A while ago, I posted a suggestion proposing replacing enchantments with enhancements, which you didn't like all that much. (It's here if you're curious.) Now I'm proposing a more modest change to enchantment mechanics.
The problem
Minecraft has too many enchantments. Some, like Bane of Arthropods, are rather niche and will never get used. Others, like Fortune and Looting or Flame and Fire Aspect, have the same purpose but are for different tools. Furthermore, some enchantments are limited in scope for no real reason. Why can't you, for example, put Impaling on a sword, Power on a bow, or Quick Charge on a crossbow? And why does Aqua Affinity go on helmets, not tools?
The solution
I propose to merge some enchantments and expand the scope of others. (Note: "Tools" refers to all tools used for breaking blocks, i.e. pickaxes, axes, shovels, hoes, and shears.)
Aqua Affinity (tools, helmets) - Can now be used on tools.
Bane of Arthropods (swords, axes, tridents) - Can now be used on tridents.
Blast Protection (armor, shields) - Can now be used on shields.
Channeling (swords, axes, tridents) - Can now be used on swords and axes.
Curse enchantments are unchanged.
Depth Strider (boots) - Unchanged.
Efficiency (tools, swords, bows, crossbows) - Unified with Quick Charge. Can now be used on swords. When used on melee weapons, attack cooldown is decreased.
Feather Falling (boots) - Unchanged.
Fire Protection (armor, shields) - Can now be used on shields.
Flame (swords, axes, tridents, bows, crossbows) - Unified with Fire Aspect. Can now be used on axes, tridents, and crossbows.
Frost Walker (boots) - Unchanged.
Impaling (swords, axes, tridents) - Can now be used on swords and axes.
Infinity (bows, crossbows) - Can now be used on crossbows.
Knockback (swords, axes, tridents, bows, crossbows) - Unified with Punch. Can now be used on axes, tridents, and crossbows.
Loyalty (tridents) - Unchanged. Debating unification with Infinity.
Luck (tools, swords, tridents, bows, crossbows, fishing rods) - Unification of Fortune, Looting and Luck of the Sea. Increased effect on fishing rods. Can now be used on tridents, bows, and crossbows.
Lure (fishing rods) - Unchanged.
Mending (any) - Unchanged.
Multishot (bows, crossbows) - Can now be used on bows. Now goes up to level 4; each level shoots one more arrow than the last.
Piercing (crossbows) - Unchanged. Debating whether it should go on bows as well.
Projectile Protection (armor, shields) - Can now be used on shields.
Protection (armor, shields) - Can now be used on shields.
Respiration (helmets) - Unchanged.
Riptide (tridents) - Unchanged. Debating whether it should go on bows and crossbows as well.
Sharpness (swords, axes, tridents, bows, crossbows) - Unified with Power. Can now be used on tridents and crossbows.
Silk Touch (tools) - Unchanged.
Smite (swords, axes, tridents, bows, crossbows) - Can now be used on tridents, bows and crossbows.
Soul Speed (boots) - Unchanged.
Sweeping Edge (swords) - Unchanged.
Thorns (armor, shields) - Can now be used on shields.
Unbreaking (any) - Unchanged.
This gets rid of 6 unnecessary enchantments, while not removing any functionality. Furthermore, mutually exclusive enchantments remain so, but can be stacked anyway in Creative.
In my planned Minecraft modpack, daggers function as a "hybrid weapon" that can be used in melee or thrown, useful in stealth; more information is here if you want it. The potion-tipping mechanic I haven't come across before: it could further cement its role as a stealth weapon. Only change I'd make: Potion-tipping wears off after one use and leaves a normal, untipped dagger.
Interesting, more so the second part than the first. Though I'd change the sword, so that left click performs a jab that only deals damage to one mob, and right click performs a swing. Axes could have anon-shield-breaking attack for lef5 click and an attack that disables shields for a brief sindow of time (say 0.5s) for right click, as per double axes in my modpack.
I'm personally not a fan of auto-smelting enchantments. However, I do think players should be able to extract more iron and gold from ores with Fortune, the biggest upside to this suggestion, so I propose: Instead of dropping themselves, iron and gold ores drop iron and gold ore chunks, one per block with out Fortune, more with. thoughts? Does this dserve itsown thread?
