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I'm glad to be wrong
If you already knew that… I'm not sure what can help. But same as above, I've been getting a lot of feedback that out of all trials Fire is the most annoying (and thus most cheesed).
The very end of the wind trial is the perfect example of it, you light a stone statue, and clearly it's meant to allow you to elevate to the next platform. But it just doesn't. It elevates you slightly, than throws you in a flying animation where you bob up and down over and over slowly ascending in the most awkward possible way just to be able to get to the top. There's no way that was an intended mechanic.
The devs simply need to update that trial. It does not function properly at all.
Before going to sleep yesterday I decided to give Air a try.
First run took around 5 minutes and 3 falls, all due to slipping from icy surfaces.
So I was about to write a confused post about me having no idea what you might be doing wrong… But I forgot to set a stopwatch for that run, and seeing how it didn't take any time at all, I decided to give it another go with a stopwatch.
And…
The second run went a lot worse. A lot. I was wrestling with the last couple of jumps by around 10-minute mark, and yeah, I see what you mean: sometimes it just doesn't launch you at anywhere near enough of a height to make it, other times it does but meets you with a wind wall or something. The platforms do oscillate up and down a little bit, but specific positions do not appear to have much of a bearing on jump success rate. Not that I can determine anyway.
So I must've gotten very lucky the first time?
Oh, and the ending- I will never believe the ending is an intended mechanic. Elevating, than getting thrown into an extremely awkward flying segment where you slowly bob up and down until you get to the top. It's quite awful.
I'd actually be willing to say, at least to me, that the ending of the wind trial is hands down the most immersion-breaking, half-baked, disappointing, and lackluster segment, that the entirety of the game has to offer. I have experienced nothing that comes close. Which is unfortunate, because it's something that many candle farmers must encounter at least once every day.
And that isn't to say it's that big of a deal- but if I was a dev it would definitely be something on my radar to get fixed.
In which case I assume it's just an acceleration issue. When your ground level, you get to accelerate longer before being ejected. Where as if you try jumping into the wind, it begins to accelerate you immediately, before being able to get deep enough into the effect, to be able to have the acceleration necessary to make the jump. It's definitely possible, but you have to hit the barrier just right to bounce off it properly.
This is easy to manage with the first platform, because you can simply walk onto it. Not as easy with the other two.