Mojang's Biggest Mistake (It's Not Nerfing Mending)

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Why is Mojang hell bent on nerfing major features? What do they see as being the issue?

Chapters:
0:00 - Intro
0:42 - What's The Problem?
7:28 - Successful Nerfs
11:18 - Update Balancing
15:37 - Just Fix Everything!
20:35 - Minecraft Advice that isn't Useful Anymore
27:43 - Overpowered Things Mojang Should Fix
43:15 - Conclusion

Minecraft Bedrock is the same as Minecraft for Xbox One, Xbox Series S, Xbox Series X, PlayStation 4, PlayStation 5, Nintendo Switch, Windows 10, Windows 11, iOS/Android (Pocket Edition), and Chromebook.

This Video Was Edited By:
Ash

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Mending is THE only way to actually repair your items without an unnecessary and tedious grind to get the gear you wanted and already had. I lost my enchanted Diamond pants to a blaze when I dropped them on accident. I thought, “Oh that sucks, I made a mistake and now I need to fix it” with tools breaking after spending hours to get them because you haven’t found mending feels like I’m being punished for playing and enjoying the game, not for something I’ve done.

jedbex
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They should buff repairing tools.
Get rid of the "times worked" stat and make the lvl cost be determined by the output.
Also, make enchanted tools unbreakable, but useless at 0 durability.

I would never use mending if I literally didn't have to in order to keep my favorite tools from breaking.

EllipsisMark
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Why they neefed horses TWICE is beyond me...
Nerfed their ability to be in boats.
Nerfed their ability to be bred to super saiyan speeds.

davidhartley
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While i agree that mending has some balancing issues, I belive the adding of this enchantment and the wide availability of it has allowed increasing size and scale of minecraft projects. It allows players to skip the boring bits and just build what they want

YawningYeti
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Mojang should not nerf mending.

In my experience with gaming, it rarely goes over well to nerf popular mechanics like that, especially when you've left it in the game for that long. The answer instead is to add more enchantments that are mutually exclusive with mending but still offer valuable bonuses.

Most people prefer mending to infinity on their bows, but there is still value in picking infinity that you can't get from mending and there will always be players that go that route.

What we need are viable alternatives to mending that give players a reason not to use it on every piece of armor and equipment.

joelpierce
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I agree with almost every point you make here except for i do believe there needs to be some "overpowered" mechanics and items to make beating the game worthwhile, when youve beaten the game multiple times i believe being able to fly around the world or not having to repair your tools every couple hundred blocks is a fair trade off. I personally dont use an elytra so i cant comment on that but i think mending is a fair trade off to do more fun creative and interesting build projects in survival

thatrandomgamer
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If we look at the bow you have the choice between mending or infinity. Maybe you can nerf mending by offering enchantments that are enough of a trade off to give up mending.

tdfresh
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I honestly don’t see mending as a problem. It’s pointless in the early game for any tools that are worse then diamond, and whilst its basically a necessity in post game massive builds, its a necessity simply because you need the best tools to complete massive projects in a half decent amount of time

rylandercoleman
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I'm sure many people still remember when they nerfed boats by making them harder to use, and they broke on impact with blocks.

BlackFlame
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I don’t see the issue with mending. Some games don’t even have item durability

mfknbumblebee
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something i love about terraria is that its still able to just have the devs just post on twitter about what theyre working on, it drives engagement and hype for the update and the last 2 major updates to terraria the main dev(redigit) was just straight up asking ppl to give him ideas directly for what to add to the game

beeftips
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The ladder thing was not well received. There was just such a small community and things were still so new, that no one really knew or cared.

Draconamous
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Honestly getting high expectations based on the most minor of details is something the Minecraft community excels at... The mob votes are a good example of this.

lasercraft
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Cobwebs should absolutely be used to obtain string in both versions of the game. They went the wrong way with that pairty

DragonLandouter
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I like mending because of how ridiculously expensive repairing stuff is, and with it being harder to get certain enchantments it would be even harder to make a new pair of armour. Maybe make reapairs less expensive or just have them use something other than exp.

imimdanger
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The scaffolding thing in the trailer never seemed off to me, because they're all touching blocks on the side. That should make it not fall like it would when you're bridging out

dexterity
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I actually grew to love the combat update. I think it’s unfair for the player to be able to spam attacks while a mob can only hit once in a while. Also, the use of the shield mechanic adds more of a cinematic feel to combat as a whole. Though I can see how PvP is a bit on the iffy side (overusing the shield), for the single player experience, it’s perfect.

