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Immunity Frames Revisited

Discussion in 'General Suggestions' started by Techeton, Sep 10, 2020.

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Are these ideas good? If not, why? Which ones are bad/good?

  1. Yes

    66.7%
  2. No

    33.3%
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  1. Techeton

    Techeton Well-Known Adventurer CHAMPION

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    Before I get started, I know it might be my fault for dying, but please avoid saying things like “get better gear” or “be more careful”. If you’re going to say it, please back it up, and give insight on it, a lot of it. I’m level 78 as a Mage as I’m typing this, so naturally I’m farming in the Ghoul Cave near Gelibord, so all mobs there deal Thunder-type damage, the type of damage I’m resistant to.

    My current build, please tell me the things that I could improve upon: https://wynndata.tk/s/ij9mqe



    I made an immunity frames thread a while ago and it didn’t receive that much support, likely because would’ve made Wynncraft too easy, giving players too much time to escape, and letting players sit in a group of mobs for several seconds, all while being able to get out alive, nullifying the likelihood of death.

    That’s not to say that having no immunity frames isn’t a problem. I, and a lot of other players have had lots of cheap deaths before. For me, I usually get them from a mob that has the ability to pull a player towards them. It’s not that mob’s damage itself, it’s that it can pull me into a cluster of other, far weaker mobs that I piled up so I could kill all at once. If I get unlucky and get pushed into those mobs, I die within milliseconds.

    The problem with getting trapped like this is that, because there's no immunity frames, you can’t simply run away, even when you’re fast because you’re taking so many hits so fast. It prevents you from jumping, too. The only way to get out is to use something that moves you instantly, like the Teleport spell. Totem Haul almost never gets you out, and the escape spell doesn’t either. I haven’t tested Charge or Vanish, but I doubt it’d be much different. Another problem is that there’s so many mobs on you that you can’t see ahead of you, making teleporting difficult.



    So if you’re slow, farming mobs that are either fast, or that can pull you, you’re likely to die this way. A lot. That’s an annoying problem. If at all possible, would there be a way to give players immunity frames based on how many mobs are near them? Last time, I had the idea of giving players immunity frames based on how many times they’ve already been hit, which was a bit op, but what about this approach? I think it’s not too op, but just enough for players to get out alive with at least a fourth of their health.

    Here’s an example:
    Green - Open space
    Red - Mobs that are around the player
    White - The player
    [​IMG]

    The red square represents the player-to-mob vicinity, and how close mobs have to be to the player in order for immunity frames to trigger, The green is open space.

    0-3 mobs in the vicinity- No immunity frames
    4-7 mobs in the vicinity - 2 immunity frames between each hit
    8-11 mobs in the vicinity - 4 immunity frames between each hit
    12-15 mobs in the vicinity - 6 immunity frames between each hit



    Now onto the problem with mobs being able to pull the player. It can get really annoying especially when there’s multiple mobs that can do it. Of course you could use the Galloping Spurs and ride a horse, completely nullifying the knockback and pulling, although it’s not really worth losing 70% of your damage just for this. I recommend two solutions that I think would both fit well together.

    First, reduce the radius of which mobs are able to pull. Right now it seems to be around 10-15 blocks, I’d reduce that to around 6-10 blocks. I’ve teleported up to 15 blocks away from these mobs and they still are able to pull me, which can be pretty unfair to slow, tanky builds.

    Second, add two new stat modifiers to already-existing +/- walk speed gear. Having more than +10% walk speed on a single piece of gear will have a new stat, “+lightweight”. This stat will be a negative stat, causing players to get pulled further and harder by pulling mobs than usual. Knockback received from normal mobs is affected too. Having more than -5% walk speed on a piece of gear will have, “+heavyweight”. It does the opposite of what +lightweight does. The heavier you are the less you’ll get pulled and knocked back by mobs. Tanky builds will now have an upside to being heavy.



    So with all of these ideas in mind, what do you think? I’d like to hear your input.
     
    AcadeeAlkana, Druser and H0Y like this.
  2. Pixelæs

    Pixelæs just a mathematician

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    They're pretty good, and I agree, mobs with pull (like IB Guardian) are annoying when they pull you into a swarm, but usually, players with walkspeed are glass cannons or spellspam, which means it's worse for them. Lightweight would make most air Archer builds obsolete, since the point of air is to be able to dodge and escape attacks with pure speed.
     
  3. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    Ideally, taking damage wouldn't interrupt actions.
     
    TrapinchO likes this.
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