The majority of the playerbase strongly dislikes the change made to anvils that makes them break, due to how expensive they are to create compared to how flimsy they are. 31 iron ingots is often more than half of what you get from a big mining session in a cave. This makes exploiting duplication glitches mandatory with anvils as-is.
The "Too Expensive!" mechanic is also widely considered a bad feature. Mending gives tools infinite durability, so the original reason for the limit, making sure you eventually have to get a new item, is obsolete. It now rarely does more than prevent you from maxing your gear, gatekeeping basic progression.
The few who support these features being in the game argue that it is unbalanced. Given the modern XP farms, items like infinity bows could easily last forever, which would make mending useless. This rework is designed to satisfy most of the playerbase while staying balanced.
How the new anvil works:
- It has 45 max durability. It consumes 1 durability for repairs, and 2 for enchants, per repair/enchant.
- Renaming items always costs 1 level, so players can infinitely rename an item.
- There is a "repair anvil" slot, which lets you consume iron ingots to restore anvil durability, 2 per ingot.
- The "Too Expensive!" remains, but the level cap is increased to 65.
These changes address players' problems with the current anvil, while also staying balanced due to not letting some items have infinite durability, which would make mending irrelevant.
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