Instead of buffing mobs because the player can become too OP, the player should not be able to become so invincible against everything at once in the first place
Problem with straight out buffs is early game players get an impossibly hard game, while late game players get a slight challenge.
So instead of buffs, I think there should be changes to just how powerful a player can become.
A huge problem with this games balance is the Protection enchantment. It reduces all damage. Why would I bother with Projectile Protection, or Blast Protection when a full set of Protection IV does the exact same and more? You don't. Any player who's played for more than a month knows that Protection trumps all other Protection types.
Protection should be removed. Hold on though, I know what you're thinking: "What about melee mobs or players? Melee will become too OP with nothing to protect against it!" That's why I also suggest a new enchantment:
Piercing Protection.
It would go to tier IV just like all the other Protection enchants. It would affect melee damage from mobs or players just like the current Protection does, except that's all it protects against.
There should also be Magic Protection, protects against magic damage like Protection but not anything else.
And as you may know, Protection enchantments can't be combined with other types.
So now we have a system where you can decide what you want to be protected against the most, or use one type on each armor piece to be protected a good amount against anything. Or you could go full melee tank. Or if you're better with a bow you might go full Projectile Protection.
TL;DR: You should be able to excel in some areas with enchants, or have a decent amount of protection against anything, but not all around full damage protection against everything like the Protection enchantment does.
Submitted June 04, 2017 at 09:41AM by cookieyo
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