Ok, there are already a few topics out there that suggest new enchantments, but these are mostly very unbanlanced. So I decided to make a new thread, as probably noone would read my post if I posted it there.
First the two main problems of enchanting:
1) It's very unbalanced. I'd rather enchant my tools on level 1 than 50, because then you can't loose: an enchanted Item is always better than a non-enchanted. But when you can get a enchantment on level 50, that you can also get on level 1, you get frustrated.
2) There is nearly no creativity in the enchantments. There are a few really good ones, Silk Touch, Flame/Fire Aspect and Infinity. The other ones are just "basic" enchantments. So why don't we make it more "leveled"?
Let me explain what I mean:
There could be different "stages/levels/whatever" of enchanting. The first one would be 1-10, the second 6-15, the third 16-20. So each evel is in two stages. In the first step of enchanting the stage is randomly chosen. So you have a 50% chance of getting a good, and a 50% chance of getting a worse. This could also be so, that a higher level has higher chances to be in the higher stage. So level 6 has a 80% chance to be in stage 1 and 20% for stage 2, while level 10 has a 20% chance for 1 and 80% for 2. Got it? Good.
Now each stage has a few enchantments. Stage 1 would be the very basic, like Sharpness, Protection and Efficiency. Stage two has the "a bit better" ones, like Sharpness II or Smite.
Also there need to be more enchantments. I'll list my ideas below, but just as an example: Freeze (halfs the damage, but makes the enemy unable to move or attack for 5 seconds per level. Enemy gets immune for 10 seconds after unfreezing. Also the Ice melts twice as fast in sunlight, and is nullified by fire.)
Why? Because with the enchantments we have now, a level 50 enchantment and a level 40 enchantment would do the same thing: insta- or at least two-hit-kill. But thats not really fun. It's a lot more fun, if you have awesome effects, like said freeze. So now my list of new enchantments:
Sword:
Freeze
Halves the damage, but makes the enemy unable to move or attack for 5 seconds per level. Enemy gets immune for 10 seconds after unfreezing. Also the Ice melts twice as fast in sunlight, and is nullified by fire and vice versa.
-Levels: 1-3
-Does not work in the nether
Light
Enemy gets the charged effect (the one creepers get, when struck by lightning), and gets hit by lightning after 5 seconds
-Levels: 1
-Creepers get charged!
Dark Cloud
Enemy gets surrounded by a dark cloud and can't see anything. It will stop attacking you and will wander around randomly, probably falling offf a cliff. Lasts for 5 seconds on level 1, 10 on level 2 and 20 on level 3
-Levels: 1-3
-Endermen are immune
Poison
The normal poison effect. Doesn't kill the enemy, but can bring his life down to 1/2 hearts. Lasts for a random time (5 to 30 seconds) and lowers the life by 1/2 heart per second. The potion will get you better results, but with the enchantment, you don't have to swicth weapons.
-Levels: 1
-Enemies that are immune to the potion are also immune to the enchantment
Confusion:
The enemy gets angry and attacks everyone in his surrounding, including other mobs and the player. It always attacks the nearest mob/player. On level 2, it only attacks other mobs, no players. lasts for 30 seconds.
-Levels: 1, 2
-Endermen will start to teleport randomly, attack, and teleport to another mob, no matter where the mob is. So you better don't use it on endermen if there are not many mobs around.
Vampirish:
There is a chance to get 1 heart if you damage a mob/player. Does not work on undead. Starts by 5% + 5% per level. On level III+ you get a 50% chance to get 2 hearts instead of 1.
-Levels: 1-5
The existing Sword enchantments don't need adjustments.
Armor:
Feather Falling (changed)
Level 1 halves the falling damage, but on level 2 you fall slower and don't get any falling damage
-Levels: 1,2
Wather Breathing (replaces Aqua Affinity and Respiration)
Works like both enchantments together. This change is because they are useless without each other.
-Levels 1-3
Projectile Protection (changed)
Arrows get reflected and don't knock you back, but the armor gets damaged more. On level III and higher Ghast and Blaze fireballs also gets reflected, in a random direction (you can still punch them to aim). The damage reduction stays the same.
-Levels: 1-5
Blast Protection (changed)
Knockback from explosions is decreased by 25% each level up to 100% on level 4 and 5. the damage reduction stays the same.
