The player's rate of losing hunger is dramatically reduced when holding this tool.
Crushing
Max level: 1
When mining iron or gold ore, it turns it into ingots automatically, instead of needing to smelt the ore. Ores mined this way drop XP like other ores. Can be combined with Fortune to give a higher yield on iron/gold ore. Cannot be combined with Silk Touch.
Experience
Max level: 3
Gives more experience from mining ores.
Swords:
Critical (need a better name lol)
Max level: 4 (5)
Does more damage for critical hits. Level 5 can only be applied with an anvil.
Stunning
Max level: 3
Chance to give Slowness V for 2 seconds to an enemy. The chance increases with the level. With level 3 there is a 100% chance.
Recharge
Max level: 3
For 1.9 combat mechanics, this decreases your attack cooldown time. Can also be applied to tools (such as an axe) with an anvil.
Armor:
Sneaky
Max level: 4
Decreases damage taken while sneaking.
Tank
Max level: 3
Decreases knockback taken from attacks.
Escape (boots only)
Max level: 2
When attacked, you receive speed II for a hasty getaway. The duration depends on the level of the enchant.
Healthy
Max level: 2 (3)
Gives you 1 extra heart (in the form of health boost) for every level of enchantment. Level 3 can only be applied with an anvil.
Recover
Max level: 1
Gives you regeneration when you have less than 3 of health (or when your health bar starts shaking).
Increases the distance you can shoot. (I got this idea from the same forum post as Drawback)
Homing
Max level: 1 (2)
With this rare enchantment (as rare as Infinity), the arrow will predict which entity it is most likely to hit and curve its path toward that entity. The amount of curvature the arrow makes will depend on the level of the enchantment. Level 2 can only be applied with an anvil.
Feel free to add ideas in the comments, and I'll add them to the list!
Not some, at least 80%, and a LOT bit too powerful.
Major rule of game design: being rare is never, EVER an excuse to implement something overpowered.
They are not really that overpowered.
The weakening enchantment only gives weakness I, and for a very short time. Same with blinding.
Maybe sickness is a bit OP, but you have to admit that it would have no effect on mobs whatsoever, and on other players with PVP, Mining fatigue would make no difference in their PVP skills, unless for some reason they are mining their way out. Nausea would be the only thing that makes it harder to PVP.
Stunning only gives the slowness effect for 2 seconds, which is barely any time at all.
And with homing, which probably seems like the most overpowered one, here is what I have to say about that: With level 1, the arrow would barely curve at all. You'd still have to aim quite accurately. Not that OP. Homing 2 is a lot more OP than Homing 1, but it can only be applied with an anvil, which means you'd have to get 2 things with Homing 1 on them (either bows or books). Which is not easy to do given the rarity of the enchantment.
Some enchantments on the list I like more than others, including Crushing, Drawback, Range, Tank, Recharge, and Experience. Those are not very OP at all.
And also, if you call 80% of the enchantments on this list overpowered, what would you say to the Infinity enchantment that already exists? That's definitely more OP than the majority of enchantments on my list.
They are not really that overpowered.
The weakening enchantment only gives weakness I, and for a very short time. Same with blinding.
Maybe sickness is a bit OP, but you have to admit that it would have no effect on mobs whatsoever, and on other players with PVP, Mining fatigue would make no difference in their PVP skills, unless for some reason they are mining their way out. Nausea would be the only thing that makes it harder to PVP.
Stunning only gives the slowness effect for 2 seconds, which is barely any time at all.
And with homing, which probably seems like the most overpowered one, here is what I have to say about that: With level 1, the arrow would barely curve at all. You'd still have to aim quite accurately. Not that OP. Homing 2 is a lot more OP than Homing 1, but it can only be applied with an anvil, which means you'd have to get 2 things with Homing 1 on them (either bows or books). Which is not easy to do given the rarity of the enchantment.
Some enchantments on the list I like more than others, including Crushing, Drawback, Range, Tank, Recharge, and Experience. Those are not very OP at all.
And also, if you call 80% of the enchantments on this list overpowered, what would you say to the Infinity enchantment that already exists? That's definitely more OP than the majority of enchantments on my list.
If you think slowness, blindness, and weakness for 2 entire seconds is "barely any time at all" then I can without a doubt say this suggestion is not remotely balanced. 0% support.
This list makes Infinite look like a parlor trick, I can't imagine you can look at this list and think "Infinite, now THAT'S op."
If you think slowness, blindness, and weakness for 2 entire seconds is "barely any time at all" then I can without a doubt say this suggestion is not remotely balanced. 0% support.
This list makes Infinite look like a parlor trick, I can't imagine you can look at this list and think "Infinite, now THAT'S op."
Why don't you actually say WHY "this list makes Infinite look like a parlor trick", instead of just saying that with no backup evidence. My last post explained almost all the enchantments and why they are not really OP. Now it's your turn to explain why they ARE op. Go ahead. Do it.
Why don't you actually say WHY "this list makes Infinite look like a parlor trick", instead of just saying that with no backup evidence. My last post explained almost all the enchantments and why they are not really OP. Now it's your turn to explain why they ARE op. Go ahead. Do it.
Your argument would be more reasonable if your response had actually explained anything. Instead, it's just you naming each enchantment and saying "this isn't op". No particular reasons why, or anything. So here's my reason: any one or two of these could single-handedly decimate a person's pvp ability in one strike. Though their current lengths are ludicrous, they could last for half a second and still be blatantly overpowered. Fire Aspect is already broken enough without manually removing the texture from your game if you're going to perform serious pvp. Imagine if one could instantly render opponents blind, unable to do damage, and nauseous. They could take on 5 people at once, no trouble.
Your argument would be more reasonable if your response had actually explained anything. Instead, it's just you naming each enchantment and saying "this isn't op". No particular reasons why, or anything. So here's my reason: any one or two of these could single-handedly decimate a person's pvp ability in one strike. Though their current lengths are ludicrous, they could last for half a second and still be blatantly overpowered. Fire Aspect is already broken enough without manually removing the texture from your game if you're going to perform serious pvp. Imagine if one could instantly render opponents blind, unable to do damage, and nauseous. They could take on 5 people at once, no trouble.
Good points but I think you are overly exaggerating the effects of some of the enchantments.
