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**DISCLAIMER: r/Minecraft is NOT AN OFFICIAL MINECRAFT PRODUCT. NOT APPROVED BY OR ASSOCIATED WITH MOJANG.** --- **Minecraft 1.21 Pre-Release 4** - A Minecraft Java Pre-Release Frog day on a Friday? What could go wrong? We're back with 1.21 Pre-Release 4 today, with a couple more bug fixes, and some tweaks to the Blast Resistance and Fire Protection enchantments. Changes ------- * The "Burning Time" reduction effect of Fire Protection and "Knockback Resistance" effect of Blast Protection now stack from wearing several pieces * To get the maximum benefit of these effects, you now need to wear a full set of enchanted armor * Wearing a fully enchanted armor set still grants the same effect as in 1.20.6 * Wearing only a single piece of enchanted armor now has reduced effect compared to before * After a Primed TNT has gone through a Nether Portal, it will no longer be able to destroy Nether Portal blocks Fixed bugs in 1.21 Pre-Release 4 -------------------------------- * [MC-270540](https://bugs.mojang.com/browse/MC-270540) \- The prevention of fall damage from wind charges is not retained upon reloading the world * [MC-271971](https://bugs.mojang.com/browse/MC-271971) \- Wind Charges sometimes don't prevent fall damage * [MC-272933](https://bugs.mojang.com/browse/MC-272933) \- Fire protection burning time reduction now stacks for every piece of armor * [MC-272935](https://bugs.mojang.com/browse/MC-272935) \- Blast protection explosion knockback resistance now stacks for every piece of armor * [MC-272947](https://bugs.mojang.com/browse/MC-272947) \- Boat clutching after using a wind charge results in the player taking fall damage * [MC-272948](https://bugs.mojang.com/browse/MC-272948) \- Wind Burst damages the player twice on one use, even when using Wind Charges * [MC-272981](https://bugs.mojang.com/browse/MC-272981) \- Using a wind charge to stop the fall damage after using the wind burst enchantment doesn't correctly cancel the damage * [MC-272982](https://bugs.mojang.com/browse/MC-272982) \- Mace can have sharpness Get the Pre-Release ------------------- Pre-Releases are available for Minecraft: Java Edition. To install the Pre-Release, open up the [Minecraft Launcher](/download.html) and enable snapshots in the "Installations" tab. **Testing versions can corrupt your world, so please backup and/or run them in a different folder from your main worlds.** Cross-platform server jar: * [Minecraft server jar](https://piston-data.mojang.com/v1/objects/14b1a86d9fcfc82c013e82910e8209617c3a721e/server.jar) Report bugs here: * [Minecraft issue tracker](https://bugs.mojang.com/projects/MC/summary)! Want to give feedback? * For any feedback and suggestions on our upcoming 1.21 features, head over to the dedicated [Feedback site category](https://aka.ms/Minecraft121Feedback). You can also leave any other feedback on the [Feedback site](https://feedback.minecraft.net/). If you're feeling chatty, join us over at the [official Minecraft Discord](https://discordapp.com/invite/minecraft).


GAMERULmihai1

Fire prot and blast prot effects now stack? Cool, regular protection is just so much better than the other 3 that it's about time to buff them a bit to be mor- [keeps reading]... That's... that's no buff at all... they're... NERFING... fire protection... AND blast protection?! 


Sandrosian

That was my exact thought process. Sounded so much like a buff until you find out it was a nerf...to the enchantment that is already never used.


Swaagopotamus

Agreed. Honestly, it would be a nice change to have Fire, Blast, and Projectile protection compatible, but have all 3 of them incompatible with regular protection. This might make it more like Fortune/Silk Touch, where neither is stronger than the other, instead both have their uses.


Sandrosian

I wish they would just be that much more useful. With full protection netherite gear being on fire is annoying but not dangerous at all. You might as well take a refreshing lava bath without danger. Which is completely fine I believe since it is the best armour in the game. So the other protection enchantments should not offer a damage reduction but a dedicated effect that would make it worth while. Like fire protection making you able to swim in lava like in water or something along those lines.


