Minecraft Wiki talk:Issues/Weekly 12w22a

Enchantment System
a Enchanting is way too overpowered, giving Fortune 3 + 2 more enchantments when spending 30 levels. - KrisEike
 * Downgraded to annoyance. The implementation of enchanting is intentional, but it is annoying that it is overpowered (if enough people agree this should upgraded to major annoyance) --Mattrition 17:13, 31 May 2012 (UTC)
 * It was underpowered before... and now it's overpowered. :P Ores should give slightly less XP, especially for coal (it should still give a tiny bit or XP, so there is more interest towards mining it). C ali nou - talk × contribs » 20:00, 31 May 2012 (UTC)
 * The new enchanting system is generally better ( linear levels, getting xp for mining and smelting stuff, better chance for multiple enchantments) but is unbalanced ( coal gives the same amount of XP as diamond) and you level up way to quickly now ( it only needs you to smelt 8-9 stacks of sand to get to max level, and it took me 35 seconds to get to level 30 in our XP farm) Also it's impossible now to get efficency V. I think with some adjustments, this system might be much better and more fair than the original one.
 * Underpowered... overpowered... Putting on my game designer hat for a moment, I'd suggest it's not the level requirement that was a problem - max level 50/max level 30, linear level growth/non-linear, really doesn't matter. The weakness in the enchantment system is its variability. Who ever heard of an enchanter who didn't know until he tried it whether the 50 levels (or 30) he was about to spend would get him a good enchantment or a rubbish one? The complaints about balance are a symptom, it's the system's randomness that's the underlying problem. --82.69.54.207 21:53, 31 May 2012 (UTC)
 * I agree the randomness is the problem. What makes the gamers mad isn't killing a bazillion of zombies, but killing them hoping for a specific enchanting AND not getting it. But I don't think Jeb will change this, since it's what Notch intended for the enchanting (random = magical, or something like that). That said, I think a good compromise would be achieved just changing the level growth back to non-linear - because now, with 1725 XP points (lvl 30), we can get lots of useful enchantments, while before we would need 4600 (lvl 50). But well, it's just my opinion. Lvxferre 20:33, 1 June 2012 (UTC)