The Minecraft 1.20.2 Villager Nerf Is GOOD But Needs Improving

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The Minecraft 1.20.2 update seems as though it will be nerfing villagers. They’ll be doing this by making good enchantments more difficult to get, which may at first seem bad but I personally quite like how the nerf is being implemented. So join me as I discuss why the Minecraft villager nerf is good! (And where it can still be improved)

Odyssey Central Maker ID: VPB-NM9-KLF

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I’m fine with it, as long as it gets a few tweaks. The “too expensive!” BS is one of them.

TwilightChomperEnthusiast
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I'm fine with it but the "too expensive" thing ruins enchanting now even more than it used to

uiinpui
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They should make Camels (or llamas) be able to transport Villagers. Then people wouldn't complain so much about transporting Villagers long distance, while also making Camels significantly more useful.

lasercraft
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my problem is the raw distance, my nearest swamp is 6km away from my current base and if I didn't already have villagers it would be even farther to transport them, even on the nether roof that's 15 minutes of just boating the villager across the nether roof, not counting the 15 minutes boating the swamp child back and the time it would take to set up a small breeder. villagers are already incredibly annoying to deal with, and it's even worse for bedrock players because they don't even have access to the nether roof

Radar_of_the_Stars
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I still think Villagers are just designed in a way that encourages you to exploit them. You don't have to give them any space to move around, literally just a 1 block space with a work station as a wall. I really think you should actually be required to give villagers a bed at the very least and ideally even something to do. Which realistically would only be giving a Farmer Villager a single crop to maintain but I don't like how Villagers are just there to be exploited and you're not encouraged to build actual villages

flamingpaper
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Adding more rng and making the process 10x longer, yeah i love it so much.

Darthmufin
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I kinda dislike the idea of the trades being locked behind biomes because I find certain biomes to be ridiculously hard to come across and close enough to each other to effectively breed villagers

TwitterMutual
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Should do away with "too expensive" or the master librarians give max enchants. Maybe even having novice villagers give level 1 enchants but as he levels up so does the enchants

timk
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Personally for the crossbow, rod and trident enchantments having them be sold by the traveling merchant seems like a nice buff

cringeylol
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My problem is that transporting a villager long distance is terrible, especially if you have no Nether roof access. Honestly, if they fixed that, and added an intended way for jungle and swamp villagers to spawn naturally, then I'd be down for this

rubylikessonic
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I got work, but who cares. New OdysseyCentral video

Bryce_the_Woomy_Boi
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They have to remove this "too expensive" thing.

RhabarberPalaver
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I think a cool way to make Wandering Traders good is by making them give you bounties. Like, if you trade with them, there'll be a randomly generated bounty that could give you a random reward. It may not be useful, but it'd be fun.

monodragoon
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Fun fact about wandering traders: you could always get an invis potion from them. Since they get invisible when they are attacked or night falls, you just have to hit them, wait for them to pull their invis potion and hit them again to kill them before they drink their potion, it'll drop and it's completely free.

juanin
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the only reason mending is so centralizing is because anvils are stupid and convoluted. mending should be an endgame convenience, not a borderline necessity.

remix
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It moves the gambling from villagers to enchantment tables

tacofitness
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If they would just fix the dang anvil already no one would complain about these changes

thump
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The problem with Mending isnt that its OP, but its one of two ways of keeping those expensive enchanted gear from braking, and the other way is absolute dog shit.
Since enchanting is such an expensive and time consuming thing to do with your gear, then you dont want to repeat it, the other option is to just put a random tool in your enchanting table, take what you get, and then let it brake.
Needless to say, spending time and effort into getting a cool item, only to loose it is not fun, and what is even worse is spending that time and effort only to never use that thing in the first place.
And the worst part is how close we are to getting a good option, all we need is to just remove the scaling exp cost of repairing your tools and the "too expensive" mechanic of anvils.
If things only got more expensive if you put new enchantments on it, rather then repairing and renaming things, then i would not mind spending my diamonds to repair my tools, id may even preferer diamond tools and armor more then Netherite since i can get a lot more diamonds then netherite.

Fixtin
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I honestly really dont like this change. To me it just makes the game more tedious. It doesn't add any interesting challenge, it just makes things take longer. Im just gonna wait for the inevitable mod or datapack to revert this change.

sol
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Here's something cool I noticed:
Desert villagers will sell thorns, relating to cacti,
snow villagers will sell frost walker, relating to cold,
and swamp villagers will sell mending, which you can get from fishing. And swamps relate to water a lot, which also explains the depth strider and respiration.
Now isn't that fun!

YorgosHimself