#Knockback while in spectral hover

1 messages · Page 1 of 1 (latest)

bright vault
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For some reason, any time you take knockback when floating with spectral hover, the knockback seems to push you straight down rather than in any normal direction. This is especially noticeable with projectiles. Sometimes if you escape and are hit with even a single projectile shortly afterwards, you'll get slammed back into the ground.

This doesn't happen when you're in the air with normal escape, so it's possible to get unlucky with the timing of one projectile and end up with less air time than you would have had if you didn't take the node that was supposed to give you more airtime.

I'm not sure if this is intentional or just a side effect of implementation but it feels bad. Getting hit with a projectile from directly beneath you should not yank you back into the ground. I don't think spectral hover is in danger of being too good, so I'd suggest that knockback be horizontal, away from whichever side you were hit from.

twin locust
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Intangible mid seemed to counteract this btw

glass hazel
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It's something I can look into fixing but it's not too easy. It's caused by the fact that slow falling is a modern Minecraft status effect that the server isn't actually aware of and we've had to hack it in to give it to players

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This means when you take kB the server doesn't take slow falling into account when it should

reef dirge
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This happens with arrow storm too

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Makes windstorm harder to use