-Levels: 1-5
Burning Armor:
Damages you slowly (1/2 heart per 3 seconds), but gives you an awesome burning effect in 3rd person (but not in 1st) and any mob that hits you takes damage. (1 heart per level and armor piece equipped)
-Levels: 1-3
Shadow Armor:
Mobs only see you at half distance (8 for normal mobs, 16 or 32 [?] for ghasts). armor is shown with a dark purple enchanting effect. Also, if you wear at least 2 pieces of Shadow Armor, your name in SMP is shown like when you're sneaking.
-Levels: 1
Bow:
Spread Shot:
Shoots 3 arrows: one normal and two "fake ones" that cannot be picked up to the left and right (like the blaze does it, but all at the same time).
-Levels: 1
Air:
The arrows aren't affected by gravity, and, on level 2, will hit every mob in a line. Arrows shot to far will disappear (of course)
-Levels: 1, 2
Earth:
The arrow can be shot through a one block thick wall, but will loose half of it's speed and damage if you do this.
-Levels: 1
Ice:
Same as Freeze but half as strong
-Levels:1-3
Light:
Same as Light for the Sword
-Levels: 1
Light, Ice, Earth and Air Arrows get particle effects.
Actually, I'm too tired right now to do the same thing for the tools. I'll edit this post tomorrow or monday (it's about 11 PM on saturay for me). I'll also add a list with possible enchantments for each stage.
Tell me what you think about it, and remember three things:
1) If you think, an enchantment is overpowered, i'll probably think the same and in my list it won't be on the lower stages.
2) Enchantments that already exist shouldn't be removed (I actually had to remember at this point that I was making a suggestion, not a mod idea^^)
3) Don't post things like "Enchanted Blocks" as suggestions. Things like that are not needed (actually, enchantment wasn't needed at all, but I think, AS it is already there, they can also make it a bit better)
It's a neat idea but I actually really like how enchanting is now. Personally I don't want to see this in minecraft but I think you've got a good idea forming.
I would completely support this as a mod. You should post this in Requests/Ideas for mods too!
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Kingdoms rise and fall. Just don't burn the paintings in the Louvre, that's all.
I don't mind the idea. Some of the enchantments I wouldn't like, and the "Enchanting Blocks" sounds strange. But all round a nice idea
I think you misunderstood me. I meant that people should not mention that as a idea, as it is stupid, would need very difficult re-coding and aren't really needed. But i think I'll delete that part of the post, as I wrote it for no real reason^^
At all: feel free to post you ideas! And yeah, potions also need much more possibilities, I mean, there are about 10 effects that work but that are unavailaible without mods like SPC
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First the two main problems of enchanting:
1) It's very unbalanced. I'd rather enchant my tools on level 1 than 50, because then you can't loose: an enchanted Item is always better than a non-enchanted. But when you can get a enchantment on level 50, that you can also get on level 1, you get frustrated.
2) There is nearly no creativity in the enchantments. There are a few really good ones, Silk Touch, Flame/Fire Aspect and Infinity. The other ones are just "basic" enchantments. So why don't we make it more "leveled"?
Let me explain what I mean:
There could be different "stages/levels/whatever" of enchanting. The first one would be 1-10, the second 6-15, the third 16-20. So each evel is in two stages. In the first step of enchanting the stage is randomly chosen. So you have a 50% chance of getting a good, and a 50% chance of getting a worse. This could also be so, that a higher level has higher chances to be in the higher stage. So level 6 has a 80% chance to be in stage 1 and 20% for stage 2, while level 10 has a 20% chance for 1 and 80% for 2. Got it? Good.
Now each stage has a few enchantments. Stage 1 would be the very basic, like Sharpness, Protection and Efficiency. Stage two has the "a bit better" ones, like Sharpness II or Smite.
Also there need to be more enchantments. I'll list my ideas below, but just as an example: Freeze (halfs the damage, but makes the enemy unable to move or attack for 5 seconds per level. Enemy gets immune for 10 seconds after unfreezing. Also the Ice melts twice as fast in sunlight, and is nullified by fire.)
Why? Because with the enchantments we have now, a level 50 enchantment and a level 40 enchantment would do the same thing: insta- or at least two-hit-kill. But thats not really fun. It's a lot more fun, if you have awesome effects, like said freeze. So now my list of new enchantments:
Sword:
- Freeze
Halves the damage, but makes the enemy unable to move or attack for 5 seconds per level. Enemy gets immune for 10 seconds after unfreezing. Also the Ice melts twice as fast in sunlight, and is nullified by fire and vice versa.
