(Spanish translated in DeepL, to British)
I know there is a feedback of 1517 votes on this, but I come to propose something different to "Balance" this issue.
I think that removing this is necessary, as there are farms, methods and a lot of etc... to have large amounts of EXP, with that, it does not make sense in part this mechanics of the anvil, as there are ways to count it.
It has occurred to me that apart from the fact that in survival (No commands) you can have certain enchantments, since it doesn't allow you to have a few at a time, that there are enemies that not only have a large amount of health, but also, a damage reduction or that, in the code, are immune to certain enchantments or materials that are inferior or superior, adding more complexity to luvhar against mobs and making it somewhat more strategic or difficult, to say the least.
This would serve, in my opinion, as a counter to disabling the anvil limit, you could also add an extra anvil level, improving the anvil itself, but I see that more as a separate feedback or something that is not necessary, as you could put that the more EXP you spend, the more wear and tear on the anvil.
I would also add that fixing an item doesn't cost more and more EXP, but it would cost up to a limit of 20 (without enchanting) and half the cost of the item, for each enchantment and level that the enchanted item has, see, Mending costs 20 EXP, then you add to the 20 EXP for fixing the item an extra 10 EXP in the cost.
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