Swaagopotamus

Exactly. I like the idea of Fire Protecton giving you better movement in lava. It’s annoying being slowed down by lava, even when I have the fire resistance effect. Perhaps Blast protection and Projectile Protection can reduce knockback from those sources as well?


Neirchill

The only way I'd wear either over protection is to have some excellent but niche uses. Fire protection each piece should resist fire/lava and have less speed reduction in lava. Once you have four (maybe even three?) you're immune to fire/lava and can swim/see in lava like water. This would mostly be helpful for nether. Blast protection - full set should just give you immunity to explosions. I'd give up protection just to avoid the occasional rage from a surprise creeper. I don't think this will be overpowered because explosions outside of making them yourself is fairly rare. It might be over powered against the wither specifically depending on how that damage works but they could add an exception to the wither damage.


Swaagopotamus

Yeah, I agree. I don’t even think it’ll be overpowered for the Wither. Getting hit will still cause you the Wither effect, which completely bypasses your armor since you can’t have the Protection enchantment. So you kind of trade your protection from the Wither effect for more protection from it’s explosions.


Sandrosian

Exactly, they need some niche use cases where they really shine. The current implementation does not provide enough use to ever be considered the better option.


CptDecaf

The Mojang special. Why add literally any progression to the game when you can just nerf what already meager progression exists now?


Velocity_LP

Does Mojang even play their own game?


boringfantasy

It's been clear for years they have no idea what they are doing. Their flagship feature of this update is not even complete and does not generate properly in regular occurence.


redditerator7

That's such a weird thing to say.


DHMOProtectionAgency

I think that is just an issue of corporate deadlines and not "don't know about it". They seem well aware of the issue.


phessler

sure they are aware. are they doing anything about it? seems like "no", so being aware is irrelevant.


DHMOProtectionAgency

The higher ups ain't going to have it pushed back. And so they are doing what needs to be done (working on it for 1.21.1).


MrTastix

What I don't get about this change is that fire and blast damage are situational and nigh avoidable most of the time. As opposed to Protection, which pretty much everyone wants to stack because it not only protects against *everything* but it does so at a rate that makes the other protection types redundant. Minecraft just isn't *that* hard of a game to justify the need to put Fire or Blast Protection on *literally every piece*. All of this to prevent just capping the damage like Java *was already fucking doing*. If said function is broken you fix the damn function. The worst part of this isn't just how useless it is, it's that they actually had someone put in the work to do this at all with the easily discovered knowledge that it's useless given most people use Protection anyway. Someone actually spent the time to do something so fucking useless. This is why I only play modded now. I don't trust Mojang to balance their own game.


CaCl2

I would guess that the "problem" they wanted to fix with this was the fact that currently there is no benefit what-so-ever for wearing more than a certain amount of fire resistance, due to the damage reduction effect hitting a cap. (With the amount required depending on how much normal protection, if any, you have) This way of fixing it was just really bad.


RunltUp

In what world did fire and blast protection need nerfs


Howzieky

Tbf it's less of a nerf and more of a 'fixing an accidental buff', but yeah it'd be nice if they were stronger


RunltUp

Does it really need fixing if it butchers an already garbage enchant? If they felt it needed fixing, it needed compensatory buffs


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Vulcan2405

I think the main problem is making the special protection enchantments mutually exclusive to regular protection. I could see that armor with all types of protection is overkill and unnecessary, but I think having the special protections being mutually exclusive to each other, but not to regular protection is the way to go. So 1 armor piece can have protection and fire or blast or projectile protection. If they do this, I think the nerf they just introduced could work, but without this change there is no reason to use anything but regular protection


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Vulcan2405

Not necessary to nerf protection. The main benefit I see from fire protection is fire being put out faster (16 hits to 6 hits). The changes in this pre-release change that effect, not the damage reduction it does. Blast protection has a secondary effect as well by reducing knockback from explosions. Projectile protection doesn't have anything yet but I'd assume knockback from projectiles would be useful. By making these 3 mutually exclusive to each other and having the changes they made in this prerelease, it makes it some you can still have protection 4, while choosing/balancing your armor to reduce time on fire completely, or have some time on fire reduction, some explosion knockback reduction, and some projectile knockback reduction.