Also if you don't think the Infinity enchantment is overpowered, consider the ender dragon fight. Players can easily use up 2 or 3 full stacks of arrows. To get those arrows requires a huge number of skeletons killed, or a lot of flint and feathers to craft them.
Weakness does not cause your opponent to be "unable to do damage". It takes away 2 hearts of damage per hit, but if you have full prot diamond armor on (which is the case in a lot of PVP matches), it would reduce that down to about 0.1 or 0.2 less hearts per hit. Which doesn't make a lot of difference. And don't forget, it's not just you who has these enchantments. Other players on the server would have them too. Imagine if one player had Weakening on their sword and the other one had Stunning. If the person with Stunning realizes that they are losing because the other person has Weakening, they could just hit them and run away, and they would get a 2 second head start from the stunning. They would be reasonably well matched.
Now about your statement that "any one or two of these could single-handedly decimate a person's pvp ability in one strike". Weakness does not do that. It would give you a significant advantage, I won't deny that, but it's not an instant win. The weakness enchantment would be equivalent to 2 or 3 levels of sharpness, it's not like whoever has the Weakening enchantment is instantly the winner of any pvp match. Stunning also does not do that, as explained below. The critical enchantment would act exactly like sharpness, but only on certain hits, so it's less OP than sharpness (which is not OP at all). The sharpness enchantment is a lot easier to get (because it's so common) and it acts on all hits, not just criticals. And about the Escape enchantment, you could just run away from any PVP engagements, but as soon as your opponent gets their hands on a bow, it's over. The speed gives you barely any extra protection from bow shots. Plus, it only lasts 5 seconds and only engages if someone melee hits you, so if someone is shooting you, you won't have the extra speed anyway.
And about the stunning enchantment: The only real thing you could use to your advantage with the stunning is if you see someone coming for you in (let's say sky wars, for the sake of argument) but you aren't ready for a good PVP match, you could just hit them and run away. That's the main thing it is useful for. And if you actually were in a PVP engagement, then the stunning wouldn't give you too much of an advantage. It certainly would give you some advantage, but not much. The other person can still move by jumping, even with slowness (and in most PVP matches I've seen, both players are constantly jumping).
One more thing. I just looked on Minecraft Wiki and it turns out the blindness effect also removes the ability to sprint, as well as being unable to perform critical hits. I didn't know that when I first made the list. I guess the blinding enchantment is a bit too OP.
I want to say first that I do not like the idea of potion effects on or having to do with enchantments for tools - enchantments are supposed to be upgrades of the weapons that have to do with enhancing the tool's current qualities, not adding new ones; Sharpness, Efficiency, Unbreaking, Fortune, Power...these all increase or upgrade things about the weapon itself, whether the durability, damage, speed, or block breaking (Fire Aspect and Flame are exceptions, but then again fire is not a status/potion effect). That being said, it is just my opinion, and your suggestions are actually pretty good and decently thought out.
Endurance:
A nice idea, but really this sounds more like a potion affect akin to Saturation more than an upgrade to your pick/shovel. I do see the advantage it would give in mining would be nice and not too OP, but since 1.11, hunger has been highly buffed, as AntVenom showed in a video a few months ago. So really it only saves about two seconds of eating every 5 minutes of mining or digging. Not OP, but not super useful, kind of like Smite or something.
Crushing:
So basically Auto-Smelt from Tinker's Construct? I always like this idea, but what's the point of furnaces? None of the other enchants completely replace certain functions in the game, so I feel this one is just a bit extravagant. Even in TC, you still don't get the double reward that you get from a smeltery, but as you said, it can be combined with Fortune. More thought into this than most, but also a bit OP, making gapples as common as oak trees.
Experience:
This actually isn't a bad idea, but it also depends on a few variables: maybe it is exclusive to Mending and how much does it increase XP level? I feel like maybe a 20% increase in XP but being exclusive to Mending would work out pretty well.
Critical:
Again, it depends. I think this is decent, but maybe only +1 damage, or half a heart, per level? Not super effective against diamond armor, but want to keep it balanced
Stunning:
Here we go with the potion effects, I will try to keep my bias against the out of the way. Not bad, but maybe for less than two seconds? Also, I see your previous conversation, and it looks like you said it would be most useful in fleeing from better-geared opponents. True, but...Slowness dramatically decreases FOV, especially at level 5, meaning it would be simple to jump around your opponent, and they won't be able to hit you with their tunnel vision, meaning they might as well be AFK. This is a good concept, but may need tweaking so that it doesn't mean your opponents can't even hit you.
Recharge:
There isn't much to say about this one, it just seems natural and isn't too OP. IT would have to be a small decrease though, imagine a diamond axe with Sharpness 5 with half the cooldown of normal! Maybe each level adds 5 or 10%, so it won't be noticeable, but still a decent advantage.
Recover:
Hmm, it seems you forget the whole super-regen with full food bar from 1.10 or 1.11, I forget which. This would be nice before then, but after, it seems redundant. Maybe if you were fighting a team and didn't need to spare time for food, but they would never be able to kill you with that kind of health regen. As it is, you have to eat food to get it, making it relatively realistic. So, nice idea, but both OP and redundant.
Weakness:
Why not use a splash potion? It might be a bit inconvenient to get a brewing stand and gunpowder in a UHC match or something, but in SMP, it would be fairly easy and much better. I feel this one is similar to Endurance, we have better alternatives, so what's the point.
Sneaky:
And the reasoning behind this is what exactly? Again, interesting idea, but let's face it, nobody is ever going to sneak during matches where this would be useful. Sacrifice mobility to reduce damage...but what about shields?
Tank:
Not a bad idea, actually. It would be a distinct advantage against bow users, for sure. I don't see many problems with this, at the moment.
Escape:
But...we have Ender Pearls. It would be a bit faster of a getaway, instead of having to wait for the pearl to hit the ground, but what if your enemy teleports in front of you with lava? This might be good for escaping from better-equipped players, but...kinda depends on how well they are geared. They can still shoot you.
