Once you get diamond, you can only improve yourself via enchantments. The problem is, enchantments are a very tight system to work with. I notice a lot of enchantment ideas that would be better as a Potion Effect, a Utility Mob, or even an Affinity/Mechanic like Insomnia. Despite their power being variable, they fit into a clearly defined sense of progression - just after diamonds. This is why Treasure Enchants were created in 1.9, to allow enchantments that could not be obtained via an Enchanting Table because they would be too overpowered.
Additionally, enchanting, both by the table and the anvil, requires a lot of XP, which is almost too variable - people can build an AFK fishing farm and get insane amounts of treasure enchantments, or build a mob grinder to get heaps of XP. However, this didn't lay much structure for making enchantments a much more variable part of gameplay.
So, here are my thoughts on how to fix this.
- Integrate the new fish mobs into fishing - u/fishg- [+13] makes a great suggestion about this here. Also, inadvertently break AFK fishing farms. But don't worry, their benefits will carry over.
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Nametags can be crafted with string and paper
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Saddles can be crafted with leather, string and iron.
For all of you guys saying this is OP, it's not. Horses are easily found on the surface and saddles spawned in dungeons long before horses were implemented. In fact, the horse saddles were going to be craftable.
- Give iron a use in the anvil. Iron doesn't have much use from mid to lategame, so make it an ingredient with repairing stuff. It could play a role similar to Lapis in an enchantment table, but to a lesser extent. This would mean we wouldn't have to grind as much, or could naturally rack up XP along the way.
But Cam, how will we get treasure enchantments?
Glad you asked! Here is my proposal: Add two new slots in the enchantment table. The GUI would look like this.
The bottom-right slot would take gold (FINALLY A USE FOR GOLD RELATED TO ITS PROPERTIES AND ISN'T A ONE-OFF!) and a reagent related to the enchantment. Doing this step would increase the chance that the item will be enchanted with a corresponding effect.
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Prismarine Crystals - Aqua Affinity, Depth Strider, Luck of the Sea, Lure, Respiration, Loyalty, Riptide, Channeling
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Scute - Blast Protection, Protection, Unbreaking, Silk Touch
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Blaze Powder - Fire Aspect, Fire Protection, Flame
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Iron Ingot - Knockback, Projectile Protection, Punch, Sweeping Edge
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Diamond - Fortune, Looting, Infinity
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Redstone - Power, Sharpness, Efficiency
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Glowstone - Bane of Arthropods, Smite
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Phantom Membrane - Feather Falling
For treasure enchants, putting one of these special reagents in the enchantment table will give a 100% chance of applying that enchantment. These reagents replace their respective enchantments in any sort of loot. Names are a WIP and textures are coming soon.
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Ice Crystal - Frost Walker
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Ghast Heart - Mending
Now, what would this achieve?
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Return enchantment tables to prevalence as the main source of enchanting as opposed to anvils.
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Make enchantments less random (at the same time as Lapis being added, enchantments no longer reset every time you put the item in).
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Give gold a use
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Remove reliance on grinders and AFK fish farms
Thoughts, ideas, criticism?
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