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Frost Aspect

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  • 16
    Registered User commented
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    If this was added it should be applied to all melee weapons and not just axes so then it has more uses.

  • 17
    Registered User commented
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    The name should be FrostBite

  • 18
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    Unfortunately this seems like a weaker version of fire aspect. So I think it should get a few adjustments to make it unique to itself. Here are a few of my ideas: 1. Instead of a slowness effect as that is a potion effect and doesn't often go with enchantments, I think it might make more sense to adjust how the freezing effect works in itself. So I think when one has freezing it should prevent regeneration or slow it down. This would make it more unique and useful in certain combat scenarios such as when you are fighting a witch, or another player. 

    The freezing effect should be an effect that wears off overtime. The more of it you have the longer it takes to wear off with the maximum amount you can have is when you are at the point that your hearts are turning blue.

    Enchantment levels each level of the enchantment increases the amount of the freezing effect you get when hit.

    You should not be able to add this to items with flame or fire aspect. I am unsure as to whether this should be a melee or projectile enchantment so I put both. I also think it would be cool if strays could spawn with the enchantment.

    Finally as a possibility in order to make it unique to other mobs in combat is that when hit by a weapon with said enchantment there would be a slight chance of being frozen. Essentially when hit you can end up frozen in place without being able to move for about a second or less. To indicate such perhaps the mob or player would also turn blue. Each level increases the chance.

  • 2
    Registered User commented
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    Maybe you can be immune to anything that's frost with leather even this enchantment

  • 3
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    Like another post above mentioned, we already have slowness from potions, which would make a "slow effect" from freezing redundant. However, I could see this enchantment impacting attack speed in a unique way. Mobs and creatures will now attack slower (longer time between attacks), and players in PvP hit with the effect will receive one of the following debuffs (depending on platform or if the next update reunites combat mechanics between Java and Bedrock): In Java, players will have a longer wait time for their weapons to charge for a full attack (and bows will take longer to draw). Bedrock players, instead, will have a longer wait time between attacks (same as mobs). In addition to this, higher tiers of the enchantment will extend the duration. Frost Aspect I could last for 3 seconds and II could last for 6 seconds. These effects don't need to last long on their own because attacking continuously will reset the timer.

  • 2
    Registered User commented
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    I like the idea, but it wouldn't really pan out with the current freezing mechanics, as like others have said, slowness is already its own effect, and setting the TicksFrozen tag to 300 would only apply the damage once or not at all if not sustained by being in powder snow.

    Here's how I would get around that: Powder snow still won't increment or sustain TicksFrozen above 300, but increase the tag's maximum value beyond that. The Frostbite enchantment would increment a target's TicksFrozen tag on a sufficiently charged hit, adding 40 if the target is already freezing and 100 otherwise.

    This would leverage most of the current freezing mechanics to create interesting gameplay: Each hit would only partially freeze targets, but if you land enough successive hits (about 4 in 2.5 seconds, right at a sword's attack rate, or 5 hits in 5 seconds, which gives nearly 2 seconds of leeway), the target starts freezing, slowing them for at least 7.5 seconds (+1 second for every additional hit while freezing), and dealing some additional damage over time (1 damage per 120 TicksFrozen above 300).

  • 2
    Registered User commented
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    Instead of reduced movement speed, reduced attack speed.