Here are some suggestions for new the enchantments to be added to the game in the future:
1. Light Weight (Level I - IV) (Swords + Trident) decreases the sword charge time. Each level grants +8% faster charge.
2. First Strike (Level I - II) (Swords + Trident) increases damage dealt to entity’s when they have full health. Each level grants +18% extra damage to swords overall damage (to entity’s when they have full health)
3. Swift Draw (Level I - III) (Bows) decreases bow charge time. Each level grants +10% faster charge.
4. Deflection (Level I) (Chestplate + Leggings ^since those two armor pieces have very less enchantments) Projectiles (e.g. skeleton arrows, blaze fire projectiles, ghast balls, drowned trident, wither projectiles, etc) will be deflected back at the entity that shot the projectile (gravity for projectiles that are affected by gravity is still active) when a player is hit by a projectile.
5. SuperCharged (Level I - II) (Legendary enchantment ^to add to mending and frost walker, the only two legendary enchantments at the moment) (Armor and Weapons) for weapons: weapons with supercharged will use xp points when the weapon is used to hit an entity. The xp is converted to more damage dealt on hit. SuperCharged II will grant extra damage dealt for the same xp used. For armor: armor with supercharged will use xp points when the weapon is used to hit an entity. The xp is converted to more protection (less damage is dealt to player). SuperCharged II will grant extra protection for the same xp used.
Here are some suggestions for new the enchantments to be added to the game in the future:
1. Light Weight (Level I - IV) (Swords + Trident) decreases the sword charge time. Each level grants +8% faster charge.
2. First Strike (Level I - II) (Swords + Trident) increases damage dealt to entity’s when they have full health. Each level grants +18% extra damage to swords overall damage (to entity’s when they have full health)
3. Swift Draw (Level I - III) (Bows) decreases bow charge time. Each level grants +10% faster charge.
4. Deflection (Level I) (Chestplate + Leggings ^since those two armor pieces have very less enchantments) Projectiles (e.g. skeleton arrows, blaze fire projectiles, ghast balls, drowned trident, wither projectiles, etc) will be deflected back at the entity that shot the projectile (gravity for projectiles that are affected by gravity is still active) when a player is hit by a projectile.
5. SuperCharged (Level I - II) (Legendary enchantment ^to add to mending and frost walker, the only two legendary enchantments at the moment) (Armor and Weapons) for weapons: weapons with supercharged will use xp points when the weapon is used to hit an entity. The xp is converted to more damage dealt on hit. SuperCharged II will grant extra damage dealt for the same xp used. For armor: armor with supercharged will use xp points when the weapon is used to hit an entity. The xp is converted to more protection (less damage is dealt to player). SuperCharged II will grant extra protection for the same xp used.
Support for Light Weight and Quick Draw, No Support for the rest.
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
Yeah. The first three sound fine... it is the last two that sound a bit... dangerous.
Deflection seems to sound like deflecting arrows with a shield only that you still recieve damage (or you don't?).
However... there are some projectiles that aren't effected by gravity such as fireballs, which will then fly directly
back to the attacker? (making for an easy "return to sender" challege or causing trouble when the fireball is launched
from a block instead an entity to be reflected toward... maybe have the vector of the fireball be multiplied by a factor
of minus one?)
There are some who would be somewhat sceptical with this enchant.
As for the super charging... is there an actual damage boost threshold (other than the amount of accumulated XP)
for all the extra damage boost you may receive? If not this could become a bit dangerous if some person were to
grind quartz in the nether for hours on end only to
challengebait some "random diamond gear guy" wearing nothingbut his nooby (enchanted) leather armour, whilst wielding his enchanted stick ("wooden sword of turning people into
a fine red mist", because the number at the bottom screen says 30+).
All in all stick with the first three and you'd have a fine addition to the base game.
Also your part two enchantments are closer to the desired powerlevel/ overall feel of the base game.^^
Thanks for the feedback