12 months ago
1

Custom Enchants limitations and tweaks

Custom Enchants will be fun, but I think there should be some limitations to prevent the gamemode from turning into a classic OpFactions clone, and to keep the combat system clean, balanced and not too chaotic. You can find the different custom enchants that could be implemented on the #broadcast channel of the discord server.
These are all different suggestions, numbered from 1 to 3.

1) Limit on how many Custom Enchants a piece of equipment can have:
this, in my opinion, is an absolute necessity, otherwise pvp will be way too chaotic and that would strip the fun of it, team fights especially would be an absolute mess, and being a Factions gamemode, team fights are one of the most important aspects of it.
In my opinion 3 custom enchants are already way too many, so I would set a limit of 2 or 1, maybe depending on the piece of equipment (for example 2 for tools and 1 for weapons or something like that).
This would also make the "team" aspect of the gamemode a lot more interesting, since in team fights, a faction could organize and have each player carry a certain custom enchant, so each player would have their purpose and role, and it would make for fun synchronized attacks.

2) Tweaks to specific Custom Enchants
2.1) <Cutter> should either: be limited only to Swords (to give them a very needed boost to armor break); or just not be in the gamemode at
all, definitely should not be enchantable on Axes, otherwise, stacking on top of MMO, it would make them way too overpowered.
Also, it would be better if it only damages armor, without dropping it.
2.2) <Double Strike> shouldn't be in the gamemode, otherwise it would be the only CE used, which would be a shame given how many cool
ones there are.
2.3) <Silk Spawner> shouldn't be in the gamemode, or the way to win the season would be to just mine all day, and this is not a farming sim.
2.4) Make sure <Blast Mining> and <Bomber> only activate when you can actually break blocks; so it shouldn't activate for example when
in another Faction's claimed land.
2.5) <Ender Bow> should have a cooldown, maybe slightly lower than standard enderpearls, but there should still be one.
2.6) <Stopping Force> should either not be in the gamemode, or have some sort of downside, otherwise if it's stacked on Netherite Armor it's
way too good. Or maybe just make it so it can't be enchanted on Netherite Armor.

3) Make them hard to obtain, most of them are not "broken" but they still give some pretty advantegeous effects, so in my opinion it would be
better if players had to work hard to obtain them, maybe as some sort of event reward; I wouldn't make them obtainable in envoys since
they happen pretty often. My idea is to make them loot findable in overworld chests, like in mines or in spawner rooms, or make them rewards
of Legendary and Boss keys (there could also be a gerarchy: maybe game-changing enchants like <Hardened> and <Blindness> in Boss keys,
very good enchants like <Hover> and <Ice Aspect> in Legendary keys, while other ones in envoys, definitely no CEs in Vote keys though).
Posted in GameModes for Factions, status shortlisted, Upvotes: 2, Downvotes: -1