Healthy:
Old idea, and gapples give you absorption for that, and are actually not as rare as you might think. It would be better, as those hearts would actually regenerate (I'm assuming), but having level 2 on all armor would give you almost double health, and level 3 would more than double. It would take hard grinding to get, yes, but that's the trap many games fall into, have a hard grind to get something OP so you can keep other players from getting it. In my opinion, just OP the way you described it. I would be more comfortable with one level at +1 heart per level.
Drawback and Range:
You did credit those ideas, which is nice, and they both seem to have similar situations to Recharge. Drawback maybe has a top of -20% time, and Range maybe has +20% range (too much and the arrow might fly out of render distance :P). Good as long as they are not too strong.
Sickness:
This almost seems too OP. It would be nice if you were on a mountain and they would have a tough time reaching you or returning fire, but at close range it would still be a distinct advantage. If the duration was too short, the nausea would not distort the screen long enough to actually do anything, and if it was too long, it would give your opponent no chance of hitting you. This could be good at a very distinct timing, but I don't know how best to keep it balanced.
Homing:
Finally, you admitted that this is slightly OP, but is only really so at level 2, which is tough to get. I just feel like this isn't that bad, but it depends how it's made; if it was like Aimbot (which I HATE), then no, but if, as you said, it went to the closest entity in sights, with a certain limit depending on the level, then...I actually don't have much of a problem with that.
There you have it. I spent an hour typing this, so make sure to read it thoroughly
Endurance: Instead of the player losing less hunger while holding it, I would suggest that the loss of hunger because of mining with that tool is nullified. ✓
Crushing: I suppose this is a better solution to the "Fortune on Iron and Gold" problem than Autosmelt, but the name needs to be better. "Purification", maybe? (Also, iron and gold are pretty common, and both can be farmed, so I don't really see why we need to use Fortune on them.) ~
Experience: The name is bleh, I think it needs improvement. This one might be worth adding into the game, but I feel like it would be better if Fortune made blocks drop additional XP. ~
Critical: Wait... How much does a critical hit do already? I don't think it needs to do too much more than it already does... ✗
Stunning: Ew... No. This would get annoying fast, and the FOV changes would be nausea-inducing. ✗
Recharge: Oh lookey! A way to completely nullify the combat changes in 1.9! No, no, and just to clarify, no. ✗
Recover: Not every enemy is going to be solo, this will just make the player invincible when fighting large groups of mobs. Besides the fact that it pretty much makes potions obsolete. ✗
Weakening: Also annoying, makes potions redundant, this one is a no. ✗
Sneaky: This needs a better name, but somehow I think this could potentially be a good enchantment. ✓
Tank: This would be pretty useful when fighting ranged mobs like Skeletons. This is another one that sounds plausible. ✓
Escape: Do I need to say it? We don't need to make potions redundant. Besides the fact that it could become OP quickly. ✗
Healthy: Considering that Absorption and Health Boost potions don't exist yet, this won't really make anything redundant. (Enchanted Golden Apples give Absorption and Health Boost though, and those are pretty rare.) I guess I can see this one entering into the game maybe. ~
Drawback: Yes, a machinegun bow wouldn't be OP at all. ✗
Range: This couldwill get annoying if you're trying to get used to the bow's specific range. ✗
Sickness: No. Nausea should never be inflicted on a player by another player. ✗
Homing: What about this doesn't sound OP? ✗
Overall, most of these are pretty bad. Some of these sound like they would be okay with improvements, but I don't think I would want to see most of these make it into the game.
Rollback Post to RevisionRollBack
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
Endurance: Instead of the player losing less hunger while holding it, I would suggest that the loss of hunger because of mining with that tool is nullified. ✓
Agreed.
Crushing: I suppose this is a better solution to the "Fortune on Iron and Gold" problem than Autosmelt, but the name needs to be better. "Purification", maybe? (Also, iron and gold are pretty common, and both can be farmed, so I don't really see why we need to use Fortune on them.) ~
Setting up iron or gold farms is kinda difficult in survival. You'd need a lot of resources. And couldn't you say the same thing about coal? Why does fortune work on coal when it's mostly useless?
Experience: The name is bleh, I think it needs improvement. This one might be worth adding into the game, but I feel like it would be better if Fortune made blocks drop additional XP. ~
Agreed on all points.
Critical: Wait... How much does a critical hit do already? I don't think it needs to do too much more than it already does... ✗
What if it only did an extra 1/2 heart per level? It wouldn't be so OP that way. It would also give players more incentive to try for critical hits, which is probably a good thing.
Stunning: Ew... No. This would get annoying fast, and the FOV changes would be nausea-inducing. ✗
Maybe you could code the enchantment so that it gives you slowness but without the FOV change. I agree that it is nausea-inducing.
Recharge: Oh lookey! A way to completely nullify the combat changes in 1.9! No, no, and just to clarify, no. ✗
Explanation? Why is that a bad thing? I thought it was a very good idea for an enchantment.
Recover: Not every enemy is going to be solo, this will just make the player invincible when fighting large groups of mobs. Besides the fact that it pretty much makes potions obsolete. ✗
Agreed. I revamped this enchantment completely. Read it again and see what you think.
Weakening: Also annoying, makes potions redundant, this one is a no. ✗
Yes.
Sneaky: This needs a better name, but somehow I think this could potentially be a good enchantment. ✓
Definitely needs a better name.
Tank: This would be pretty useful when fighting ranged mobs like Skeletons. This is another one that sounds plausible. ✓
Probably my favorite of all these enchantment ideas.
Escape: Do I need to say it? We don't need to make potions redundant. Besides the fact that it could become OP quickly. ✗
Good point.
Healthy: Considering that Absorption and Health Boost potions don't exist yet, this won't really make anything redundant. (Enchanted Golden Apples give Absorption and Health Boost though, and those are pretty rare.) I guess I can see this one entering into the game maybe. ~
Yes.
Drawback: Yes, a machinegun bow wouldn't be OP at all. ✗
This response was probably the worst of all your responses in your post, mainly because you assumed that it would be a significant decrease per level. To get your "machinegun" bow, you'd probably need Drawback level 10 or something crazy like that. I was thinking level 1 would be a 15% decrease, level 2 a 30% decrease, and level 3 a 40% decrease.
Range: This couldwill get annoying if you're trying to get used to the bow's specific range. ✗
Yes, but it wouldn't be that hard to get used to. You just aim a bit closer to the thing you are trying to hit than you would if you didn't have the enchantment. Plus, when you did get used to it, it would be a very good addition.