__Blackrobe__

I guess they need to keep it truly as the poisonous potato of protection enchantments.


NatoBoram

Might as well turn them into curses


Temporary_Article375

Mojang devs don’t even play this game


0zzy82

Am I crazy or is this just a huge nerf to the already weak alternative versions of protection? According to [this calculator ](https://minecraft-armor-calculator.web.app/) it was already better to wear a full set of standard protection but now to get the same benefits from the other types of protection you need a full set?


Luutamo

I was thinking the same. If there ever was debate on "should I wear other types of protections" this just makes it more clear to only use normal protection on all armor.


ry_fluttershy

Tbh has base protection ever not been the go to? For like...a decade pretty much I thought it was common knowledge blast and fire protection are grindstone enchants


__Blackrobe__

> grindstone enchants excellent take, I chuckled truly grindstone food


Neirchill

Yes, which is the point. It was already better, but now the effect has split into 1/4 what it was. They nerfed something "rarely use" into never use territory.


NedThomas

Well, the grindstone part has only been for half a decade.


ry_fluttershy

Lol I know, the old method was just repairing it in a crafting table with another of the same armor. (Or trash it)


ParfaitNo4010

One piece of Fire protection, in the past, was enough to reduce burn time by 60%.


BeyondElectricDreams

One piece of fire protection would dramatically cut down burn time, which even if we aren't talking about damage reduction, from a purely quality of life (and not hearing that LOUD AF *TSHK... TSHK... TSHK... TSHK...*) it was worth it Now they're basically useless. MASSIVE, MASSIVE L change. Burning sucks, it's loud, annoying, distracting, and now if you want to not deal with that you need full fire prot? Are they joking?


ry_fluttershy

Yeah I watched a xisuma video on it. Tbh I didn't even know about the blast/fire reduction on those enchants, but massively nerfing them like that is just goofy. Nobody is going to run all fire prot or all blast prot it just doesn't make sense when normal protection might not give those reductions but it protects from everything


DanieltheGameGod

I’m glad I still have armor with all the effects still from 1.14(I think). Why choose between them when you can have them all 😈


lumfdoesgaming

With full blast protection, you can't wind charge jump. That's the only downside to that


Sleepy-Sunday

Can you upgrade it to Netherite without issue? If you're gonna test it I suggest making a backup of your world real quick.


DanieltheGameGod

So I have been working on a data pack for years that adds custom items to dungeon loot, so technically the armor is better than netherite except for durability. Though the next update is changing it to add some of the new attributes from 1.20.5/6 and 1.21. I think I’ll keep the old ones despite the buff. Excited for when other players see the custom textures I’ve begun implementing, even though it’s just for a small section of the items available.


Sleepy-Sunday

Oh wow that's really cool! Is this just for a private project or are you planning on showing it off or releasing it publicly?


DanieltheGameGod

I might release it publicly when I feel I’ve accomplished more of what I want. Currently it uses a server plugin for things like night vision goggles to work, but I should be able to accomplish that with custom enchants in the next version. Anyone could test it on the server my brother run, though it currently is on 1.20.4, and several loot tables are broken like regular dungeons and end city chests. I can’t be bothered to spend time fixing them when I could be using that time to make the next update better. It certainly makes exploring so much more fun, hard to go back to the game without the data pack honestly.


Lubinski64

Yes, it keeps all the old enchants.


Expert_Function146

Ok, nice


Lubinski64

Yeah, i specifically did not update the game to 1.14.3 back then until i got myself a god armor. Now it sits in the chest and i never use it because it is too valuable. Instead i run around in a swift sneak pants and disposable iron off pieces. Once the trial chambers are here, maybe it will be the first time in years i get to use it.


Swaagopotamus

Well, if you want to get more armor with all 4 protection enchantments, there's a glitch in 24w11a that lets you do this. [https://www.youtube.com/watch?v=8S7qnOsOFUw](https://www.youtube.com/watch?v=8S7qnOsOFUw)


Lubinski64

Can you update a snapshot world to full version tho?


Swaagopotamus

I'm pretty sure you can. You might wanna do some testing though just to be safe


Lubinski64

Sure i would make backups if i ever tried it.