In my opinion, it actually makes you think on how to approach certain mobs with fast or projectile based attacks.

jasonjasso
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The problem with the villager nerfs is that it invalidates various play styles and challenge maps as well as missing the point as to why people spend the time and effort investing in a trading hall in the first place:
1) The basic enchanting system is not fun, the randomness of the system, the xp costs and the fact that treasure enchantments still require players to trade/fish/get lucky looting, actively pushes players to trade with librarians which give access to every enchantment, are slow to setup but quick for future enchantments and provide experience are objectively better. The Librarian nerf does not make the enchanting system better, it just highlights the flaws.
2) For some players, going diamond mining in deepslate is not fun either, deepslate is frustratingly slow to mine (even with haste 2 and efficiency 5) and caves are now large enough the the danger they present is a turn off. Armorer, tool smiths and weapon smiths all provided an alternative way to get the equipment.
3) Forcing players to travel further to engage with villagers is problematic for multiple reasons - moving large distances is not enjoyable, horses are too random in their stats (and breeding difficult to understand and engage with) as well as stoped by large changes in elevation, rivers and oceans, boats are great on water but useless on land, camels require a specific biome and are fairly slow and minecarts require too many resources and are not fast enough. Travel also has technical issues, travelling can quickly lead to excessive world file sizes, lag on servers, and may be inpossible with worlds with a smaller world border. It also makes transporting items a bigger issue given the limited inventory size.

Fundamentally, villagers are very powerful and impact many other minecraft game systems but Mojang really need to address the other systems first before they nerf villagers.
•Overhaul the enchanting system entirely with an emphasis on rewarding players for taking the time to setup and make randomness less of factor and make anvil repairing a viable alternative to mending. I personally like the idea of adding enchanted book to the chiseled bookshelves - a lightning rod could channel lightning into an enchanting table to enable treasure enchantments too.

•Fix the inventory system and make storage systems easier for the average player to build and maintain.

•Make transortation alternatives to the elytra viable, horse breeding could be one avenue to explore in this regard and minecarts could be focused on fun rollercoaster type builds.

Ultimately, I feel the reason I and many others are upset about the experimental changes is that Mojang are doing everything they can to avoid calling it a nerf, are missing the reason why many players choose to use villagers over other systems and are closing the door to various play styles and experiences. I appreciate that a game as large as Minecraft is hard to update and balance but for a game that has always been about creative freedom of expression, these changes do a lot to shut that down, not celebrate it.

lachy
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I think of this game as having tiers of content. There is the early game, getting a starter house, getting your basic resources, ensuring a food supply. Then the midgame starts when you breach the nether. This domain is much more hostile to you. It wants you dead. This is when most players start enchanting their gear, plan out their transport paths, and start construction on their main base. Then there is late game, which i define by accessing the outer end. Now that you can fly, priorities shift, and transporting both people and items is buffed massively. I think of mounts as a tier 1 transport and elytras as tier 3. Minecarts are also tier 1. I think they need an upgrade using something from the end to bring them up to par with your wings

shadeblackwolf
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I agree with almost everything here, except the whole "overpowered" thing. The absolute best balance is giving players options on a power scale that they can choose. If I want to challenge myself, I can use the least powerful items. If I want to forget a hard day of work and just feel rewarded, I can use the most powerful items (or, just more powerful items).

The exact reason why after 9 years of release I decided to buy and play Minecraft was because I watched a streamer use the Elytra with a rocket. Walking, sprinting, minecarts, etc. made sense when the game was 256x256. It never took long to get to where you wanted to go. After the worlds became infinite, and there was good reason to go explore 10k-100k blocks from home, even the Elytra seems slow. But hey, if you want to nerf the only (currently) viable method of travel to unexplored areas, you're entitled to your terrible opinion.

RyokoRHM
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