Sickness: No. Nausea should never be inflicted on a player by another player. ✗
Why not? Better explanation please.
Homing: What about this doesn't sound OP? ✗
It's not OP. With level 1, the arrow would barely curve at all (for a shot of 40 blocks distance, it might curve by 1 block). You'd still have to aim quite accurately. Not that OP. Homing 2 is a lot more OP than Homing 1 (probably curving 3 or so blocks for a 40 block shot), but it can only be applied with an anvil, which means you'd have to get 2 things with Homing 1 on them (either bows or books). Which is very difficult to do given the rarity of the enchantment.
Overall, most of these are pretty bad. Some of these sound like they would be okay with improvements, but I don't think I would want to see most of these make it into the game.
Setting up iron or gold farms is kinda
difficult in survival. You'd need a lot of resources. And couldn't you
say the same thing about coal? Why does fortune work on coal when it's
mostly useless?
Why does Fortune work on Coal? Because you need a lot more coal than you need iron or gold for smelting and torches. Building farms is difficult, but even without them, Iron and Gold are still pretty common, enough so that they don't really warrant the need for Fortune to work on them. (Unless you're trying to build something out of Iron Blocks, but I don't think Fortune will help you much there.)
What if it only did an extra 1/2 heart per
level? It wouldn't be so OP that way. It would also give players more
incentive to try for critical hits, which is probably a good thing.
According to the Minecraft Wiki, a critical hit deals 150% of a weapons damage before enchantments like Sharpness are taken into account. So a Diamond Axe deals 9 damage (4.5 hearts) without a critical hit or enchants, 14 damage (7 hearts) with a critical hit, and 17 damage (8.5 hearts) with a critical hit and Sharpness V. Adding on Critical V, we can inflict 22 damage (11 hearts) with a critical hit and Sharpness V on a Diamond Axe. Enough to insta-kill an unarmored player.
So... You decide.
Maybe you could code the enchantment so that it
gives you slowness but without the FOV change. I agree that it is
nausea-inducing.
Even without the quick FOV changes, this is still just annoying. Also, if you can manage to hit and run, this can become OP pretty quickly. (Or worse, hit an enemy with your sword and shoot your bow while out of his reach.)
Explanation? Why is that a bad thing? I thought it was a very good idea for an enchantment.
People constantly try to get rid of the changes from 1.9 in suggestions through gamerules, enchantments, or just straight-out suggesting that the combat change be reverted. The answer is a consistent "no". Attack Speed was added to make combat less spam-clickey, and until someone can think of a simple, quick, yet entertaining new system for combat, it's here to stay.
Agreed. I revamped this enchantment completely. Read it again and see what you think.
I still don't like the idea of basically obsoleting potions. (Also, it sounds like this should be an armor enchant now.)
This response was probably the worst of all
your responses in your post, mainly because you assumed that it would be
a significant decrease per level. To get your "machinegun" bow, you'd
probably need Drawback level 10 or something crazy like that. I was
thinking level 1 would be a 15% decrease, level 2 a 30% decrease, and
level 3 a 40% decrease.
The post never specified. Still, I kinda wish there was a way I could test out what these would feel like, otherwise I suppose I won't really know. (If anyone could make a small mod for this, that'd be great.)
Yes, but it wouldn't be that hard to get used
to. You just aim a bit closer to the thing you are trying to hit than
you would if you didn't have the enchantment. Plus, when you did get
used to it, it would be a very good addition.
In order to get used to aiming the bow at long-range targets, you're going to need to get a feel for the bow's range, and after a while, you can start to mentally calculate where an arrow will land at long range. With the Range Enchantment, that mental calculation is thrown off. But the bigger problem here is that the Bow can already shoot really far away without enchantments, much farther than mobs actually spawn around the player.
Why not? Better explanation please.
Because the nausea effect has only two real life effects depending on the player:
(Excluding it's actual purpose, for Nether Portals. And that's just to look cool.)
1) There will be no effect, just an annoying visual effect on the screen
2) The player will need to take a break from the computer and either rest their eyes, or puke.
Besides the fact that Nausea will have no effect on mobs.
It's not OP. With
level 1, the arrow would barely curve at all (for a shot of 40 blocks
distance, it might curve by 1 block). You'd still have to aim quite
accurately. Not that OP. Homing 2 is a lot more OP than Homing 1
(probably curving 3 or so blocks for a 40 block shot), but it can only
be applied with an anvil, which means you'd have to get 2 things with
Homing 1 on them (either bows or books). Which is very difficult to do
given the rarity of the enchantment.
As with the Drawback enchantment, I would need a mod or something similar to test if this is OP or not.
Rollback Post to RevisionRollBack
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
The player's rate of losing hunger is dramatically reduced when holding this tool. This should be on leggings or boots. Not a tool. That's weird.
Crushing
Max level: 1
When mining iron or gold ore, it turns it into ingots automatically, instead of needing to smelt the ore. Ores mined this way drop XP like other ores. Can be combined with Fortune to give a higher yield on iron/gold ore. Cannot be combined with Silk Touch. A very said-before idea. Not the worst idea but dampens the point of furnaces.
Experience
Max level: 3
Gives more experience from mining ores. This would flood the player with way too much XP. Especially from Quartz.
Swords:
Critical (need a better name lol)
Max level: 4 (5)
Does more damage for critical hits. Level 5 can only be applied with an anvil. Sounds balanced on paper, but isn't in actuality. That damage adds up in the end and is easily spammable.
Stunning
Max level: 3
Chance to give Slowness V for 2 seconds to an enemy. The chance increases with the level. With level 3 there is a 100% chance. Why copy slowness to an enchantment?
Recharge
Max level: 3
For 1.9 combat mechanics, this decreases your attack cooldown time. Can also be applied to tools (such as an axe) with an anvil. The entire point of 1.9's combat was to not have the decreased cooldown at all. No point in putting that in an enchantment.
Recover
Max level: 1
Gives you regeneration when you have 2 or less hearts of health (or when your health bar starts shaking).
Why is this on a sword?
Armor:
Sneaky
Max level: 4
Decreases damage taken while sneaking. Kind of random and situational. Players will just sneak on purpose to get this buff. It's the same as protection but with sneaking.
