Quick draft of proposed enchantment balance changes inspired by CaptainSparklez and Iskall85. I’d love to hear your opinions :)

First off, let me list a few updates that support the changes I’ll go over:

• “Too expensive!” removed • Repairing items through the material will more slowly and linearly cost more levels, but doesn’t have a cap • Tweak costs of repairing and adding enchantments to gear to make more sense price-wise

Now, for the actual enchantment changes:

MENDING & UNBREAKING: • create choice between mending and unbreaking for all tools and armor, while balancing mending to repair items slower to make Unbreaking a viable option. - A second idea could be to nerf mending to only start affecting gear when the item gets below half durability. As the item gets lower in durability, mending will repair more efficiently, and as the item gets closer to half durability, mending repairs less efficiently. - The solution to mending is very controversial, but my idea is to nerf it but keep it effective enough to where you aren’t worrying about building new sets of tools and armor. Many feel the game would be less fun if we had to focus on building new tools, and I personally agree with this. With the second proposed changes with mending only applying to items below half durability, mending is at the root still the same, but at the cost of lower durability at all times and therefore drawing more of the player’s attention to making sure the tool doesn’t break. With the change to repairing tools through their mineral in an anvil, you can still have high durability even with the change to mending.

SHARPNESS, SMITE, AND BANE: • Keep choice but make all three enchants affect around a third of all mobs (e.g. Smite still for undead mobs, revamp and change bane completely and change it to affect maybe Nether and End mobs or other dimensional mobs, and sharpness does the last third of mobs + PVP).

PROTECTIONS: • Similar to sword enchants, change general Protection to not effect anything that the other protections effect, and balance it so the other protection enchants are viable (e.g. normal Protection shouldn’t effect lava or fire damage at all; that should be exclusive to Fire Protection only).

BOWS: • Creating a three-choice damage enchant similar to swords could be really cool for bows. I feel this would make sense to add to crossbows as well, and can either damage mobs in the same way as proposed to swords or have their own original types of damage.

ARMOR: • Proposed by Iskall85, keeping protections and utility enchants seperate could be a great idea (if executed right) to add player choice into armor enchants (e.g. either Protection or Respiration and Aqua Affinity on a helmet). This would apply to all other armor items as well.

FISHING: • Fishing mechanics could use a rework in general, but I think buffing both Lure and Luck of the Sea and then forcing a choice between the two would add some variety. This one is arguably less necessary however based on our current fishing mechanics.

! - Credit to CaptainSparklez and Iskall85 for the inspiration :) Let me know what you think about these ideas, and feel free to build off of them!