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Revert enchanted book villager trading change

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  • 1
    Registered User commented
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    I agree, my main concern is obtaining mending books, I have not once in all my years of playing seen a single mending book in a structure. All the mending books I've ever gotten have been from a villager that I've spent several hours rerolling.

  • 7
    Registered User commented
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    Prior to this, looting books and getting them on the enchantment table didn't make sense due to the easy acquisition from librarians through farming and trading.
    If you want to return everything as it was, then I am against it. Are not those people who demanded the old PVP with LMB spam voting for this post?

  • 1
    Registered User commented
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    I STRONGLY DISAGREE.

    This is the best way to discourage players from cheesing their way to endgame gear. We were never supposed to be able to get whatever enchantments we want whenever we want them with just a few hours of easy grinding.

    Enchantments are supposed to be rewards for actually playing the survival game like a survival game.

    Now, I do understand that many players have come to see mending as a necessity, however, it is massively overpowered and discourages exploration and interaction with the rest of the game.

    But I think we could mitigate the impact of mending finally being as rare as it should be by doing things like increasing the durability of weapons, and reducing the anvil penalty (but not removing it).

  • 1
    Registered User commented
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    I think it adds a level of difficulty to getting those enchantments, I actually will not stuggle alot with this update as with the right level of enchantment table, a couple of the item to combine, and an anvil, you can hunt and add practically any enchantment. The only aspect I agree with is tridents since impaling 5 sucks to get and can't be acquired through villagers anymore.

  • 1
    Registered User commented
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    I get that Mojang wants players to explore the world, but having certain enchanted book trades be limited to certain biomes isn’t the best way to do that. Making villager trading more frustrating than it already is will just make the game a worse experience for many.

  • 0
    Registered User commented
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    senga ydal epud w ic juhc

  • 1
    Registered User commented
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    there are definitely some ups and downs to this, the only thing im happy for is that a mending and unbreaking are guaranteed from the respective villagers now, but having them locked behind a biome sucks, like what if you are thousands of blocks away from a swamp, u just cant have mending or u need to make weird portals to get to the villager anytime u want the book.

  • 1
    Registered User commented
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    I feel like they have a lot more things they can focus on right now instead of nerfing villagers, I literally don't understand the change at all unless they have some secret plan for 1.21 (extreme doubt though)

  • 0
    Registered User commented
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    I feel like it’s implementation is a good idea but either anvils need a heafty rebalance or the master books need to be max level.

    This would also be a great opportunity to buff enchanting tables as they have felt underwhelming ever since anvils have been introuduced. They need some way to give consistent-late game gear that isn’t just “enchant book put in anvil”

  • 10
    Registered User commented
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    I would like it if this change could be deactivated by a gamerule

  • 9
    Registered User commented
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    I'd like to see that villagers in certain biomes tend to sell one kind of enchantment more, but making enchantments biome specific and removing enchantments that you could buy now definitely feels like a downgrade in QoL

  • 17
    Registered User commented
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    This Change is horrible and would honestly make me want to play the game less. I just learned the villager trading strategy’s and it now makes sense. I don’t think they need to be changed at all. All this will do is make villager trading more of a hassle and make me not even want to use them anymore. Please do not go through with this! Leave villagers as they are!

  • 2
    Registered User commented
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    As someone who has played before villagers even had trades to begin with, I would hate to have items locked from players in more committed worlds. I love the landscapes of MC, but having to transport villagers thousands of blocks back to a base is tedious, and you already are going through all the trouble to get less expensive villager trades. That should be the hassle, not that atop transporting villagers. I agree that villagers have become essential to playing the game, especially after a hundred days in a single world, but I find myself needing to set up farms that already take hours in order for me to have enough supplies to build what I want. If this is the direction that the game goes in then I feel like the creativity aspect will be taken out entirely. Limiting the game to only farms, transporting things, and so many more unnecessary hours on projects that already take up hours on their own. In order to gather materials, I need enchantments, in order to get the enchants I need to build with said materials, I need to explore hundreds of thousands of blocks or I have to sit at an enchantment table all day with an anvil system that is barely function? Please do not make this change, or at the least make it a gamerule that can be turned on or off like another user had mentioned

  • 2
    Registered User commented
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    Enchantments are supposed to be a challenge to obtain, at least not having librarians be as OP as they have been.

  • 2
    Registered User commented
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    I totally agree with the idea of nerfing the discount sistem that comes with villager curing, it's clear that a stick shouldn't be worth as much as an emerald. However I find the differentiation of the trades to be excessive. I honestly feel that if you want us players to explore more you should give us a real prize, without making previously established mechanics progressively harder to pull off or use (netherite I'm looking at you). Moreover if players wanna play Minecraft using villagers breeders, why would you prevent them to do so? It's a sandbox game, you should be able to play it as you wish, almost by definition there isn't a wrong way. Following the same logic you should patch many others farms that make the game trivial, like mob grinders and iron farms (pls don't). 

    If the game really feels too easy, which kinda does at this point, why not add more steps to the main quest instead? The game would vastly benefit from it.

    Thanks for reading all of this nonsense.

  • 1
    Registered User commented
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    Agreed! Since it's such a pain in the *** to transport villagers, its just so annoying to get swamp villagers to your base naturally... A new Idea is good but please not this.

  • 1
    Registered User commented
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    This change sucks, I do NOT want to take villagers over 1800 blocks from my base just to get damned mending, this is a step backwards and nothing like the combat update, where the change just redid how you fight. This completely ruins bases that are far from swamps and superflat survival worlds by complicating or preventing entirely, the ability to get useful enchants.

  • 1
    Registered User commented
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    Agree. Several folks have pointed out that Mending is SUPPOSED to be rare and so getting it renewably should be difficult enough that you would be more likely to only get Mending from loot, which, fair enough! But for multiplayer worlds, there kind of has to be a renewable option since that loot won't scale to be reasonable for a larger group of people -- so it matters if the renewable option is weird and unintuitive. The realm I play on isn't a bunch of professional youtubers who make trading halls as a matter of course... its just a bunch of friends who prettied up the closest village to trade with so we could all have access to enchantments, even the friends who joined late. I'm cool with making Mending more difficult or requiring more complex steps that take time, but villager moving is something so unintuitive that it doesn't feel like an intended part of the game. And after you've DONE that unintuitive step, it's not actually more difficult to acquire -- this doesn't really nerf things for the people who are willing to do that extra grind, it just makes it more annoying for them. Meanwhile the people who are just playing casual survival with friends are suddenly REQUIRED to do that unintuitive grind before they can have enough resources for everyone... this doesn't feel like the right way to accomplish the adjustments that people are hoping for.

  • 1
    Registered User commented
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    I engirely agree, this change does nothing but make the mechanics far more annoying to engage with and a worse gameplay experience overall

    there is no reason to do anything like this, and it removes such an immensely fun alternative path to progression, harming player freedom and agency and going against what Minecraft claims to stand for

    this change cannot be implemented, it's horrible for the player

  • 0
    Registered User commented
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    the trade_rebalance is simply stupid

    and no way to manually turn off