Tank
Max level: 3
Decreases knockback taken from attacks. Fair enough.
Escape (boots only)
Max level: 2
When attacked, you receive speed II for a hasty getaway. The duration depends on the level of the enchant. Seems like a mini-speed potion. I'm 50/50 on this.
Healthy
Max level: 2 (3)
Gives you 1 extra heart (in the form of health boost) for every level of enchantment. Level 3 can only be applied with an anvil. Ehh, there's already a potion that does this.
Increases the distance you can shoot. (I got this idea from the same forum post as Drawback)
Good.
Homing
Max level: 1 (2)
With this rare enchantment (as rare as Infinity), the arrow will predict which entity it is most likely to hit and curve its path toward that entity. The amount of curvature the arrow makes will depend on the level of the enchantment. Level 2 can only be applied with an anvil. Feels a bit cheap. It's already stupid easy to pelt something with arrows.
Rollback Post to RevisionRollBack
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Why does Fortune work on Coal? Because you need a lot more coal than you need iron or gold for smelting and torches. Building farms is difficult, but even without them, Iron and Gold are still pretty common, enough so that they don't really warrant the need for Fortune to work on them. (Unless you're trying to build something out of Iron Blocks, but I don't think Fortune will help you much there.)
What can you use Iron for? To make tools, armor, weapons, all types of rails, shields, shears, pistons, minecarts.... and so on. What can you use coal for? Torches and Furnace fuel. Oh, and fire charges, which are all but useless, because there is flint and steel, which is made with iron instead. Also, you can use lava buckets as fuel, which is a much better source than coal. Plus it is easy to make charcoal if you are low on coal. And iron is at least twice as rare as coal. To sum up, iron is more useful than coal. Which means it deserves to have Fortune work on it more than coal does.
According to the Minecraft Wiki, a critical hit deals 150% of a weapons damage before enchantments like Sharpness are taken into account. So a Diamond Axe deals 9 damage (4.5 hearts) without a critical hit or enchants, 14 damage (7 hearts) with a critical hit, and 17 damage (8.5 hearts) with a critical hit and Sharpness V. Adding on Critical V, we can inflict 22 damage (11 hearts) with a critical hit and Sharpness V on a Diamond Axe. Enough to insta-kill an unarmored player.
So... You decide.I wonder what server would give their players access to a Sharpness V Critical V diamond axe for a PVP match. Against an unarmored player. Unless it's a hide and seek game or something, when an insta-kill weapon makes sense.
People constantly try to get rid of the changes from 1.9 in suggestions through gamerules, enchantments, or just straight-out suggesting that the combat change be reverted. The answer is a consistent "no". Attack Speed was added to make combat less spam-clickey, and until someone can think of a simple, quick, yet entertaining new system for combat, it's here to stay.Yes, but a huge number of people hate the new combat mechanics. Like on Hypixel, they allow people to join with clients all the way back to 1.8. I am 99% sure that is because they don't want to have to implement the 1.9 combat mechanics on their server.
I still don't like the idea of basically obsoleting potions. (Also, it sounds like this should be an armor enchant now.)
Fixed. I'm not sure why I put it under the sword enchants. Brain fart I guess.
What can you use Iron for? To make tools, Which become almost obsolete after getting Diamond Tools.
armor Which become almost obsolete after getting Diamond Armor,
weapons, Which become more obsolete than tools or armor when getting Diamonds, because of enchants like Mending.
all types of rails, Which can be fun for projects, but aren't useful for long-distance travel because of Nether Portals being less expensive.
shields, Which don't require that much iron to begin with.
shears, Only needed for clearing out areas in quick time, which may or may not fit the playstyle of the player.
pistons, See Rails.
minecarts.... and so on.
What can you use coal for? Torches Which you need a lot of when mining. and Furnace
fuel. Oh, and fire charges, which are all but useless, because there
is flint and steel, which is made with iron instead. Sure, but you can't fire flint n' steel out of a dispenser.
Also, you can use lava buckets as fuel, which is a much better source than coal. I hope you have inventory space for all the buckets you need to make coal an obsolete fuel.,
Plus it is easy to make charcoal if you are low on coal. Easy, but from experience, not as easy as just mining coal.
I wonder what server would give their players access to a Sharpness V Critical V diamond axe for a PVP match. Against an unarmored player. Unless it's a hide and seek game or something, when an insta-kill weapon makes sense. Who said anything about a PVP match? What about fighting mobs or PVP on non-minigame servers?
Yes, but a huge number of people hate the new combat mechanics. Like on Hypixel, they allow people to join with clients all the way back to 1.8. I am 99% sure that is because they don't want to have to implement the 1.9 combat mechanics on their server. Search through the suggestions on this forum, and you'll find that there are already ways for servers to implement 1.8 combat in 1.9+, and that few people on here want the old system.
I won't say the new system is good, but again, unless you have a better combat system, it's here to stay because it's more intuitive and less internet ping biased than the old system.
Rollback Post to RevisionRollBack
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
I can't believe this turned into an argument of whether coal or iron is more important. I think the point you are trying to make is that the Crushing enchantment should not be added.
Why does fortune work on Redstone then? Admit it, when you go mining (branch or cave), you skip over any redstone patches you see unless they are directly in your way and you have to mine them to continue in the same direction. Even by doing that you get more than enough redstone.
I don't want to start another argument about iron vs redstone, so I'll just say what my underlying point with this is. That it is not a bad thing if you have a pickaxe with Crushing and Fortune, and use it to get extra iron and gold. Getting extra redstone with fortune is a lot less useful than getting extra iron or gold.
Yeah, that's what happens for me in your earlier posts, and I had to copy-paste things. Usually if you press Enter twice in a post, it seperates quotes, so that's probably a better thing to do.
I can't believe this turned into an argument of whether coal or iron is more important. I think the point you are trying to make is that the Crushing enchantment should not be added.
Why does fortune work on Redstone then? Admit it, when you go mining (branch or cave), you skip over any redstone patches you see unless they are directly in your way and you have to mine them to continue in the same direction. Even by doing that you get more than enough redstone.
