Have you ever encountered this before? Well, fear not! Because thanks to a brand new innovative feature blessed upon us from Mojang, we may no longer have to deal with this trauma-inducing teleporting system anymore. Let me introduce: Ray-casting. Ray-casting fixes the problem of the Mage's awkward teleportation skill. Allow me to explain how ray-casting works. Ray-casting is something Minecraft version 1.13 supports (which Wynncraft is currently running on, not 1.12), it detects the direction the player is looking at, and sends "rays" into that direction until it hits a block. This is not a flawed system unlike what Wynncraft currently uses for teleportation. It will never clip through a block, fence, or glass pane, it will, with perfect accuracy, land on the farthest block in range of the player. You can watch the video to get a better grasp of it. Another explanation here. Ray-casting is a very good solution to the problem that Mage players recurringly chronically face as well as the Wynncraft developers themselves. It is simpler, more intuitive, easier for players to grasp (huh, my magic spell doesn't seem to like being around blocks?), uses less code, and is a more elegant system than the current teleportation system. But what if you don't want a player to teleport over 100 blocks in one teleport? Well, you can easily set parameters to prevent a player from teleporting outside a certain radius. The benefits are obvious, it would fix mages being unable to teleport near blocks or while being submerged underwater (note: so long as there are blocks you can teleport to) and also tremendously increasing accuracy of a Teleport spell, and it will completely get rid of the mysterious cheat that causes Teleport to clip through certain edges of blocks. In fact, the current Teleport is so bad that it doesn't even need to be abused on purpose to get outside of the map, it is possible to get outside of the map completely by accident. Edit: So if no limits are set to teleporting, you could teleport vertically as pointed out by @hppeng. So to solve that, if one were to teleport facing Y above 60 degrees, the Teleport's Y-direction would be automatically be set to 60 degrees. This prevents teleporting directly vertically upwards. Thanks @hppeng for telling me about the flaw! The dotted line is what it would be without this fix, but with this, the angle is calculated only after it has been set to the 60 degrees limit, preventing clipping or unexpected results. Note that it is still possible to teleport vertically downwards. milestones: Spoiler: milestone box xdd 50 supporters - yes 100 supporters - yEEEeeE 150 supporters - nop 200 supporters - no 250 supporter - non 300 supporters - not 350 supporters - never 10 likes - ye 20 likes - double ye 30 likes - yes x3 40 likes - (yes)(2^2) 50 likes - no 60 likes - no 70 likes - no 80 likes - no 90 likes - no 100 likes - definitely no what the vote means in case its unclear yay = + support, non = - support, wat = neutral.