- Light
Enemy gets the charged effect (the one creepers get, when struck by lightning), and gets hit by lightning after 5 seconds
- Dark Cloud
Enemy gets surrounded by a dark cloud and can't see anything. It will stop attacking you and will wander around randomly, probably falling offf a cliff. Lasts for 5 seconds on level 1, 10 on level 2 and 20 on level 3
- Poison
The normal poison effect. Doesn't kill the enemy, but can bring his life down to 1/2 hearts. Lasts for a random time (5 to 30 seconds) and lowers the life by 1/2 heart per second. The potion will get you better results, but with the enchantment, you don't have to swicth weapons.
- Confusion:
The enemy gets angry and attacks everyone in his surrounding, including other mobs and the player. It always attacks the nearest mob/player. On level 2, it only attacks other mobs, no players. lasts for 30 seconds.
- Vampirish:
There is a chance to get 1 heart if you damage a mob/player. Does not work on undead. Starts by 5% + 5% per level. On level III+ you get a 50% chance to get 2 hearts instead of 1.
The existing Sword enchantments don't need adjustments.-Levels: 1-3
-Does not work in the nether
-Levels: 1
-Creepers get charged!
-Levels: 1-3
-Endermen are immune
-Levels: 1
-Enemies that are immune to the potion are also immune to the enchantment
-Levels: 1, 2
-Endermen will start to teleport randomly, attack, and teleport to another mob, no matter where the mob is. So you better don't use it on endermen if there are not many mobs around.
-Levels: 1-5
Armor:
- Feather Falling (changed)
Level 1 halves the falling damage, but on level 2 you fall slower and don't get any falling damage
- Wather Breathing (replaces Aqua Affinity and Respiration)
Works like both enchantments together. This change is because they are useless without each other.
- Projectile Protection (changed)
Arrows get reflected and don't knock you back, but the armor gets damaged more. On level III and higher Ghast and Blaze fireballs also gets reflected, in a random direction (you can still punch them to aim). The damage reduction stays the same.
- Blast Protection (changed)
Knockback from explosions is decreased by 25% each level up to 100% on level 4 and 5. the damage reduction stays the same.
- Burning Armor:
Damages you slowly (1/2 heart per 3 seconds), but gives you an awesome burning effect in 3rd person (but not in 1st) and any mob that hits you takes damage. (1 heart per level and armor piece equipped)
- Shadow Armor:
Mobs only see you at half distance (8 for normal mobs, 16 or 32 [?] for ghasts). armor is shown with a dark purple enchanting effect. Also, if you wear at least 2 pieces of Shadow Armor, your name in SMP is shown like when you're sneaking.
Bow:-Levels: 1,2
-Levels 1-3
-Levels: 1-5
-Levels: 1-5
-Levels: 1-3
-Levels: 1
- Spread Shot:
Shoots 3 arrows: one normal and two "fake ones" that cannot be picked up to the left and right (like the blaze does it, but all at the same time).
- Air:
The arrows aren't affected by gravity, and, on level 2, will hit every mob in a line. Arrows shot to far will disappear (of course)
- Earth:
The arrow can be shot through a one block thick wall, but will loose half of it's speed and damage if you do this.
- Ice:
Same as Freeze but half as strong
- Light:
Same as Light for the Sword
Light, Ice, Earth and Air Arrows get particle effects.-Levels: 1
-Levels: 1, 2
-Levels: 1
-Levels:1-3
-Levels: 1
Actually, I'm too tired right now to do the same thing for the tools. I'll edit this post tomorrow or monday (it's about 11 PM on saturay for me). I'll also add a list with possible enchantments for each stage.
Tell me what you think about it, and remember three things:
1) If you think, an enchantment is overpowered, i'll probably think the same and in my list it won't be on the lower stages.
2) Enchantments that already exist shouldn't be removed (I actually had to remember at this point that I was making a suggestion, not a mod idea^^)
3) Don't post things like "Enchanted Blocks" as suggestions. Things like that are not needed (actually, enchantment wasn't needed at all, but I think, AS it is already there, they can also make it a bit better)
I would completely support this as a mod. You should post this in Requests/Ideas for mods too!
I think you misunderstood me. I meant that people should not mention that as a idea, as it is stupid, would need very difficult re-coding and aren't really needed. But i think I'll delete that part of the post, as I wrote it for no real reason^^
At all: feel free to post you ideas! And yeah, potions also need much more possibilities, I mean, there are about 10 effects that work but that are unavailaible without mods like SPC