag two villagers out to a swamp breed them then make the child a librarian and them max out that librarian to get a mending book
That's the experimental villager trade rebalance, not a snapshot. Unless you're talking about something else, idk.
Honestly I think it's a good move to nerf villagers, but they should also buff the enchanting table and anvil in return. By buff, I mean just make them less of a pain to use.
those are experimental changes, those have been shelved for now, and I hope forever, because the LAST thing enchanting needs is another absurd layer of tedium
@@the_phantom_cat7912 You're uninformed about that datapack then, because that datapack 1. encourages exploration for a consistent goal. and 2. makes specific structure loot pools give specific enchanted books. Ex: mineshafts have a pretty high chance to give you specifically an efficiency book.
i think sharpness would be better if it could be used with bane or smite, but it reduced damage to give enemies a bleed debuff, slowing them down every damage tick and dealing minor damage.