Back on topic: Wooden pickaxes (and sometimes swords) serve an important role in th first ten minutes; the rest are there for consistency. In my opinion, that's enough. However, I'm debating about whether wooden tools should be replaced in my planned modpack (yes I've been planning a modpack for ages) with flint. Let's compare:
Wood is more abdundant
We've been accustomed to punching trees upon world generation
Flint is really annoying to obtain (solved in my modpack; gravel can be crafted directly into flint)
As the title says. Why would I have to wait 30 days to post my suggestion just because someone beat me to it and made a very similar suggestion, even it it's just a single paragraph and mine is fully-blown.
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Support. However, there may be problems with the implementation. For example, what if a cave goes above another cave?
1
To this topic: More explosion-proof blocks could be useful, like obsidian stairs or slabs.
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A while ago, I posted a suggestion proposing replacing enchantments with enhancements, which you didn't like all that much. (It's here if you're curious.) Now I'm proposing a more modest change to enchantment mechanics.
The problem
Minecraft has too many enchantments. Some, like Bane of Arthropods, are rather niche and will never get used. Others, like Fortune and Looting or Flame and Fire Aspect, have the same purpose but are for different tools. Furthermore, some enchantments are limited in scope for no real reason. Why can't you, for example, put Impaling on a sword, Power on a bow, or Quick Charge on a crossbow? And why does Aqua Affinity go on helmets, not tools?
The solution
I propose to merge some enchantments and expand the scope of others. (Note: "Tools" refers to all tools used for breaking blocks, i.e. pickaxes, axes, shovels, hoes, and shears.)
This gets rid of 6 unnecessary enchantments, while not removing any functionality. Furthermore, mutually exclusive enchantments remain so, but can be stacked anyway in Creative.
1
Funnily enough I thought of exactly that a while ago. Anyway, support.
0
Support for the animation, but I'm neutral (currently swinging towards) for the mechanic.
1
Support. However, it'd make more sense to use chains instead.
0
Error: No question asked.
Lamp oil, rope, bombs? You want it?
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In my planned Minecraft modpack, daggers function as a "hybrid weapon" that can be used in melee or thrown, useful in stealth; more information is here if you want it. The potion-tipping mechanic I haven't come across before: it could further cement its role as a stealth weapon. Only change I'd make: Potion-tipping wears off after one use and leaves a normal, untipped dagger.
0
NS
SS
US
DS
FF
ShS
source
Agustaclove
Plasma Bolt
Projectile Hurl
Propellor
Homing Strike
Beam of Luck
Somebody495
Alec
Fire Whip
Incandescent Combo
Helios' Chariot
Sun Ray
The Last Sun
Combat
Amy
Mind Control
Unnamed
Unnamed
Counter
Techno Overload
Combat
Aran
Stun Gun
Grappling Hook
Smoke Grenade
Energy Gun
Lethal
Aura
Bubbly G.
Bunea
Dragonfruit Breath
Laser Dash
Balloonagus
Bombs
Motorblade
Combat
Bynde
Bow
Windcutter
Valiant Spin
Ancient Horn
Heralds' Blessing
Combat
Cardinal
Upton's Fear
Franklin's Light
Twin Keys
Amenonuhoko
Combat
Cehariha
Chewout
Chulu
Cobalt
Doomulus Grime
Chaos Arrow
Grip Claw
Rocket Drill
GrimeBot Support
Fissure
Combat
Doormat
Dragon Queen
Flaming Knuckle
Dragon Flame
Tail Sweep
Dragon's Gate
Loyalty to the Scales
Combat
Duster Zhantom
Elek-Trode
Eric Riordan
Felicity
Payton Beam
Primie
Payton Lift
Engiy
Opal Gem
Combat
Fera
Spear Beam
Spear Charge
Spear Jump
Spear Dive
Shield Rush
Combat
Flynn Rainridge
Fractus Zhantom
Gary
Glenn
Offensive Mystic
Mystical Barrage
Mystical Teleport
Mystical Shield
Mystical Storm
Combat
Goldette
Flame Below
Storm Kick
Tesla-Coil
Static Pulse
Missile Rush
Combat
Graviteen
Hama
