Are you sure you want to report this?

This category is for the special Experimental Combat Snapshot feedback only and features that exist in this snapshot only. Please put other snapshot feedback in the general snapshot category. This category is temporary and WILL be archived when we have a new snapshot to discuss. This keeps your feedback relevant, fresh, and current. Please focus on features that are IN the release and do not suggest new features/weapons/mechanics here. Thank you.


"Coyote Time" Only on Mobs


Post a new comment:

Please sign in to leave a comment.

  • 2
    ShinokuMiyah commented
    Comment actions Permalink

    I'd rather have it removed from the game. Small things being harder to hit totally makes sense.

  • 0
    Comment actions Permalink

    I think I have a solution for the problem with this mechanic: Coyote time variables

    If a hard to hit enemy or a player were to be damaged by an attack from a player using coyote time, they’d take 50% or 35% less damage, which adds a slight level of punishment for not hitting a normal attack. However, this does not apply to bigger or more slower mobs. And boss mobs like the wither and ender dragon should take one and a half hearts extra for every coyote time attack. This makes coyote time also a blessing In certain moments when NOT In pvp.

    There should be a “wit” system that determines If mobs take normal damage, less damage, or more damage. Zombies, guardians, endermen and husks have low wit, while baby zombies, rabbits, players, and ghasts have high wit.