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12

Ominous Potions should not be the only way to acquire bad omen

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  • 6
    Registered User commented
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    I think that your suggestion in C is an interesting choice. However, I see OP raid farms as a necessity and it would be better not to mess with the technical work done by various groups.

     

  • 2
    Registered User commented
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    I think th problem is that raid farms can get you more xp and emeralds and totems than you could ever need and the community really wants a nerf to that feature so either this post or what they already have is enough. This way making overpowered farms that instantly pump you into the end game is both harder and the farms themselves take longer to operate correctly.

  • 3
    Registered User commented
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    to the first comment, i think the op raid farms are more than you need. totems are op and emeralds and xp are gainable from villagers. raid farms should be debuffed and villager trades should have a buffed xp yield. that way we don't need the farms anyway

  • 4
    Registered User commented
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    Perhaps they are too much, but my playstyle relies on automation. I may use the most basic AFK raid farm; however, others may need more than that to fuel massive projects. Many in the Minecraft Technical Community enjoy this side of Minecraft. If it were hindered like this, it would make Minecraft sandbox experience less unlimited.

  • 0
    Registered User commented
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    Raid farms are basically an exploit. It makes sense that Mojang is trying to balance out the game.

  • 0
    Registered User commented
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    an upside is that they can be more controlled in exchange for function speed. since you only have to drink a potion, there doesn't have to be as much complicated redstone circuiting that comes with building a farm. you just have to make a spawnable dropshoot and some well placed villagers and the potions do the rest for you, which gets rid of half the circuit and makes you able to control exactly when the raid starts so that you can be prepared to get maximum loot and xp for less hassle each time the farm is activated. also the potion gets rid of the inconvenience of having to accidentally deal with a raid when you pass by a village after raiding and outpost or some loot. it is still easy to make a raid farm. they are just a little slower. plus. if your playstyle is automating the most efficient loot so that you can make mega projects faster, might i suggest villager trading? the blacksmith iron for emerald trade gets you xp levels literally almost on-par with raid farm's efficiency, meaning you can still get your maxed out set fast, without having to inconveniently leave your base as much.

  • 0
    Registered User commented
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    and for the technical side of the community, if they cant make a raid farm that incorporates the new ominous bottles, then i sincerely doubt we would have seen stuff like making Minecraft within Minecraft by now. the player base is so good at being ridiculous with their projects at this point that they could find a Redstone contraption to farm vaults by the next snapshot release. 

  • 1
    Registered User commented
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    Regarding your desire to debuff raid farms and buff villager trading, that isn't what we are seeing. I feel that the OP Raid farm is a counterbalance to all the trading necessary for building a proper trading hall with the enchanted book change. Luckily for me, I have villagers that predate the change. As I play on Bedrock, I cannot have the maximum efficiency as i cannot hold my looting sword in my offhand while drinking the potion. Frankly, it feels like Java Edition players acknowledge the overbalancing on their side without realizing the potential effects on their Bedrock counterpart.

  • 3
    Registered User commented
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    If raid farms are an exploit, why did Mojang keep them for 8 significant updates?

  • 0
    Registered User commented
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    In oposition to your D, i thought it would be cool if we could stick the ominous potions in the brewing stand, add pillager mob drop and get a stronger version of the potion.