Your dedicated space for sending us feedback and suggestions for Update 1.21!

106

Let's talk about Wind Charges!

Pinned

134 Comments

Please sign in to leave a comment.

Sorted by oldest
  • 67
    Registered User commented
    Comment actions Permalink

    Fireballs must also be thrown

  • 29
    Registered User commented
    Comment actions Permalink

    A couple of thoughts:

    1. Currently, wind charges pop when they hit any block, solid or not. I'm not sure if this is intentional, but it does make them difficult to weaponize on natural terrain when you miss your target because you clipped some tall grass by mistake. And with breezes being as rare as they currently are, accidentally wasting one of those things is pretty painful.

    2. Instead of splitting the weaker, player-thrown wind charge and the stronger, breeze-spawned wind charge into two separate entity IDs (minecraft:wind_charge and breeze_wind_charge), it would be a lot more helpful for mapmakers if the range and knockback strength were NBT flags in the entity data.

    3. I agree with the sentiment that if wind charges are throwable, fire charges should probably also be made throwable. Right now they're just sort of a worse flint and steel, and that's significantly less mechanically interesting than a long-ranged weaponized light source.

    4. Right now the sound effects seem very loud.

    But if you take away one thing from this, it should really be to ask yourself if this item's usefulness offsets its relative rarity. Breezes only spawn from trial spawners, and trial spawners have a 30 minute cooldown. A player might be disinclined to use a weapon that can easily miss and deals minimal damage if they can only get a few dozen of them per hour, especially when other items that produce similar-enough effects (punch bows, slow falling potions, ender pearls) can be more easily obtained.

  • 19
    Registered User commented
    Comment actions Permalink

    The Wind Charge should be able to put out fire

  • 15
    Registered User commented
    Comment actions Permalink

    It would be good if there was some visual or auditory feedback for when the wind charge fall damage immunity is active. I love the fact that the immunity exists, it makes the wind charges fun and stops you from having to worry about taking fall damage when you use them. However, the "only applies immunity above the initial y level" rule seems unclear in game. 

  • 15
    Registered User commented
    Comment actions Permalink

    I think it would be interesting if the Wind charge pushes a TNT with more force, in order to throw it away

  • 15
    Registered User commented
    Comment actions Permalink

    I would like it if they were craftable like fire charges. Maybe with a snowball, gunpowder and phantom membrane?

  • 15
    Registered User commented
    Comment actions Permalink

    It would be great if wind charges could be loaded into multishot crossbows.  This would give players the ability to use the crossbow to control crowds of mobs with knockback and then switch to another projectile that does more damage.  It could also be used while riding animals/vehicles to cross small land or water barriers.

  • 13
    Registered User commented
    Comment actions Permalink

    Maybe some type of boot enchantment for inceased air control? ^

  • 12
    Registered User commented
    Comment actions Permalink

    I love the new item, and it's great for parkour. But can the texture change because right now it looks like a clay ball when held in the hand. Also, it'd be nice if it did a bit more damage, as with my testing it took 10 charges with direct hits to kill it

     

  • 12
    Registered User commented
    Comment actions Permalink

    The Breeze should be immune to wind charge like how the Blaze is immune to fire.

  • 10
    Registered User commented
    Comment actions Permalink

    Holy wow, rocket jumping is basically in Minecraft now, nice! I love it!

  • 9
    Registered User commented
    Comment actions Permalink

    Amazing Item with versatile uses!

    the only issue i have is that you need to aim it perfectly at the feet of mobs to knock them high enough so they take fall damage, which does not help the fact that it only deals 1 damage

  • 9
    Registered User commented
    Comment actions Permalink

    Please just let us do some fluid rocket jump with these it would be sick

  • 9
    Registered User commented
    Comment actions Permalink

    Wind charges seem great! What if the breeze dropped breeze rods to keep in style as the blaze, and that crafted wing charges like how fire charges are made? Makes a lot more sense thematically, and allows future expanding on the breeze with its rod whereas with just dropping the charge you need to add another drop to ever expand on it.

  • 8
    Registered User commented
    Comment actions Permalink

    Loving this item. It would be super cool if you added a fan block that would be crafted with the Wind Charge and would push things like the wind in Minecraft Dungeons when powered. :)

  • 8
    Registered User commented
    Comment actions Permalink

    This feature is amazing and could definitely start magic in Minecraft. My only issue is that it doesn't do that much knockback to players when it's thrown athe them.

  • 6
    Registered User commented
    Comment actions Permalink

    I noticed that the hitboxes are really big and get in the way of placing blocks I had a difficult time opening a dispensor that had lots of wind charges so that could be toned down a bit.

  • 6
    Registered User commented
    Comment actions Permalink

    I just used the new added item, and I come to give my opinion

    Combat: I do not recommend using it. I had to use 20 to kill a Villager. To push, the Villager would not move about 5 blocks away. I imagine the item would only be interesting in a PVP situation where the enemy is shooting arrows, and you destabilize them.

    The item does not focus on its usefulness, but on quantity. You would easily fill 2 packs in your inventory, so you can use it in combat, if you are going to use it, as it does not deal damage.

    In the end, I think the usefulness of this item could be aimed at parkour, as it can be used to jump 4 blocks high. It would be interesting if you could use it to explode beneath you, in the air, to reach heights you couldn't reach before. With the projectile as a launch, it would not be possible to do this, as you are thrown upwards, fall, and only then can you use it to rise again.

    I wonder, what would be the use of this item in combat?

  • 6
    Registered User commented
    Comment actions Permalink

    This is cool, it would be really useful in the end. Breezes should spawn naturally in mountain peak biomes.

  • 6
    Registered User commented
    Comment actions Permalink

    If Fire Charges are changed to be throwable too, I think they should cost some health for balance, and they are burning hot after all.

