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Let's talk about Trial Chambers and the Trial Spawner!

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  • 7
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    I really liked the trial chambers especcily the surprising rooms like we were fighting skellies on the top of a room i fall down and there was powdered snow which completely changed the battle and its was very uniquie and different from geneeric minecraft combat so i think more of that would be good

  • 2
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    I think it would be cool if the keys were used to open chests but it was a gamble like if you destroyed the chest it wouldn't drop anything but if you use the keys theres a 50/50 chance it opens and a 50/50 chance its a mimic chest and it attacks you

  • 9
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    Having tried 4+ of the Trial chambers they seem a little repetitive and overly easy. There are a few things I'd add to make them more of an exhilarating challenge.

    1. I'd have mobs that can have it, have a chance to spawn with armour and weapons of varying types and things like skeletons with such as punch/knockback bows and the like.

    2. I'd have some demarkared "hard" rooms that can generate where the spawner spawns a singular (or 2 maybe 3 when playing with more players) beefed up mob, like say a Zombie with full diamond armour with light enchants and a strong weapon that when killed leaves better rewards from its Trial spawner.

    3. I'm sure there's more to come (as I've yet to see any pitfall traps) but I'd love to see more traps. Like tripwire triggered ones, pressure plates under lingering potion dispensers of varying types or hidden dripstone droppers etc., lava/powdered snow buckets and not just water ones in dispensers

    4. I'd have the possibility to get rooms that are waterlogged with drowned spawners and pufferfish etc. to add some variety.

    5. I'd also add ender mites to the small mob category as I'd love to see a bit more of them.

    6. another thing is I'd increase spawner types per chamber to 4 as opposed to 3 and have more than 1 type per room to create more interesting varieties and challenges.

    It's a great start but the sky really is the limit with these chambers so I can't wait to see where this baseline ends up in future snapshots.

  • 2
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    I think that dufficalty should be more important for terial spawners and i have idea for that
    1_poison tiped skeletons should be a new mob
    2_trial spawners can has different rounds in differents difficulty
    For example
    One round in easy
    Two in normal
    And three round in hard
    But its Not only different betwen difficulties
    Power of mobs are different in rounds too
    3_in the first round mobs spawn in their difult form with no equipment, accesories or enchantments
    In the second round Zombies husks and baby zombies spawn with golden helmet and all three skrletons spawn with iron helmet too
    Its a reflection to minecraft trailers
    Because golden and iron helmets are most used equipments from these mobs in trailers
    And in round 3
    Husks and zombies spawn with iron hoe in main hand
    Baby zombies spawned as chicken jokey
    Spiders amd cave spiders spawn with one of the (regeneration , strenght and speed) effects
    Tiny slimes can give dammage in third round
    stray and poison tiped skeletons give stronger and durable effect to player
    I dont have idea how skeletons can be in third round
    But the can spawn with power enchantment

  • 6
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    I would like to express my thoughts about the structure. I liked that the cave spider was given a second chance. I think that own music in dungeon will give interest to the study of the structure. Also, the skeleton shooting poisoned arrows lacks its own texture. The dungeon itself looks visually bad (sorry for the criticism). I also think opponents could wear armor, possibly with unique patterns). Flooded halls where options are needed. More elaborate halls for the battle with the breeze.

  • 5
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    My feedback on the structure:

    I think there needs to be just a bit more variety, like 1-2 more battle room types.

    The vertical skeleton drop-down/trapdoor room was very cool and novel on the first time, but then it gets a bit old fast (I got 2 similar poison skeleton rooms like that in a row in one structure)

    I like the water tank room, but it would be cool if it sometimes lead to like a proper water themed combat room, with Drowned or even Guardians.

    The room with powdered snow at the bottom was one of my favorite surprises. I also liked the 2 "secrets" I found but I'm not sure if there's any more than that.

    The slimes are pretty weak/easy when they spawn in the narrow corridor, so I think there should more slime spawners there, or they should have their own dedicated arena where they can fall down on the player from above or something.

    The regular Zombies should spawn with leather armor or enchanted swords.

    The rooms with spiders or silverfish seem a bit easy and like they're missing something.

    I'm not sure about the rooms that are completely filled with poison skeletons. They seem a bit overly chaotic (but I wouldn't want the poison skeletons to be entirely removed either).

