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Immunity Frames - Something I Think Wynncraft Needs.

Discussion in 'General Suggestions' started by Techeton, Apr 8, 2020.

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Should immunity frames be a thing (or modified) in Wynncraft?

  1. Da! (Yes)

    7 vote(s)
    38.9%
  2. Nyet! (No)

    11 vote(s)
    61.1%
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  1. Techeton

    Techeton Well-Known Adventurer CHAMPION

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    Greetings,

    So I generally avoid those XP mobs that have stars next to their names solely because of one reason: I can get swarmed and easily killed by mobs 5+ levels lower than me really fast from their high spawn-rate because it seems like immunity frames don't exist in Wynncraft.

    Even mobs that are just a couple levels higher than me that aren't XP mobs are extremely dangerous because of this. Worst of all, you can occasionally get hit back-to-back with absolutely no way of escaping. Any spells that launch you are canceled because of the mass amount of damage you're taking. It really isn't fair.

    I also almost never use mob totems in a slightly higher-level spot because of the non-existent immunity frames.


    Would a system that progressively reduces immunity frames the more you take damage work? With a fast reaction, and before your immunity frames are reduced, you can narrowly escape what would be a miserable and cheap death.
    If you're taking damage for the first time, it will be like the vanilla Minecraft immunity frames; half a second of immunity. If you're taking damage for the second time, you'll have a quarter of a second of immunity.
    There will be a cool-down for how long the reduced immunity frames will last, depending on how many hits you took. If you took just 1-3 hits, the cool-down will last only a second. If you took 4-7 hits, then the cooldown will last 2 seconds, and so on.
    Keep in mind that not all enemies and bosses will be affected by this (if that's possible). Enemies that are designed to damage-trap you or deal burst damage won't be affected.



    Suggested by StormDragon4: Immunity frames are based on your agility and overall walk speed. The slower you are, the more immunity frames you'll have.

    I'd like to see this be implemented if possible. I mean, if the Wynncraft team can remove immunity frames from vanilla Minecraft, then they'll sure be able to modify them.

    Thank you.
     
    Last edited: Apr 8, 2020
  2. StormDragon4

    StormDragon4 Horribly Inactive

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    Or what if they made immunity frames linked to your agility.
     
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  3. Techeton

    Techeton Well-Known Adventurer CHAMPION

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    That's a good option. I'll add it.
     
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  4. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    Agi doesn't take hitstun while Def does, which is a serious problem (as warrers can attest to). One of those two really needs to change.
     
  5. btdmaster

    btdmaster Famous Adventurer VIP+ Item Team

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    Your problem here seems a lot more personal than universal, however. Mobs generally aren't that fast, or have that much targeting range (and also if they have either they generally have less damage then normal), plus every class has a slow/stun spell, as well as a movement spell so I honestly don't know how you're dying to these all that much. Also, grind mobs can't actually just keep spawning and spawning, they have a limit (depends on the spot) and don't respawn until killed.
    Not to mention that grind mobs are SUPPOSED to be hard, they are harder in exchange for more xp. And if mobs "a few higher levels" than you are killing you that quickly, I think you need better gear and/or a better weapon.
    ________________________________
    I think this is a suggestion for a different thread though because more detail and options and whatnot are needed imo for that specific change, this is just universal frames
     
    Last edited: Apr 9, 2020
  6. Yraw

    Yraw Water Fountain

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    Honestly I kinda agree, some of the spots straight up hurt you so you can't move at all, maybe make def take less kb too?
     
  7. Techeton

    Techeton Well-Known Adventurer CHAMPION

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    I'm sorry, but I disagree. I should've, however, gone in-depth about my gear. I recently started over with Shaman and am level 49 as of currently writing this, I have about 50-75 defense (not percent) in all elements, plus over 1,600 health. My weapon is the Discotek, since I'm all about those rainbow weapons. I know that Shaman has super low defense to begin with, but shouldn't there be a better agility tool because of that? Imo, Shaman needs some sort of movement buff, but that'll be for another topic.

    I don't recall Shaman having a slow/stun spell. All of Shaman's spells (maybe besides the 3rd Aura spell upgrade) just juggles mobs around, and uproot actually pulls mobs toward you. And as I said, because of the mass amount of mobs that swarm me, the Haul spell doesn't do anything when I use it.

    True, but when you're not sprinting all the time, a lot of those grind mobs can catch up to you. From my experience, getting hit even a couple of times stops your sprinting. And from there, it can only go downhill... very fast.

    Honestly, I think giving immunity frames to players based on their walk speed is pretty good idea.
     
  8. btdmaster

    btdmaster Famous Adventurer VIP+ Item Team

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    Things in general you(shamans) can do are:
    You can lock them with aura, or at least slow them if you don't have the third upgrade (second upgrade slows), or press shift while using uproot to push mobs away with its third upgrade, or cast totem and quickly cast haul, or just sit there with your totem up and kill the mobs or regen or whatever.
    You specifically should be able to just cast totem and haul midair towards it to avoid walking into these groups if you're using haul optimally and looking around. You can also slow with aura, run/cast totem again and haul away, or beat them up with help of your totem. I think you just need better awareness of your surroundings or more Mana regen or something. Also, since you can use totem to heal, it's probably better to be investing in defense if you're dying super quick rather than agi.
     
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