Doomification171

What I used to do is make a full netherite set with Prot. IV, except the helmet which gets Blast Prot. IV. Then for the nether a golden helmet instead with Fire Prot. IV. This provided the maximum amount of damage reduction (80%) against Blast or Fire damage, as well as the maximum "burning time reduction" or "blast knockback reduction", respectively. The downside was missing Prot. IV on one armor piece (meaning the general damage reduction is 48% instead of 64%. To get the burning time reduction you have to enchant four items with Fire Prot. IV, but the fire damage reduction is still capped at 80%, meaning the downside is having 0% damage reduction because you opt out of Prot. IV on all your armor pieces. No one who knows 5th grade arithmetics is going to choose to do that. (And Projectile Protection IV is entirely out of the conversation to begin with.) I think the best and obvious option to balance this is what u/Swaagopotamus said: making Blast, Projectile, and Fire Protection compatible with each other, but have Protection IV be incompatible with any of those three.


Darth_Caesium

You or u/Swaagopotamus should honestly suggest this change to Mojang's feedback page or something like that. It would make their new changes so much better, while revolutionising those three enchantments' use.


medussa727

> I think the best and obvious option to balance this is what Swaagopotamus said: making Blast, Projectile, and Fire Protection compatible with each other, but have Protection IV be incompatible with any of those three. How about have those three be incompatible with each other, but you can have one of them and base Protection? So you'd eventually want three sets, one with each specialty. Too annoying? Too good (that can't be fixed with numerical changes)?


Swaagopotamus

Hmm. I honestly feel like Protection on its own is strong enough. In my opinion, my solution is a bit better. It makes the other three more useful without making Protection even more OP than it already is.


medussa727

Fair. I'm a builder, I rarely get to the point where I'm fully enchanted up. I'm definitely talking a bit over my head here.


BeyondElectricDreams

> It makes the other three more useful without making Protection even more OP than it already is. I mean, if these nerfs go through, I wouldn't wear "Blast/Fire/Projec prot" over regular prot armor ever, even if they stack. It's not worth them having glaring gaps in their damage reduction.


EnderCreeperYT

Actually the best piece of armour to put blast prot on, if any, is the leggings, because explosion damage is highest on the lower half of your player model


Temporary_Article375

But I don’t think Minecraft calculates damage based on what part of your hitbox is hit


EnderCreeperYT

The point from which your damage is calculated for explosions is at your feet


NecroVecro

It is a nerf but it only affects the bonus effects of these enchantments (that being the amount of time you are on fire and the knocback resistance), the damage reduction from burning and explosions will stay the same. That being said I have no idea why they just didn't buff the effects when you have a full kit instead of the nerfing them for each individual armor piece.


Wyrdean

Yikes, I hope they plan to give the niche enchants a buff, because they already had exceedingly few genuine use cases over standard prot, and thanks to this, it's no longer worth it to dip into one of each.


PowerPork

ah yes. let's nerf the two enchantments that were ALREADY outclassed by Protection.


gil2455526

>After a Primed TNT has gone through a Nether Portal, it will no longer be able to destroy Nether Portal blocks Why not? In every sci-fi film sending the big bomb through the portal kills the bad guy AND destroys the portal.


jimmyhoke

I personally love the dramatic affect of having a portal blow up as I go through it. Happened to me with a ghast once.


getyourshittogether7

It was likely done so you can't spam TNT through a portal and cause the area on the other side to become a giant mess of broken portals. I saw someone do just that after the change was made to let TNT go though portals.


Josselin17

imagine if not only did it break the portal but also created a copy of the explosion in the overworld that also broke the portal


Adham1153

they saw 3 people not using the default protection enchant and said "cant have that"


Temporary_Article375

For real, it’s like the devs don’t even play this game


EarthlingKira

Up to 1.20.6 Each level of Fire Protection gave 15% Burn Time Reduction, but limited to the highest enchant in Java, so up to 60% In Bedrock and in 1.21 pre-releases before this you were able to stack to 100%, making fire prot actually somewhat useful Now in this pre-release the Burn Time Reduction was nerfed from 15% to 3.75% per level and you need 4 armor pieces with Fire Prot IV to achieve the old 60% Burn Time Reduction... Now the HUGE issue with this: 10 levels of Fire Protection (so 2.5 pieces of armor) already reach the 80% (Fire) Damage Reduction Limit. So you would wear 1.5 pieces of Fire Prot Armor \*\*ONLY\*\* for the Burn Time Reduction while wasting damage reduction. And all of this, while you have 0% of Damage Reduction for all other Sources.