Flame Breath/Pyro Blast
Flame Spear/Flame Grenade
Draconic Catch
Draconic Eruption
Dragon Wrath
Combat
Indica
Jack
Jam
Jamie Ayliffe
Kaiden
Thunder Blade
Ferocious Charge
Whirlwind
Power Slash
Netherspace Aura
Combat
Kalatia
Spring Arrow
Ethereal Arrow
Vine Arrow
Relativisitc Arrow
Combat
Karaja
Kickstart
Kotomo Trainer
Lampferno
Lane
Loheitta
Lumino
Firework Burst
Rainbow Blast
Colourful Claws
Crystalline Hypernova
Combat
Merrin
Meta-Form
Bazooka-Cubey
Plane
Eagle
Tank
Giant
Combat
Microwave
Millyrain
Twin Nova
Firebowl
Glacial Jet/Chlorosprout
Headache Wave
Finishing Light
Combat
Mioda
Musket Garrison
Mynis
Buclkler Beam
Electro Buster Bolt
Lightning Corkscrew Finisher
Electromagnetic Coil
Disco Thunderstorm
Combat
Nimbus Zhantom
Noora Natsumi/Nightless
Nightmare Mode Slash
Morph Breaker
Moon Slash
Nightfall Stretch
Sleep Dash
Night Tilt
Combat
Nycho
Tiger Handgun
Tiger Clawz
Nycho-Attack (Patent-Pending)
Car Tire Swing
The Alleged Car
Combat
Nyxiel
Parallel Lightning
Shadow Pull
Black Warp
Umbra Brew
Archaean Majyyk
Combat
Obena
Bezzing
Solar Strike
Wavestrike
Tongue of the Ancients
Second Form Gherr Line
Combat
Pickpocket
Swift Swipe
Hook Handle
Rising Rapier
Graura Wheel
Widget Sword
Combat
Poffer Lord
Proxxy
Punch
Pubble
Bubble
Aquatic Fetch
Unnamed
Jet Stream
Unnamed
Combat
Quartz
Spindra Claws
Laser Line
Jet Boost
Metalplosion
Second Form Gherr Line
Combat
Rachel
Emblem Throw
Motorcycle
Shield Platform
Gauntlet Protection
Motor X
Combat
Redge
Hell Gun
Flame Slash
Flame Upper
Hell Burst
Raging Rave
Combat
Renami
RoJo
Rovias
Sakeena
Bullet Punch
Quicksilver
ElevateMetal
Metalmagnet
Metalstorm
Combat
Seraphima
Simone
Sparkling Blade
Tryda
Rainbow Slice
Mel
All-Out Attack
Combat
Storm
Spark Burst
Boost Slash
Jet Slash
Barrier
Energy Overload
Combat
Strafe
Desert Eagle
Power of Spectrum Laser Disruption
Uprising
Blue Grenade
Red Bombardment
Sugarspike
Tai Takara/Tigzon
Morph Breaker
Fire Fist of the Roaring Thunder
Speed Faith
Speed Slide
Combat
Tayshaun
Fastball Incoming!
Unnamed
Alley-Oop!
Home Run Derby
Slam, Wham, Thank You Ma'am!
Combat
Thrusterhound
Blaze Jaw
Exhaust Boost
Rising Jet
Smokescreen Spit
Blue Flare
Combat
Unten
Electro Blast Orb
Imperium Strike
Aura Aero*
Shockwave
Hyper Orb Lightning
Combat
Vessa
Grapple
Magic Feather
Tornado Blossom
Dragonpepper
Megatitanite
Combat
Warrior
Yuki
Zerita
Oxidizing Bullets
Prolonged Claws
Tesla Rise
Bomber Shot
Catonean Instincts
Combat
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Interesting, more so the second part than the first. Though I'd change the sword, so that left click performs a jab that only deals damage to one mob, and right click performs a swing. Axes could have anon-shield-breaking attack for lef5 click and an attack that disables shields for a brief sindow of time (say 0.5s) for right click, as per double axes in my modpack.
1
I'm personally not a fan of auto-smelting enchantments. However, I do think players should be able to extract more iron and gold from ores with Fortune, the biggest upside to this suggestion, so I propose: Instead of dropping themselves, iron and gold ores drop iron and gold ore chunks, one per block with out Fortune, more with. thoughts? Does this dserve itsown thread?
0
Back on topic: Wooden pickaxes (and sometimes swords) serve an important role in th first ten minutes; the rest are there for consistency. In my opinion, that's enough. However, I'm debating about whether wooden tools should be replaced in my planned modpack (yes I've been planning a modpack for ages) with flint. Let's compare:
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32006
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Yes I've read the rules, but they still don't explain why this arbitrary rule was put into place.
0
As the title says. Why would I have to wait 30 days to post my suggestion just because someone beat me to it and made a very similar suggestion, even it it's just a single paragraph and mine is fully-blown.