Feels like a first attempt at a mod, and completely all over the place

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Tinker's Domain

Review for

Tinker's Domain

1.5

Feels like a first attempt at a mod, and completely all over the place

JaceMindMage

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About reputation ranks
Total 5 hrs MC 1.20
Gameplay
1.0
Aesthetics
3.5
Performance
4.0

This mod certainly feels like someone adding a bunch of things into Tinker's Construct that they thought would be cool, but didn't have the technical experience to implement those ideas fully. The idea of adding Domains (not entirely explained what they are, but I believe are a field around the player that does different things to enemies inside of it) to your gear is something that seems like an interesting idea as a more fantastical addition to Tinker's Construct and adding unique Domains to the Minecraft bosses could've been really cool to see, and I will say that the Warden's Domain was pretty cool. However, I think this mod suffers the most from not having a clear vision with the Domains, items, and bosses.
The Domains are added like other enchantments would in Tinker's Construct, though they require getting something called an Aura Forma to add to your gear first. The process to make it is really tedious since the Forma can only be used to make the Aura Forma and all of the crafting ingredients that are used to make it come from mob drops (like Iron Golems) and don't have alternative uses outside of it. That's not to mention that some of the Domains feel random in ways that almost feel like jokes, if not for the insane cost to even get to experience the "joke".
Some of the items are also questionable. The mod adds an item that you get when you get to low health for the first time that protects(?) you briefly. It has no use other than to be crafted into the "Sacred Weapon" that immediately out-damages anything you can make in Tinker's Construct significantly. Even though it's difficult to craft (2 netherite blocks are required), there no longer becomes any reason to chase other weapons in Tinker's Construct because it would immediately become irrelevant once you get the Sacred Weapon. It would've honestly been a really cool addition if you have to find the relic and them go through several stages across both the smeltery and foundry, such as making a large array of different weapon parts made from different materials, that could've made it a fun goal to chase without immediately invalidating everything.
My biggest complaint is how bosses were changed, primarily the Wither and Ender Dragon. The Wither was effectively given a "random bs go!" effect where it constantly summons Wither Skeletons riding Skeleton Horses with full mending Netherite Armor and Sharpness 5 Netherite Swords, along with Wither Skeletons with Power 5 bows. It can be upwards of 10 of each spawning every few seconds and it becomes significantly more annoying than anything. The only solace is that the drop rate for the gear from the Wither Skeletons is quite high, which means you can quickly get entire full sets of mending Netherite gear relatively easily (or melt down for even more Netherite and diamonds in a Foundry). Having the Wither Skeletons have worse gear but be a transition period between the Wither's flying phase and grounded phase could've made it more balanced and add something new to the Wither. The changes to the Ender Dragon were the most, in my opinion. The Ender Dragon was given around 1000 hp (according to Jade) with high resistance and requiring the crystals to be destroyed before you can do damage at all, making the fight a complete slog to get through... if you do it normally. For some reason, the Ender Dragon was made extremely weak to bed explosions (possibly one-shotting or two-shotting), which makes the change to its hp sort of baffling because the Ender Dragon is now both extremely time-consuming to kill and immensely trivial. Just having the change to the crystals would've been a nice addition, along with maybe a unique attack to make the fight feel fresh while not making it painful to get through.
I definitely feel like if the mod developer went back and put in more focus on the Domains rather than some of the more random inclusions, this could be a fresh way to change up Tinker's Construct, but the general lack of focus on its main selling point, making the player-obtainable Domains lackluster, and changing bosses in ways that don't feel needed or satisfying very much soured my taste for this mod.

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