The current enchantment system favors specific enchantments, like Protection, or Sharpness, over their more specialized counterparts, but these enchants are essentially just another tier of equipment.
The two aspects I enjoy most about the enchantment system are:
-
Unique enchantments. This includes fire aspect, thorns, or frost walker. They are enchantments that aren't just +1 armor or dmg
-
Incompatible enchantments. This could be Infinity, or Mending. This makes the user think about what they want. It's not just trying to get everything on their equipment.
Putting these two concepts together is what I believe are good enchantments. My best example is Fortune and Silk Touch. They are both useful, so users have to decide what they want.
One change is instead of preventing some enchantments from coexisting, there should simply be an enchantment cap. For example, maybe three enchantments per piece of gear. This could be reworked or built upon. This allows users to pick what they find the most useful.
This is why there should be new enchantments as well. Some examples to flesh out armor could be:
( [ ] means a stat is scaled with level of enchantment. )
Last Stand - Make armor [10%] stronger when under [10%] durability
Potion Absorption - make potion effects last [20%] longer
Companion - Creepers avoid you if you tame a cat, similar with skeletons and dogs
These are useful enchantments, but with a limited amount, players are encouraged to pick those that suit their situation or play style.
Please sign in to leave a comment.
0 Comments