Silent_Goose_6492

Fire Protection has always been mostly useless as the (very easy to obtain) Fire Resistance potions give 100% damage reduction to fire and lava. You get 8 minutes of uptime per potion (if extended with redstone). Once you hit the nether (which is basically the only time Fire Resistance/Protection has any relevance) it’s so easy to create Fire Resist potions and keep them at 100% uptime. What is this nerf trying to achieve at all? Blast Protection has been useless since the shield. Outside of PVP the only times you really encounter explosion damage is from Creepers or Ghasts, both of which give you enough time to put the shield up which gives you 100% DAMAGE REDUCTION ON ALL FORMS OF PHYSICAL DAMAGE (except falling) Blast Protection will continue to be almost entirely useless until they decide that after 8 years maybe it’s actually time to balance the shield to not be stupidly OP. 8 years of being able to have 100% damage mit with a right click. Why would you ever need Blast Protection? Protection remains useful as it is hard to balance shield uptime and DPS in bug multi-target situations, so Prot soaks up the damage you weren’t able to mit with the Shield. It’s even more of a joke because in big group situations, if there is a Creeper there, it’s best to put up the shield, take literally zero damage, and do massive (and sometimes lethal) AOE blast damage to every single other mob in the pack. I legit have absolutely no idea what they are thinking with this, and it’s another in a long line of things that, to me, show they have absolutely no clue what they are doing.


Informal_Ad5875

So get this: Imagine This game, now ths game is really popular. But this game has had a really tough few years with the community being unsatisfied with its updates. But finally, the devs make an update that really excites people. But then, FOR SOME REASON, the devs roll out a bunch of changes and nerfs that didn't even have to happen. This is Minecraft.


Mrguymanperson2

I really don't understand what the devs are on. Who was asking for this? Every update seems to have a few cool features and then a bunch of really stupid changes plastered on top. Edit: Mojang actually changed it back for once. Nice.


Tumblrrito

Mojang not making shitty “balance” changes challenge: impossible


VoidWasThere

I hate the new explosion knockback, the 1.19.4 one was way better for hole fights


HappyMolly91

I do not like the secondary protection enchantment nerfs, regular protection is already the strongest.


Godziillla

Open the door, get on the floor, 1.21 Pre-Release 4


Vulcan2405

The fire and blast protection changes suck, but I think I know a way to fix them a bit. I think the main problem is making the special protection enchantments mutually exclusive to regular protection. I could see that armor with all types of protection is overkill and unnecessary, but I think having the special protections being mutually exclusive to each other, but not to regular protection is the way to go. So 1 armor piece can have protection and fire or blast or projectile protection. If they do this, I think the nerf they just introduced could work, but with them being mutually exclusive there is no reason to use anything but regular protection. Now players can get the benefits of protection while also making it more customizable what bonus effect they get. I also think projectile protection would need a bonus effect, similar to reduce time on fire and knockback. I'm thinking reduce knockback taken from projectiles so it's easier to run at something shooting you and getting hit doesn't launch you away. Another idea I've had is make it so each armor piece can have up to 8 "protection levels". So you can combine all the protections on one piece of armor as long as the sum of the levels doesn't exceed 8. So prot 4, fire prot 2, blast prot 1, proj prot 1 is a legal enchant, but having them all at 4 is not.


BeyondElectricDreams

> I could see that armor with all types of protection is overkill and unnecessary, but I think having the special protections being mutually exclusive to each other, but not to regular protection is the way to go. Without gutting protection, this is the only real way to do it. General protection will always be better than specialized stuff. It isn't even close. Regular protection would have to be nearly useless before I'd consider taking narrow types of protection over it. If the solution is "nerf them but you can stack them with prot" that isn't so bad.