     

     

     

  • 2
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    I think that key should open a new chest, the trial chest, but the chest would be hidden in a secret passage and you would have to solve puzzles to open the passage inside the chest, there would be some relic, in my opinion, there should be a bow that shoots three arrows. once

  • 4
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    It's a great addition to vanilla. I like all the copper rooms, it's a new colored environment not seen anywhere in minecraft. Trial chambers could use battle music when the spawners activate, and they need to be placed deep underground to prevent villagers linking to the beds. I love the gimmick rooms like powder snow... Though, the bigger rooms with multiple spawners should be the common ones, so I can bring my wolves to a straight fight. There should be stairs to access those rooms with multiple floors, so I don't have to tower up. Enemies need equipment, I'd like to see the terror of baby zombies with swords. Add the rare enemies as well like spider jockeys and endermites. I like the lingering potion traps actually, make them more common as the breeze can be more interesting with it. A strength AOE can benefit both allies and enemies, making the fight more dangerous. Weaken and turtle master does the opposite, slowing the battle. Leaping and swiftness AOE can allow fast paced fights. A boss fight room with breezes and these traps will be fun.

  • 1
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    It's very common for trial spawners to activate before you enter the chambers that they're in. Maybe the spawners could only detect players that are within their line of sight, similar to how they only spawn mobs in spaces within their line of sight.

  • 4
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    The combat can be quite challenging, but Silverfish spawners are very easy compared to the other spawners. The breeze is also inconsistent, sometimes works but other times it does nothing or repeatedly shoots walls, trying to hit the player. It should also have a melee attack if the player gets too close, as it's very vulnerable.

    Finding the chambers isn't too easy but not too hard. There should be a strategy that allows players to find it more consistently if they're looking for it, like how the deep dark and ancient city usually generates under mountains.

    The mobs found in different variants of the trial chamber definitely feel unique, but the structures themselves aren't very different from one another. After exploring a couple of them, the rooms start repeating. There should be more rare rooms, so even after exploring them several times, it can still surprise the player.

    The pace at which the spawners spawn mobs seems pretty balanced. Skeletons aggroing and fighting other mobs is a problem.

  • 4
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    These things are well done:

    • The Breeze mob is really cool and designed well
    • The Aesthetic of the build is really cool. I like how some of the copper bulbs are partially oxidized when you get there so you can scrape them in order to mark where you have been
    • The trap mechanics are really cool. The one issue was the buttons were getting washed away by the water dispensers

    These need work:

    • The amount of mobs overall is obscene. The player quickly gets overwhelmed with a dozen strays, cave spiders and slimes. I almost immediately got surrounded and there was nothing I could do. I was playing solo on normal difficulty with diamond armor and I am a relatively good survival player. I very quickly got overwhelmed and it was not fun at all, just annoying. I think increasing the cooldown of the trial spawner would be best.
    • The layout of the trial chambers is unnecessarily confusing. I kept stumbling upon places I had already been, but since I was already there the mobs were gone so it didn't add any extra challenge to it, just frustration
    • The loot is too low-level for the challenge of the structure. The best thing I got was a Protection II Chestplate. This loot is useless to players who are powerful enough to tackle the structure. Most of the enchanted books were like Efficiency II
    • I think it should be much rarer and generate higher up. We don't really have any special structures that generate between layers 30-60 and that is where copper generates
    • The Breeze is too weak and easy to defeat
  • 1
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    Hello, I didn't saw this pin before posting but here are my thoughts about the "starter chamber":

     

    When I saw that there was a special room for players to respawn with somthing that looks like a gearing up room I thought it was weird that, except from lucky mining, this room wouldn't have been an easy place to find on some I explored, like sometimes I could have finished all the trials (after many fails.. ) before finding this room.

    I would have think this room to have more exposure to the world when caving and going through the tunnels spaghtties, to be easier to find or if we find the trial from another side, at least know that we can find the "starter room" going around. 

    I was also envisionning when watching the live and reading the snapshot a door leading to that room with a corridor, sometimes visible in tunnels, sometimes in a crater of a mountain, on the side of a ravin or even in the middle of a cliff with the sea (a la Harry Potter and the horcruxe cave). With different types of entrance, somtimes just a door, a vault type like there is in the trials, sometimes a lantern before just a basic tunnel with the room in the back, etc 

    Having an entrance to the trials in some other builds would be really cool too, like from a temple, igloo, mension etc !

     

    Voila, loving what have been revealed so far, have fun on the rest of it ! 

  • 9
    Registered User commented
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    Why not implement skeletons that use poison arrows as a new mob, just like strays?
    I think the Mossy Skeleton from Minecraft Dungeons is perfect for that.

     
  • 5
    Registered User commented
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    the trial key has no use ! but you can fix that i think the trial key can unlock a new boss room and that boss should be called the breeze beast which i'll talk about it soon

  • 6
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    A way to upgrade the trial spawner with the Trial key. This would be a way to make the trial spawner harder for people who are in full enchanted Netherite. You could insert a trial key into a trial spawner and it would upgrade it for one wave when it's off cooldown. It would make it act like there is a few more people near by and give a bit more loot. It would also upgrade the loot to a higher level or get its own loot table.

