Minecraft is one of the most beloved games ever, thanks to the scope for endless creativity, exploration, and adventure that it offers to its millions of players. However, that doesn’t mean it is perfect. Over the years, fans have shared their gripes with certain features they believe hinder the experience instead of enhancing it.
From mechanics that feel unnecessarily punishing, to mobs that are more irritating than challenging, Minecraft players have not held back. A recent Reddit thread by u/Powerful_Age_5467 stirred up this conversation again, as fans discussed what they'd remove if given the chance.
Here are some features that Minecraft fans wish Mojang would either tweak or remove entirely.
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4 features Minecraft fans want Mojang to remove
1) The "Too Expensive" mechanic on anvils

The “Too Expensive” tag is a bane for players who love enchanting and upgrading their tools. Essentially, this mechanic prevents players from further modifying an item once it reaches a certain repair cost threshold. The idea was likely intended to encourage players to create new gear rather than endlessly repair old ones, but many fans find it counterproductive.
Minecraft already penalizes excessive enchanting by increasing repair and combination costs with each use. Players argue that with hundreds of experience levels available, it feels unfair to be told they can’t use them for upgrades.
If Mojang ever decides to revisit this mechanic, softening or outright removing the restriction would likely receive thunderous applause. After all, nobody likes being told, “Sorry, your gear is just too good to keep improving.”
2) Phantoms

When phantoms were first introduced, they were voted into the game by players. A large chunk of the community now wishes they had chosen differently. These winged terrors spawn at night if a player hasn’t slept for three in-game days.
The problem lies in their execution. Instead of being a fun challenge, phantoms are seen as repetitive nuisances. They swoop down in packs, screeching and making it difficult to do anything outdoors at night. To make matters worse, their drops — phantom membranes — are only used to repair Elytras or brew slow-falling potions, making them relatively useless until players reach the End.
A popular suggestion among fans is to move phantoms to the End dimension. There, they could pose a greater challenge alongside Endermen and Shulkers, perhaps dropping more membranes or even higher experience points.
3) Drowned everywhere

At first, the concept of drowned zombies sounded cool — an underwater variant of the classic undead. But the execution? Not so much. Drowned spawn frequently in rivers, seas, and even near coastlines, often making building and exploring water-rich biomes more tedious than exciting.
Fans believe drowned should have a more limited spawning range. Instead of popping up wherever there’s water, they could be confined to areas like underwater ruins, shipwrecks, or coral reefs. This would make encountering them feel special.
On top of that, their drop rates don’t justify their ubiquity. While tridents are a fantastic reward, they’re exceedingly rare. Most of the time, players end up with a handful of rotten flesh — a poor consolation prize for dealing with hordes of drowned. By scaling back their spawning and tweaking their loot table, drowned could become a well-balanced mob.
4) Creepers not dropping all blocks

Creepers are the game’s most iconic mob, inspiring fear and frustration in players since Minecraft’s earliest days. But while their explosive nature is a core part of the game’s challenge, many players take issue with how explosions handle block drops. Specifically, creeper explosions don’t drop every block they destroy, resulting in a frustrating loss of resources.
This issue becomes particularly annoying when creepers destroy valuable or hard-to-gather blocks, like quartz, terracotta, or ore blocks. Players argue that if they’re going to deal with the damage and inconvenience of a creeper blast, they should at least get their resources back.
A simple fix would be to make creepers drop 100% of the blocks they destroy. This would retain the challenge of avoiding creepers while making their destruction less punishing.
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