I don't want to start another argument about iron vs redstone, so I'll just say what my underlying point with this is. That it is not a bad thing if you have a pickaxe with Crushing and Fortune, and use it to get extra iron and gold. Getting extra redstone with fortune is a lot less useful than getting extra iron or gold.
Whether or not Fortune is really necessary for the things it's currently useful on, I don't really think Fortune on iron or gold is more necessary than the other ones. The only ores that Fortune is really necessary for are quartz and diamond (and probably Glowstone too, although that's not an ore). Iron and Gold, while they still have uses after Diamond, are easy to acquire a stockpile of after getting Diamond tools. (Although the Beacon could warrant the need for Fortune, but that thing just takes too much iron IMO)
Rollback Post to RevisionRollBack
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
Tools:
Endurance
Max level: 1
The player's rate of losing hunger is dramatically reduced when holding this tool.
Crushing
Max level: 1
When mining iron or gold ore, it turns it into ingots automatically, instead of needing to smelt the ore. Ores mined this way drop XP like other ores. Can be combined with Fortune to give a higher yield on iron/gold ore. Cannot be combined with Silk Touch.
Experience
Max level: 3
Gives more experience from mining ores.
Swords:
Critical (need a better name lol)
Max level: 4 (5)
Does more damage for critical hits. Level 5 can only be applied with an anvil.
Stunning
Max level: 3
Chance to give Slowness V for 2 seconds to an enemy. The chance increases with the level. With level 3 there is a 100% chance.
Recharge
Max level: 3
For 1.9 combat mechanics, this decreases your attack cooldown time. Can also be applied to tools (such as an axe) with an anvil.
Armor:
Sneaky
Max level: 4
Decreases damage taken while sneaking.
Tank
Max level: 3
Decreases knockback taken from attacks.
Escape (boots only)
Max level: 2
When attacked, you receive speed II for a hasty getaway. The duration depends on the level of the enchant.
Healthy
Max level: 2 (3)
Gives you 1 extra heart (in the form of health boost) for every level of enchantment. Level 3 can only be applied with an anvil.
Recover
Max level: 1
Gives you regeneration when you have less than 3 of health (or when your health bar starts shaking).
Bows:
Drawback
Max level: 3
Decreases the time taken for your bow to draw back for a fully charged shot. (I got this idea from here: http://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/71606-enchantment-ideas-feel-free-to-add-modify)
Range
Max level: 2
Increases the distance you can shoot. (I got this idea from the same forum post as Drawback)
Homing
Max level: 1 (2)
With this rare enchantment (as rare as Infinity), the arrow will predict which entity it is most likely to hit and curve its path toward that entity. The amount of curvature the arrow makes will depend on the level of the enchantment. Level 2 can only be applied with an anvil.
Feel free to add ideas in the comments, and I'll add them to the list!
Wow! While some might be a bit overpowered, you balance them out well.
98% Support
Oh boy are these things overpowered. Not a single server would enable them.
And I'm not a fan of enchantments that you have to be holding to utilize.
Why am I here
Yes I know some of them are a little bit powerful, but all of the really powerful ones (like Homing) are very rare and hard to get.
Not some, at least 80%, and a LOT bit too powerful.
Major rule of game design: being rare is never, EVER an excuse to implement something overpowered.
Why am I here
They are not really that overpowered.
The weakening enchantment only gives weakness I, and for a very short time. Same with blinding.
Maybe sickness is a bit OP, but you have to admit that it would have no effect on mobs whatsoever, and on other players with PVP, Mining fatigue would make no difference in their PVP skills, unless for some reason they are mining their way out. Nausea would be the only thing that makes it harder to PVP.
Stunning only gives the slowness effect for 2 seconds, which is barely any time at all.
And with homing, which probably seems like the most overpowered one, here is what I have to say about that: With level 1, the arrow would barely curve at all. You'd still have to aim quite accurately. Not that OP. Homing 2 is a lot more OP than Homing 1, but it can only be applied with an anvil, which means you'd have to get 2 things with Homing 1 on them (either bows or books). Which is not easy to do given the rarity of the enchantment.
Some enchantments on the list I like more than others, including Crushing, Drawback, Range, Tank, Recharge, and Experience. Those are not very OP at all.
And also, if you call 80% of the enchantments on this list overpowered, what would you say to the Infinity enchantment that already exists? That's definitely more OP than the majority of enchantments on my list.
If you think slowness, blindness, and weakness for 2 entire seconds is "barely any time at all" then I can without a doubt say this suggestion is not remotely balanced. 0% support.
This list makes Infinite look like a parlor trick, I can't imagine you can look at this list and think "Infinite, now THAT'S op."
Why am I here
Why don't you actually say WHY "this list makes Infinite look like a parlor trick", instead of just saying that with no backup evidence. My last post explained almost all the enchantments and why they are not really OP. Now it's your turn to explain why they ARE op. Go ahead. Do it.
Your argument would be more reasonable if your response had actually explained anything. Instead, it's just you naming each enchantment and saying "this isn't op". No particular reasons why, or anything. So here's my reason: any one or two of these could single-handedly decimate a person's pvp ability in one strike. Though their current lengths are ludicrous, they could last for half a second and still be blatantly overpowered. Fire Aspect is already broken enough without manually removing the texture from your game if you're going to perform serious pvp. Imagine if one could instantly render opponents blind, unable to do damage, and nauseous. They could take on 5 people at once, no trouble.
Why am I here
Good points but I think you are overly exaggerating the effects of some of the enchantments.
Also if you don't think the Infinity enchantment is overpowered, consider the ender dragon fight. Players can easily use up 2 or 3 full stacks of arrows. To get those arrows requires a huge number of skeletons killed, or a lot of flint and feathers to craft them.
Weakness does not cause your opponent to be "unable to do damage". It takes away 2 hearts of damage per hit, but if you have full prot diamond armor on (which is the case in a lot of PVP matches), it would reduce that down to about 0.1 or 0.2 less hearts per hit. Which doesn't make a lot of difference. And don't forget, it's not just you who has these enchantments. Other players on the server would have them too. Imagine if one player had Weakening on their sword and the other one had Stunning. If the person with Stunning realizes that they are losing because the other person has Weakening, they could just hit them and run away, and they would get a 2 second head start from the stunning. They would be reasonably well matched.