Ok_Reflection7735

look at Knrfy's video's


josefofc

The most useless Snapshot


AllPulpOJ

Not a snapshot. 🤷


Manos_Of_Fate

It’s the fourth prerelease for an update that comes out in a week. What were you expecting?


0zzy82

The problem is not that the content is small its that both actual changes (aside from bug fixes) are unnecessary nerfs or just weird changes


[deleted]

**DISCLAIMER: r/Minecraft is NOT AN OFFICIAL MINECRAFT PRODUCT. NOT APPROVED BY OR ASSOCIATED WITH MOJANG.** --- **The Tricky Trials Update 1.21** will be released to live *at some unspecified time* on **Thursday 13th June 2024** --- **Reminder No. 1**: create a new world enabling "Experimental Features" to find the new content that is gated behind it including the villager rebalance proposals from earlier snapshots. **Reminder No. 2**: both snapshots and previews are now available in Realms. Java Edition: > Note: A Snapshot Realm will update to the Snapshot version the Realm owner is on when they join. If an owner joins the Realm with an updated or downgraded version of Snapshot, the Realm will switch to that version, and members will have to join using that same version. > Snapshot Realms allow you to play the newest experimental features on a Java Realm with your friends. You’ll also have access to all of the features you’re used to on your regular Java Realm. You’ll even have access to the April Fools Snapshots as well! https://help.minecraft.net/hc/en-us/articles/20143730191245 Bedrock Edition: > Realms are now available in Preview and Beta! Any player who has an active Realms subscription is eligible to create a free Realm in Preview/Beta. This Preview Realm will be separate from your regular Realm to prevent any issues from impacting your regular Realm. For more information on how Preview Realms work, please see Realms in Minecraft: Bedrock Edition Preview and Beta FAQ. https://help.minecraft.net/hc/en-us/articles/20264295053709 --- *Other Information:* * Feedback on the mace goes here: https://aka.ms/mcmacefeedback * Feedback on Item Stack Components goes here: https://aka.ms/ItemStackComponentsFeedback * Feedback on the Crafter goes here: https://feedback.minecraft.net/hc/en-us/community/posts/20459106029709-Let-s-talk-about-the-Crafter- * Feedback on the experimental villager trading goes here: https://aka.ms/VillagerTradingFeedback * Feedback on Spawn Chunks goes here: https://aka.ms/spawnchunksfeedback * Feedback on Vaults goes here: https://aka.ms/mcvaultsfeedback * Feedback on Wind Charges goes here: https://aka.ms/mcwindchargefeedback * Feedback on Bedrock Edition Preview feature "dynamic game tips": https://aka.ms/mcgametipsfeedback * Feedback on Bedrock Edition Preview feature "player profile": https://aka.ms/MCPreviewProfileFeedback * "We have been testing our fixed dpad-tweaks in Preview for a few weeks and are looking for your feedback here": https://aka.ms/newdpadfeedback --- Latest Bedrock Edition beta/preview 1.21.20.22 https://feedback.minecraft.net/hc/en-us/articles/27211188359949-Minecraft-Beta-Preview-1-21-10-22 Latest Bedrock Edition live release 1.20.81 https://feedback.minecraft.net/hc/en-us/articles/26247797084173--Minecraft-1-20-81-Bedrock Bug Tracker report: https://www.reddit.com/r/Mojira/comments/1da9pyl/bugtracker_report_121_prerelease_4/


the_number_m

ah yes, because the mace needed nerfed even more, now it can't even have sharpness. it's more of a novelty item than mob heads now, at least those can be fun to mess with.


Jellie_the_Cat

Fixing a bug is not a nerf, Sharpness on Maces was never intended.


Erak_Of_Acheron

lol, lmao even.


Darryel

Good change for me, because with mending since combat update i wear only 3 protection and 1 fire protection. Just only one complect of armour for every situation. And now that will change


televisionting

you don't really need all types of protection, prot 4 is enough, and if you're being really safe, a fire prot set too for the nether or something.


VoidWasThere

For maximum fire damage protection, one fire prot piece is enough (with 3 normal prot pieces)


ManikMedik

Not after this snapshot


VoidWasThere

They only changed the burn time reduction, for damage reduction you still only need 1 piece