  • 1
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    Least diamonds in mines plz is too many. And maybe make bigger the Trial Chambers. 

  • 11
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    This is great, I've been waiting for new big dungeons in minecraft. Here's my feedback:

    1. Combat is a bit too easy when playing alone. Not sure about multiplayer. Add larger battle rooms with more spawners, allowing the breeze to jump better. This trials idea is one of mojang's best idea yet and should be reused on other dimensions, for harder battle options. 
    2. The copper structure and rooms look good but needs a prominent imposing entrance from a cave, perhaps with torches or those copper lights on the entrance, rather than having to dig in through bricks. The chamber itself could've been buried within caves.
    3. The loot from the spawner blocks are bad. Adding a rare diamond reward can be nice, it's not an OP farm since you have to wait. The husks, silverfishes, they can have drops like dead bush or tuff. The trials are a nice opportunity to make items renewable, or introduce unknown items to players.
    4. The poison tipped skeletons are awesome but they tend to fight each other. Perhaps create a mossy variant that doesn't care about friendly fires? It's a good idea to give some enemies enchanted weapons and shields.
    5. Others have said it before, but the key should lead to a boss room that everyone can fight repeatedly. Something that deals less damage than the dragon and wither, but high health, as an early boss to encounter.
  • 4
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    Played them all and I enjoyed it so far, I found these rooms where the small mobs can go under the walls with the one-block opening, these are very creative and we can add copper grate maze rooms where small mobs have shortcuts toward the player. There's nice platforms to jump around on the powder snow room, and copper grate windows to see neighboring rooms. Whoever designed the trial chambers need a raise, and I'm kind of hoping strongholds and pyramids get updated someday. This is a great combat minigame and activity for servers, big sprawling structures like this add playtime hours. The only design problem I see is the amount of gray colors here that are too common in minecraft caves and structures. Some of the gray tuff blocks look good, as they look like aztec wind temples, but they should add more copper for a steampunk theme or try other unique colors in future structures. Some rooms also got destroyed with bedrock blocks, making it ugly. Since the trial chambers are a bit hard to find, players entering them are using diamonds already, so the combat is a little easy with one player and much easier with 4 players. The idea of an arthropod boss sounds good, a spider queen can improve minecraft lore and explain where all these spiders are coming from. Copper bulbs are satisfying to scrape, and I like how we don't need to use torches, but add advancements for this so players know how to do these chambers.

  • 3
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    It is too easy, also the skeletons and traps damage the mobs more than they do the player.

  • 3
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    The trial chambers are pretty cool. I love the idea of an upgraded dungeon and more combat challenges, however, if you're a more maxed player, it leaves something to be desired...

    The trial spawner is such a cool addition too, if things like custom spawn eggs can be made compatible and they ability to adjust its loot tables are added, I can see modders, addon makers and mapmakers alike using this quite a bit.

  • 1
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    Combat Balance and Multiplayer Scaling: The combat balance in the Trial Chambers feels appropriate, but it could be made more challenging by adding new mobs other than the Breeze. It would be great if the difficulty scaled well in multiplayer, so that the challenges would be more difficult with more players.

    Finding Trial Chambers:
    It is relatively easy to find Trial Chambers, as they can be found in the Deepslate layer of the underground and are relatively common. However, it would be helpful if there were more clues or indicators on the surface to help players locate them.

    Variations of Trial Chambers:
    It would be great if there were more aspects to the chambers other than PvP, such as puzzles or parkour challenges.

    Combat Tempo:
    The combat tempo when using the Trial Spawner feels appropriate, it will be great if there were more Trial Spawners to deliver a different style of multi-mob fights. This would add more variety to the combat challenges and make them more interesting.

    I suggest the following improvements and expansions to the Trial Chambers:

    • Add new mobs other than the Breeze to make the challenges more varied and difficult.
    • Make the difficulty scale well in multiplayer.
    • Add more clues or indicators on the surface to help players locate Trial Chambers.
    • Add more aspects to the chambers other than PvP, such as puzzles or parkour challenges.
    • Add more Trial Spawners to deliver a different style of multi-mob fights.
  • 8
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    I feel like the poison arrow skeletons feel very “artificial,” like they were part of a data pack or something. Them shooting poison arrows doesn’t feel very well telegraphed with the arrow in it’s offhand, so I petition adding the Mossy Skeleton for MC dungeons into the game, with another reason being that since we already have another varient of the skeleton, being the stray, it’s weird having one with a unique arrow type and a unique texture, while the poison skeletons don’t. Please consider it, people would love it.

