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Let's talk about Wind Charges!

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  • 2
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    Wind in real life skips across water like how a projectile bounces in bubble columns. This would be helpful for crossing water bodies by throwing it at the water then making it bounce back up and hit you mid air.
    The charges thrown both by player and breeze should go through grates and other blocks like it

  • 0
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    Personally, I love this addition to the breeze, especially in its redstone uses. I found it relatively easy to use with a mouse and keyboard, but I was completely helpless with it using a touchpad.

  • 3
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    I think wind charges should be able to be boosted (like crafting a stronger wind charge through 9 wind charges in a crafting grid) with more damage and larger field of knockback so that they can be used more effectively in combat.

    Also, fire charges need to be able to be thrown. These would be really useful combat changes.

     

  • 1
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    I think wind charges should be brought more in line with fire charges. Instead of just throwing the wind charges, players could craft them into fireworks like a fire charge and load them into crossbows to shoot fireworks with the wind charge effect. These fireworks could also be used with the elytra for extra propulsion.

  • 5
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    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.

  • 2
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    GREAT
    FANTASTIC
    WONDERFUL...

    Please do this with firecharge, the projectile deflection aspect. Make us be able to throw firecharges too!
    Also mojang could you guys make the boost without jumping stronger? So players can hope back and forth between walls!!!

  • 4
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    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.

  • 0
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    Personally I feel like the jump boosting is great in its current implementation, it'll take a little getting used to and practicing, but it's good for things to have a higher skill ceiling sometimes. One thing I'd love to see is a way to activate a charge beneath you while you're already airborne, I think it would really expand the fun of it.

    My favourite feature of the charges is the one I've not seen anyone mentioning, the redstone capabilities. A fast moving projectile with no drop-off that can interact with components like levers and trapdoors was interesting when a mob was in control of them. In the players hands they're remote controls for redstone contraptions. If you can see it you can activate it. I'm so excited to use these if that feature makes it to full release, though it's lack of mention in the patch notes has me fearing it was an oversight, never meant to be included in the item version.

  • 2
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    The wind charges are pretty cool, but it's horrible for combat/PvP. Another factor that may make them less useful is that they require a certain amount of skill to jump high (In my testing, I tried 3 times before I could jump 4 blocks). Also, breezes themselves don't spawn a lot, so using them might be slightly wasteful. If they could spawn in other structures or biomes, we would use them a lot more. I would also be great if the amount of wind charges was affected by looting (like blaze rods?). 

  • 1
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    Make the Wind Charge usable on a fetching table to increase the duration or strength or anything else of tipped arrows

  • 2
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    This 100% screams "Make me a crafting ingredient". I think the wind charge is a perfect opportunity to let players tinker with things and make something permanent out of them, and Elytra seems to be the perfect recipient of its power. An example could be reducing speed loss with elytra for a limited time (similar to the old elytra durability) or giving starting boosts to elytra when combined with an elytra in crafting. It would also make sense to allow for a wind charge to be used as a potion for tipped knockback arrows and other things. A potion of hovering with them would also be interesting, perhaps giving the levitation effect in a controlled manner... there are a lot of possibilities for what the wind charge could be used as a crafting ingredient with.

  • 1
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    Having them be craftable into a new double jump mechanic would be nice

  • 2
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    please make it so you can make wind charge arrows and shoot them out of crossbows/bows for no reason at all

  • 2
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    The rarity shouldnt make the Wind charge practically unusable for the actual game play. I understand the wish for a crafting recipe. depending on mojangs intentions regarding the use of the wind charge by peaceful players - introduce at least a recipe to multiply the wind charges or allow to combine them with some arrows (idk a stack or 16). This could at least help for parcour

  • 1
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    Not about wind... BUT "Hoppers will no longer try to pick up item entities if there is a full block placed above it". This will break 80% of farms, bring that fitch back!

  • 3
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    Blazes should shoot fiery wind charges.

  • 2
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    Maybe tridents should have a new enchantment called Bubble Currents, where tridents shoot 2 watery wind charges that deal drowning damage, similar to Multishot.

  • 1
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    The bubble column item in Bedrock edition should be thrown to produce a bubble wind charge that can trap mobs, which also works in dispensers.

  • 2
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    bit more technical, it would be nice if we could modify the wind charge knock back when summoning it using nbt data, 

    in addition, could we be able to summon just the explosion itself without requiring it to hit a block, right now the solution i found to it is to summon it with motion, but that wont be very reliable when the player is in the air

  • 8
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    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.

  • 2
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    TLDR: Movement side, launch angles and knockback could be like tf2 rocket jumping for more versatility. Combat side, could use more knockback to effectively reposition or stall mobs as it only seems to send mobs a maximum 4 blocks.

    I feel like this item could feel more worth its rarity if the knockback was tweaked in terms of power and functionality.

    Players can get 10 block jumps by timing their upwards velocity when jumping with the blast force to amplify it, or even 30 block wall climbs with precise angling and timing. The vertical utility is good (and while technical, the prospect of more high skill ceiling mobility options in minecraft is really cool), but it's only good vertically (maybe by design, but horizontal utility would be nice too).

    I think the knockback angle should be dependent on the direction the blast hits the player. Right now, it feels like a set launch angle (strong vertically, very weak horizontally) where the strongest part of the blast is the middle and it gets weaker the further out (resulting in weak launches anywhere other than blasting directly below you and not too much variation in jump angles).

    That aside, stronger knockback would help in combat to push mobs farther (and for movement, it stops the slightest downward momentum from nullifying knockback). As detailed, the horizontal knockback isn't great, and the vertical knockback is dependant on amplifying upwards momentum. This would also benefit from not having to hit the feet to get a good launch

  • 1
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    It's a very cool thing, they are not easy to get, they have a good cooldown, the thing itself is very fun, and I'm already anticipating how it will change parkour and especially pvp
    I've always wanted a rocketjump in minecraft!

  • 1
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    I quite dislike the model of the projectile itself being a cube rather than a 2d sprite. It's inconsistent with every other projectile in the game and directly opposes the design decision that was made with pointed dripstone being x shaped rather than a bunch of boxes.

  • 2
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    Personally I’d like to see it be something you can fire from a crossbow. Multishot Wind Charges would be awesome! The variability of projectiles the crossbow can use would make it way more useful.

  • 3
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    If a Wind Charge hits and entity that’s underwater (that don’t belong underwater) it should cause them to either instantly start drowning or replenish their air supply.

  • 4
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    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.

  • 3
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    about the damage - it should be zero impact damage. that would make it a proper utility item and allow us to dislodge stuck animals or move them from areas we don't want them in.

  • 3
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    The projectile is hitting the grass

  • 5
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    You can throw wind charge, but cant throw fire charge. Make it so you can also throw fire charge.

  • 1
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    My only problem with the wind charges is that it doesnt do much when it directly, I would really like that it could knockback horizontally, lt would make more fun to use as well more usefull by making it litterally rocket jump on walls to the sides and not just send us up