It seems that Strays are intended to do some sort of cold damage with how they shoot arrows of slowness, but now that there is freeze damage, it really only makes sense to give them freeze damage.
To keep the slowness effect, once freezing damage starts, the slowness effect could also be given to the player, imitating being cold and slowing down because of it.
Being that Strays would assumably have arrows of freezing then, potions of freezing would be theoretically be possible. Simply combining a bucket of powdered snow and an awkward potion makes sense.
I mean, it really only makes sense, considering their terrain and their ghostly appearance. I'm not sure on damage amounts because that would take some balancing.
Yet, having strays slightly more dangerous than normal skeletons, due to the slowness arrows, makes the colder biomes more dangerous too. This makes these regions require more from the player, in exchange for region specific blocks such as powdered snow.
It seems that Strays are intended to do some sort of cold damage with how they shoot arrows of slowness, but now that there is freeze damage, it really only makes sense to give them freeze damage.
To keep the slowness effect, once freezing damage starts, the slowness effect could also be given to the player, imitating being cold and slowing down because of it.
Being that Strays would assumably have arrows of freezing then, potions of freezing would be theoretically be possible. Simply combining a bucket of powdered snow and an awkward potion makes sense.
From lore consistency perspective, I fully approve the concept.
From balance perspective I am uncertain and would rather be careful.
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
It seems that Strays are intended to do some sort of cold damage with how they shoot arrows of slowness, but now that there is freeze damage, it really only makes sense to give them freeze damage.
To keep the slowness effect, once freezing damage starts, the slowness effect could also be given to the player, imitating being cold and slowing down because of it.
Being that Strays would assumably have arrows of freezing then, potions of freezing would be theoretically be possible. Simply combining a bucket of powdered snow and an awkward potion makes sense.
I like this, also different styles of dying should be introduced into the game replacing the red screen.
freezing could do half a heart per second damage, and last 5 seconds per projectile
This effect wouldn't stack on more DOT,the max is always 5 seconds from arrows,
but this effect stacks on top of the impact damage from the arrows,
so it is still risky for the player to wander aimlessly in tundras without armour and weapons.
if the freezing affect kills the player, there should be an ice cube surrounding the player
if drowning kills the player, their body should float like a dead body would.
if burning kills the player, their body should be on the ground but on fire,
and the dead body gets seen from 3rd person view.
just some examples.
Since in bedrock edition only strays and skeletons exist in the tundra biomes, I feel the new freezing status would put it into balance,
there's no need to add more hostile mobs beside the pillagers or Phantom, to this biome, it is a frozen wasteland, who cares?
but the hostile mobs that already exist there should be made a little tougher, in my opinion.
I mean, it really only makes sense, considering their terrain and their ghostly appearance. I'm not sure on damage amounts because that would take some balancing.
Yet, having strays slightly more dangerous than normal skeletons, due to the slowness arrows, makes the colder biomes more dangerous too. This makes these regions require more from the player, in exchange for region specific blocks such as powdered snow.
I love this!
From lore consistency perspective, I fully approve the concept.
From balance perspective I am uncertain and would rather be careful.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out