  • 5
    Registered User commented
    Comment actions Permalink

    Wind charges and fire charges should be compatible with crossbows.  This would provide 2 new utilities for crossbows and allow for crossbow tweaking/tinkering which seems to go with the theme of the update.

  • 5
    Registered User commented
    Comment actions Permalink

    I love this! But right now jump-boosting seem inconsistent especially on mobile, leading to parkour failures. It needs to be much easier to jump high. For combat, I don't mind the low damage, but it needs to knock mobs/players further away. Currently it's very very useless in combat, the bad AOE doesn't push anything.

    More importantly, with Breeze having a 30-min respawn timer, players will end up using this item very sparingly, so much so that it becomes useless. The 4-6 charge drops per kill is OK, but trial keys could be used to immediately reactivate the spawners for easier farming, or we could craft a breeze rod with mending instead, that has a much slower fire rate than breeze charges. This makes the shots more usable while still giving breeze charges an edge over the staff, and this will allow useless items like echo shards as crafting ingredients, giving an actual reason to explore the deep dark.

    Breezes/chambers finally have a use in this update... IF the wind charges are better. I like the wolf buffs, but having to constantly heal them is still a huge burden & they can slowly regen like allay, axolotl, horse. I was happy that trial chambers seem to be repeatable dungeons, but with vaults being one-use junk blocks that I need to remove, it counters that idea. The devs want to encourage exploration & find new chambers but it's impossible in switch/mobile as file sizes will bloat & corrupt if we explore worlds too much. We need repeatable dungeons & activities.

  • 5
    Registered User commented
    Comment actions Permalink

    You can throw wind charge, but cant throw fire charge. Make it so you can also throw fire charge.

  • 4
    Registered User commented
    Comment actions Permalink

    I've been playing around with it, and I found it very difficult to be able to do a super high jump with it to get up to high places or leap long distances. The current implementation seems to require precise input from the player to press their Jump (space by default) and Use Item (right click by default) keys at the same exact time or else the player hardly receives any boost at all.

    This item seems to be inspired by Hypixel Bedwars' Fireball item, and there, it is very simple to jump very high/far distances by just jumping and then using the item while looking straight down. I know that it's a very different system they're using in comparison to the wind charge here since it seems to be based on explosion knockback, but perhaps the wind charge could use a similar system for how it propels the player. 

    TLDR; The current implementation of the wind charge makes it too difficult for the player to consistently launch themselves high up into the air or across long distances from my playtesting, and in my opinion, such an item should not need precise input to get the player where they want to go.  

  • 4
    Registered User commented
    Comment actions Permalink

    I think the drops should slightly scale with the Looting enchantment.

    Maybe gives 1-2 wind charges less if you don't have Looting.

  • 4
    Registered User commented
    Comment actions Permalink

    The item is amazing, but I noticed that it requires a lot of precise throwing and barely launches the player/mobs in the x-z coordinates, only up. I think the hitbox and knockback force should be raised so you can hit the sides of blocks to move sideways or launch one below you and your friends' feet to cross a ravine.

  • 4
    Registered User commented
    Comment actions Permalink

    The wind charges seem too rare despite dropping 4-6 at a time. Maybe they should be affected by looting, but only slightly. Looting I gives 5-6, Looting II gives 6-7, and Looting III gives 7-8. Not a huge increase in quantity, but it seems that the rarity would be balanced. They should also be able to be found exclusively in vaults, or as a reward from the trial spawner, but if that happens, the quantity of wind charges dropped by the Breeze would have to decrease. 

    As for how they work, the throwing arc should not be as varied. It should go in a mostly straight line, but maybe it has a lower chance of hitting the target if the target is further away from the player. Also, I'm not sure if the wind charges that the player throws also affect Redstone stuff, but if it doesn't, then it should.  The parkour and jumping stuff you can do it with seems fine. 

    The wind charges should also be able to put out fires and should do extra damage to blazes. Also, if they aren't already, breezes should be immune to damage by wind charges whether or not they're thrown by the player or other breezes, and should either reflect them like other projectiles, take no damage, or be healed by them.

  • 4
    Registered User commented
    Comment actions Permalink

    You could craft arrows with wind charges that can hit and damage the breeze. This could be a possible opening for fletching table functionality.

  • 4
    Registered User commented
    Comment actions Permalink

    Please don't ruin this like you did the copper bulb. I swear if I see a change log that reads "increased wind charge cooldown" and it prevents players from chaining jumps...

    As this item is now, it's amazing. Blast jumping? In MC? And it's not just a gimmick, it actually works really well? It opens up so many creative possibilities and it's well balanced due to its source. It could use a little polish*, sure, but it's honestly in quite a fun state for being the first iteration.

    Please, do not go the route of making this item a worthless gimmick.

    Note: I have spent way too much time rocket jumping in other games.

    *Chaining jumps feels a little inconsistent, and it comes down to four things:

    1. Minecraft's player momentum is a bit... weird? It's a combination of how quickly you slow down and the weak air control. Not sure if this should be changed, though. Maybe a potion that reduces air friction and increases air control? Could use wind charges for the recipe.

    2. The blast radius feels a little small for use on yourself, but that may just be down to my muscle memory being tuned for different blast jumping mechanics, plus issue 3.

    3. The range of knockback you get from your own blast is wild. Basically none at the edge and tons at the center doesn't feel great. Clamping min and max to, Idk, 50%-80% current power might be a good solution.

    4. The projectile comes out of your head and is really fast, so it's very hard to get it beneath your feet when you try to chain a jump off a wall.

  • 4
    Registered User commented
    Comment actions Permalink

    They are good, but very hard to obtain. My suggestion is to make them appear in chests or vaults to make them more easy to obtain.