  • 5
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    A new enchantment should be found only here, called "Toughness," like how the structure is made of tuff, and it would stack up to level 3. It makes you take less knockback from all sources, and is EXCLUSIVE TO CHESTPLATES. This would be very useful in both PVP and in the chambers, as the Breeze works by knocking you away. Level 3 should make you take no knockback from most sources, and drastically decreases knockback specifically from the Breeze, so as to not make it be completely defenseless. It also provides a chestplate-specific enchantment, which would make every piece of armor finally have a unique enchantment.

  • 3
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    I am a normal gamer. The trial chambers aren't too easy and aren't too hard. Except for the poison skeletons. When there are like 20 in a room then it gets a little crazy. But they all just anger each other so I don't really have to do much except for hold out a shield and back myself into a corner.

    The breeze is really cool but very easy to kill if in a corner. I say that you could make him jump slightly more often or farther (just slightly though) and maybe when they are hit, they do a little shockwave pushing you back and then they run or jump away.

    I'd say the mob variety is kinda bland in the trial chambers, but I could just be unlucky. I'm always getting ranged mobs (mostly poison skeletons) and never any of the zombies and sometimes slimes.


    Also you maybe forgot to mention that the slimes make a new noise when they hit someone. But I could just be remembering wrong.


    Trial chambers rooms are great so far. Good Variety. Maybe there could be like a lava pit room, or another parkour room.


    1.21 looks great so far. Hope Mojang keeps up the honestly great work. This is my favorite update in years so far. 

  • 5
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    Can we prevent the trial chambers from generating at bedrock level, because there its unplayable with the random cluttered bedrock interfering with my gameplay.

  • 3
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    Can baby zombies not spawn in trial chambers or just nerf them. Because I played against the zombies and It was nothing but frustrating, there more dificult then the melee mobs or ranged mobs which is silly because its considered as a small melee.

  • 4
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    I'm enjoying the trial chambers so far, but I think that there should be a lot more variety with the mobs that spawn. There should be more than one mob in a category that spawns. Multiple types of ranged, melee, and small melee mobs should be able to spawn in a chamber. For example, there can be a room with both a skeleton spawner and a stray spawner. There should also be drowned spawners, and there should be a melee option that would have regular prismarine around the spawner and a ranged option meaning that only drowned with tridents spawn, and those spawners can be marked with dark prismarine. I think that this would make the trial chambers a bit more challenging and interesting.

  • 2
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    You should add fish and seagrass in the water room in the trial chambers so it feels more alive and more detailed.

  • 2
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    I've tested the difficulty significantly, it varies but it's generally easy. Diamond is mostly the player's gear on average before finding a chamber, which takes time. Skeletons only need a shield and they'll kill each other. Silverfish and zombies are too weak, they need gear and upgrades. Baby zombies are easy if you tower up, though if there's breeze and skeletons it'll prevent this, so the big rooms with varied enemy types are the most fun.

    But enchants made the chambers too easy. Sharp 5, full Prot 4, and you can plow everything, even if there's iron golem enemies. And all you need to do to become a god is early-game tedious fishing and villagers. I can see why they're nerfing villagers, but they went about it the wrong way.

    Personally, I'd increase the enchantments obtainable in survival to Sharp 10 and Prot 8, but halve their power so Prot 8 is the new Prot 4. This mitigates player backlash. Enchant tables, villagers, fishing etc will go up to Sharp 5 as usual. But if we put a nether ruby or enderite instead of lapis lazuli, the tables can go to higher tiers. Fishing in nether lava and End dimension can also yield the higher books. Remove the anvil's enchant upgrading (like prot1 + prot1 = prot2) and "too expensive" feature, so players can keep updating their gear with new books. Structures like mansions/bastions have better books, making them valuable. This creates better progression that encourages gameplay, with tough End trial chambers giving the best enchants.

  • 2
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    There aree two factors that make chambers easy and repetitive:
    1- squeletons shooting to other mobs
    2-shields

    To nerf shields there should not be normal squeletons or zombies instead having skeletons with piercing crossbows and zombies with stone/iron axes. That would definitely make more interesting the chambers

    For the squeletons shooting at each other you should add the mechanic that in hard mode squeleton arrow can only hit certain targets and pass trough the others(I think this can be doable since piercing exists, its only making arrows not deal damage) maybe they can be ghost or dark magic arrows to justify it, you can also make poison work like regeneration for undead and poisonous mobs(similar to how instant damage heals undead and vice versa) this would make poison squeletons even more hard to play with