Pretty sure this was reported but just in case:
Warrior charge will for some mobs (wolves for example) end up bringing the warrior too close so that upward slashses do not work or are very awkward to do. The only solution is to immediately teleport backwards a little bit or your combos won’t work. This is really annoying because it also means the mob can get in 1-2 ‘free hits’ while you struggle to get the right distance.
It can either be a problem with Charge itself, the mob model/hitbox or both.
It seems like this does not occur on ‘regular size’ mobs like Red Tails but will almost certainly occur with long mobs like quadpeds.
I’ve seen various versions of this being reported, but never specifically I don’t think about the upward slash. So you’re saying other slashes like left/right work just not up? Is it just always recognizing them as the wrong direction or is it just acting like you’re not hitting it at all?
The hit is often not registered at all. Right and left slash works fine.
I can imagine it’s about being too near the mob hit box somehow (or even inside it) so left and right work (because you start them outside the box) but upward does not work because you start it right in front of you (inside the box?). Just an idea.
This really messes up my combos. I think a slightly larger offset from the mob after using charge would quickly fix this.
I’m getting a similar issue, but it’s more that I don’t have real control of the direction of my slashes. Sometimes up turns to right. Sometimes everything is right. A lot of it is because I don’t know where the hurt box on my enemies are and where the hitbox on my sword is.
So I think it’s just not working right. In theory it’s supposed to register a “hit” when your sword reaches a certain “speed”, not just if your sword hitbox starts outside the enemy collider and then “enters” it.
So if there was a big boss and you were inside its hitbox, you should still be able to get hits to register fine, for example.
I made a change to make it work that why quite a bit ago but it sounds like maybe it’s not working or something, so I will investigate that.
Mmm. This happens mostly when I am in sitting position so maybe the upward slash actually hasn’t got enough speed? I will try it while standing but as Orbus is meant to be playable sitting (or so I assume) it should obviously be working then as well. It is impossible to get a lot of force and speed when your chair or body is in the way
I mean I think some classes are easier to play sitting than others. The Warrior strikes me as probably the least-friendly to sitting, it’s a class built totally around big sword slashes and moving your shield and whatnot.
The game as a whole is designed to be played while standing (it is room-scale VR after all). You can sit for a lot of activities, but like when I design a class I’m certainly not going “Okay so how can I make sure that this is playable while sitting”, it’s more of a happy coincidence.
OK I just tried it standing and the problem does occur nevertheless.
Something else that also happens is that after charging, simply holding my shield in front of me (to block) stuns the enemy. This is clearly unintentional (should only happen if u actively strike out with it).
So it really looks to me as if I get too near the mob. I tried it with the Wolves outside Wenderwood where wasting your shield stun is especially punishing.
Upward slashes are either not registered or not as upward at least.
I’m wrecking my head about what else than hitbox issues could be causing this. Maybe some kind of netcode problem that makes charge register its end point too late?
I have full roomscale and have the same problem, I usually struggle a lot with getting uppercuts to register after a charge and backing off a few steps usually improves things a lot, though against some enemies it still doesn’t seem to register very well.
This combined with the movement getting stuck after a charge forcing me to tp instead of just sliding makes it especially annoying. And yeah I constantly seem to activate shield bash without planning to, but at the same time it’s handy to be able to hold the shield out, charge, and immediately stun so you have a chance to hamstring or horn before they run away.
I can also add that I have the same issue. The problem isn’t so much the charge as it is that smaller creatures are very difficult to vertical slash. If a Fox or any other creature that is really low to the ground gets too close, vertical slashes stop working entirely no matter how you swing, it will always register a horizontal slash.
One issue I do have though is when using Sliding and perform a charge, the sliding controls are disabled. Turning using the joystick though works and resets the sliding to work again. So every charge has to consist of Charge > Turn to the right > now you can move again. This ALSO happens if a mob gets too close and their hit box goes inside the player. When the two models goes through each other sliding stops working and you have to teleport out.
also idk if this is as intended but when you warrior charge you can’t move using locomotion or rotate but you can warrior charge then tp immediately after
I’ve had all of the problems already listed, and I play standing with full room scale using Rift.
Regarding combos inside bosses, yes to my surprise, this has worked in the past, but inconsistenly, so I generally try to attack mobs from the outside.
It may be lack of experience, but currently my biggest frustration with warrior is reliably finding hit boxes. If it’s just something I just have to learn for each unique mob type, then I’m fine with that. However sometimes it seems like there are unintended interferences such as latency or good swings not registering.
Also charge is unreliable. Perhaps the biggest problem is it often displays my character in the wrong location for party members, which confuses my healer quite a bit, as you can imagine! Here’s what happens: sometimes after I hit a mob with charge, the mob continues to travel forward, while I’m left where I made the impact, then if I try to teleport to where the mob now appears to be (on the musketeer of course) it will run back past me to where I just was. Is challenging to land provoke combos with all those shenanigans! Another problem with charge is from my party’s perspective after using the ability, I don’t appear to move (even though for me it is working as intended), but the mob comes to my starting location, and after three seconds or so, the mob and I appear where we should be. This terrifies the squishies! Still is pretty fun to charge mobs, but I use it more cautiously now.
I agree. I see this maybe 5-10% of the time. When I charge, I jump forward, but the mob runs through me and starts running to where I just was. I just turn around and wait for it figure out that I’m no longer there.
Often, it figures this out quite quickly (say, half a second). This leaves me directly inside the mob.
I think the solution to this would be for the server to register the charge and freeze the mobs location. Instead, I think the server is registering the attack (not necessarily as a charge) and then (separately) registering the change of position. That sends the mob off chasing me down while the server tries to figure out where my new position is.
I agree that this is frustrating. Still, the conditional up-swing based on mob positioning is, to me, a much more crippling issue.