Now about your statement that "any one or two of these could single-handedly decimate a person's pvp ability in one strike". Weakness does not do that. It would give you a significant advantage, I won't deny that, but it's not an instant win. The weakness enchantment would be equivalent to 2 or 3 levels of sharpness, it's not like whoever has the Weakening enchantment is instantly the winner of any pvp match. Stunning also does not do that, as explained below. The critical enchantment would act exactly like sharpness, but only on certain hits, so it's less OP than sharpness (which is not OP at all). The sharpness enchantment is a lot easier to get (because it's so common) and it acts on all hits, not just criticals. And about the Escape enchantment, you could just run away from any PVP engagements, but as soon as your opponent gets their hands on a bow, it's over. The speed gives you barely any extra protection from bow shots. Plus, it only lasts 5 seconds and only engages if someone melee hits you, so if someone is shooting you, you won't have the extra speed anyway.
And about the stunning enchantment: The only real thing you could use to your advantage with the stunning is if you see someone coming for you in (let's say sky wars, for the sake of argument) but you aren't ready for a good PVP match, you could just hit them and run away. That's the main thing it is useful for. And if you actually were in a PVP engagement, then the stunning wouldn't give you too much of an advantage. It certainly would give you some advantage, but not much. The other person can still move by jumping, even with slowness (and in most PVP matches I've seen, both players are constantly jumping).
One more thing. I just looked on Minecraft Wiki and it turns out the blindness effect also removes the ability to sprint, as well as being unable to perform critical hits. I didn't know that when I first made the list. I guess the blinding enchantment is a bit too OP.
I want to say first that I do not like the idea of potion effects on or having to do with enchantments for tools - enchantments are supposed to be upgrades of the weapons that have to do with enhancing the tool's current qualities, not adding new ones; Sharpness, Efficiency, Unbreaking, Fortune, Power...these all increase or upgrade things about the weapon itself, whether the durability, damage, speed, or block breaking (Fire Aspect and Flame are exceptions, but then again fire is not a status/potion effect). That being said, it is just my opinion, and your suggestions are actually pretty good and decently thought out.
Endurance:
A nice idea, but really this sounds more like a potion affect akin to Saturation more than an upgrade to your pick/shovel. I do see the advantage it would give in mining would be nice and not too OP, but since 1.11, hunger has been highly buffed, as AntVenom showed in a video a few months ago. So really it only saves about two seconds of eating every 5 minutes of mining or digging. Not OP, but not super useful, kind of like Smite or something.
Crushing:
So basically Auto-Smelt from Tinker's Construct? I always like this idea, but what's the point of furnaces? None of the other enchants completely replace certain functions in the game, so I feel this one is just a bit extravagant. Even in TC, you still don't get the double reward that you get from a smeltery, but as you said, it can be combined with Fortune. More thought into this than most, but also a bit OP, making gapples as common as oak trees.
Experience:
This actually isn't a bad idea, but it also depends on a few variables: maybe it is exclusive to Mending and how much does it increase XP level? I feel like maybe a 20% increase in XP but being exclusive to Mending would work out pretty well.
Critical:
Again, it depends. I think this is decent, but maybe only +1 damage, or half a heart, per level? Not super effective against diamond armor, but want to keep it balanced
Stunning:
Here we go with the potion effects, I will try to keep my bias against the out of the way. Not bad, but maybe for less than two seconds? Also, I see your previous conversation, and it looks like you said it would be most useful in fleeing from better-geared opponents. True, but...Slowness dramatically decreases FOV, especially at level 5, meaning it would be simple to jump around your opponent, and they won't be able to hit you with their tunnel vision, meaning they might as well be AFK. This is a good concept, but may need tweaking so that it doesn't mean your opponents can't even hit you.
Recharge:
There isn't much to say about this one, it just seems natural and isn't too OP. IT would have to be a small decrease though, imagine a diamond axe with Sharpness 5 with half the cooldown of normal! Maybe each level adds 5 or 10%, so it won't be noticeable, but still a decent advantage.
Recover:
Hmm, it seems you forget the whole super-regen with full food bar from 1.10 or 1.11, I forget which. This would be nice before then, but after, it seems redundant. Maybe if you were fighting a team and didn't need to spare time for food, but they would never be able to kill you with that kind of health regen. As it is, you have to eat food to get it, making it relatively realistic. So, nice idea, but both OP and redundant.
Weakness:
Why not use a splash potion? It might be a bit inconvenient to get a brewing stand and gunpowder in a UHC match or something, but in SMP, it would be fairly easy and much better. I feel this one is similar to Endurance, we have better alternatives, so what's the point.
Sneaky:
And the reasoning behind this is what exactly? Again, interesting idea, but let's face it, nobody is ever going to sneak during matches where this would be useful. Sacrifice mobility to reduce damage...but what about shields?
Tank:
Not a bad idea, actually. It would be a distinct advantage against bow users, for sure. I don't see many problems with this, at the moment.
Escape:
But...we have Ender Pearls. It would be a bit faster of a getaway, instead of having to wait for the pearl to hit the ground, but what if your enemy teleports in front of you with lava? This might be good for escaping from better-equipped players, but...kinda depends on how well they are geared. They can still shoot you.
Healthy:
Old idea, and gapples give you absorption for that, and are actually not as rare as you might think. It would be better, as those hearts would actually regenerate (I'm assuming), but having level 2 on all armor would give you almost double health, and level 3 would more than double. It would take hard grinding to get, yes, but that's the trap many games fall into, have a hard grind to get something OP so you can keep other players from getting it. In my opinion, just OP the way you described it. I would be more comfortable with one level at +1 heart per level.
Drawback and Range:
You did credit those ideas, which is nice, and they both seem to have similar situations to Recharge. Drawback maybe has a top of -20% time, and Range maybe has +20% range (too much and the arrow might fly out of render distance :P). Good as long as they are not too strong.
Sickness:
This almost seems too OP. It would be nice if you were on a mountain and they would have a tough time reaching you or returning fire, but at close range it would still be a distinct advantage. If the duration was too short, the nausea would not distort the screen long enough to actually do anything, and if it was too long, it would give your opponent no chance of hitting you. This could be good at a very distinct timing, but I don't know how best to keep it balanced.
Homing:
Finally, you admitted that this is slightly OP, but is only really so at level 2, which is tough to get. I just feel like this isn't that bad, but it depends how it's made; if it was like Aimbot (which I HATE), then no, but if, as you said, it went to the closest entity in sights, with a certain limit depending on the level, then...I actually don't have much of a problem with that.
There you have it. I spent an hour typing this, so make sure to read it thoroughly
✓ = Mostly Good.
~ = Needs Improvement
✗ = No Support.
Endurance: Instead of the player losing less hunger while holding it, I would suggest that the loss of hunger because of mining with that tool is nullified. ✓
Crushing: I suppose this is a better solution to the "Fortune on Iron and Gold" problem than Autosmelt, but the name needs to be better. "Purification", maybe? (Also, iron and gold are pretty common, and both can be farmed, so I don't really see why we need to use Fortune on them.) ~
Experience: The name is bleh, I think it needs improvement. This one might be worth adding into the game, but I feel like it would be better if Fortune made blocks drop additional XP. ~
Critical: Wait... How much does a critical hit do already? I don't think it needs to do too much more than it already does... ✗
Stunning: Ew... No. This would get annoying fast, and the FOV changes would be nausea-inducing. ✗
Recharge: Oh lookey! A way to completely nullify the combat changes in 1.9! No, no, and just to clarify, no. ✗
Recover: Not every enemy is going to be solo, this will just make the player invincible when fighting large groups of mobs. Besides the fact that it pretty much makes potions obsolete. ✗
Weakening: Also annoying, makes potions redundant, this one is a no. ✗
Sneaky: This needs a better name, but somehow I think this could potentially be a good enchantment. ✓
Tank: This would be pretty useful when fighting ranged mobs like Skeletons. This is another one that sounds plausible. ✓
Escape: Do I need to say it? We don't need to make potions redundant. Besides the fact that it could become OP quickly. ✗
Healthy: Considering that Absorption and Health Boost potions don't exist yet, this won't really make anything redundant. (Enchanted Golden Apples give Absorption and Health Boost though, and those are pretty rare.) I guess I can see this one entering into the game maybe. ~
Drawback: Yes, a machinegun bow wouldn't be OP at all. ✗
Range: This
couldwill get annoying if you're trying to get used to the bow's specific range. ✗Sickness: No. Nausea should never be inflicted on a player by another player. ✗
Homing: What about this doesn't sound OP? ✗
Overall, most of these are pretty bad. Some of these sound like they would be okay with improvements, but I don't think I would want to see most of these make it into the game.
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
Why does Fortune work on Coal? Because you need a lot more coal than you need iron or gold for smelting and torches. Building farms is difficult, but even without them, Iron and Gold are still pretty common, enough so that they don't really warrant the need for Fortune to work on them. (Unless you're trying to build something out of Iron Blocks, but I don't think Fortune will help you much there.)
According to the Minecraft Wiki, a critical hit deals 150% of a weapons damage before enchantments like Sharpness are taken into account. So a Diamond Axe deals 9 damage (4.5 hearts) without a critical hit or enchants, 14 damage (7 hearts) with a critical hit, and 17 damage (8.5 hearts) with a critical hit and Sharpness V. Adding on Critical V, we can inflict 22 damage (11 hearts) with a critical hit and Sharpness V on a Diamond Axe. Enough to insta-kill an unarmored player.
So... You decide.
Even without the quick FOV changes, this is still just annoying. Also, if you can manage to hit and run, this can become OP pretty quickly. (Or worse, hit an enemy with your sword and shoot your bow while out of his reach.)
People constantly try to get rid of the changes from 1.9 in suggestions through gamerules, enchantments, or just straight-out suggesting that the combat change be reverted. The answer is a consistent "no". Attack Speed was added to make combat less spam-clickey, and until someone can think of a simple, quick, yet entertaining new system for combat, it's here to stay.
I still don't like the idea of basically obsoleting potions. (Also, it sounds like this should be an armor enchant now.)
The post never specified. Still, I kinda wish there was a way I could test out what these would feel like, otherwise I suppose I won't really know. (If anyone could make a small mod for this, that'd be great.)
In order to get used to aiming the bow at long-range targets, you're going to need to get a feel for the bow's range, and after a while, you can start to mentally calculate where an arrow will land at long range. With the Range Enchantment, that mental calculation is thrown off. But the bigger problem here is that the Bow can already shoot really far away without enchantments, much farther than mobs actually spawn around the player.
Because the nausea effect has only two real life effects depending on the player:
(Excluding it's actual purpose, for Nether Portals. And that's just to look cool.)
1) There will be no effect, just an annoying visual effect on the screen
2) The player will need to take a break from the computer and either rest their eyes, or puke.
Besides the fact that Nausea will have no effect on mobs.
As with the Drawback enchantment, I would need a mod or something similar to test if this is OP or not.
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Unofficial Suggestions Guide (2.0) - by Theriasis
Unofficial Critics Guide - by yoshi9048
Oh yeah, it was supposed to be on armor. Oops...
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
I can't believe this turned into an argument of whether coal or iron is more important. I think the point you are trying to make is that the Crushing enchantment should not be added.
Why does fortune work on Redstone then? Admit it, when you go mining (branch or cave), you skip over any redstone patches you see unless they are directly in your way and you have to mine them to continue in the same direction. Even by doing that you get more than enough redstone.
I don't want to start another argument about iron vs redstone, so I'll just say what my underlying point with this is. That it is not a bad thing if you have a pickaxe with Crushing and Fortune, and use it to get extra iron and gold. Getting extra redstone with fortune is a lot less useful than getting extra iron or gold.
Yeah, that's what happens for me in your earlier posts, and I had to copy-paste things. Usually if you press Enter twice in a post, it seperates quotes, so that's probably a better thing to do.
Whether or not Fortune is really necessary for the things it's currently useful on, I don't really think Fortune on iron or gold is more necessary than the other ones. The only ores that Fortune is really necessary for are quartz and diamond (and probably Glowstone too, although that's not an ore). Iron and Gold, while they still have uses after Diamond, are easy to acquire a stockpile of after getting Diamond tools. (Although the Beacon could warrant the need for Fortune, but that thing just takes too much iron IMO)
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.