[BUG] Forceful Greatsword+Rush Bugged

[BUG] Forceful Greatsword+Rush Bugged

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Posted by: Akaji.1296

Akaji.1296

Since the May 14th patch (or perhaps sooner), the Greatsword #5 skill Rush has been bugged when used in conjunction with Forceful Greatsword.

Forceful Greatsword provides a 20% reduction in cooldown, bringing 20s Rush to 16s. However, when Rush connects with an enemy – i.e. the Warrior strikes the enemy with Rush – the cooldown is set to 20s. Oddly, the cooldown is originally set to 16s when the movement part ends and the attack swing begins, but is set to 20s when the swing hits (or misses?) the target.

[BUG] Forceful Greatsword+Rush Bugged

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Posted by: Doomknight.7923

Doomknight.7923

I just tested this.
20 points into Arms, the X major trait Forceful Greatsword

The tooltip reads 16s before using the skill.
As soon as the skill is activated the cooldown starts at 16 secs, as it should, but when the enemy is contacted with the attack it immediately resets to the full 20 secs.

So not only are we losing the 4s cooldown, we are also losing the time rush take to get from start to the enemy.

This needs to be posted in the bug forums as well

Techno (ALS)

[BUG] Forceful Greatsword+Rush Bugged

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Posted by: Doomknight.7923

Doomknight.7923

Recorded this bug in clear detail. I I would really like this to be addressed. Thank you
http://youtu.be/GMUss20gAMo

EDIT: I reposted this thread in the bug forums. Needs to get fixed and QUICK

Techno (ALS)

[BUG] Forceful Greatsword+Rush Bugged

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Posted by: Roy Cronacher

Roy Cronacher

Game Designer

Thanks for the post. I found the problem. =)

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

[BUG] Forceful Greatsword+Rush Bugged

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Posted by: Dand.8231

Dand.8231

GS #5 has always been buggy, in more ways than just this latest cooldown glitch.

Rush is just very gimmicky (AND FRUSTRATING) with its hit detection. Most times when I rush players, the swing is slow to go off and will miss entirely, or be easioly evaded. And when I rush large targets (or graveling mounds, test it in AC EXP), often it will stop and “run-in-place” just outside of melee range, before the skill times out leaving me standing there like an idiot.

On the other hand, the Guardian GS charge skill (#4) is highly responsive and virtually always hits successfully. It also blinds foes, and is a leap finisher. Same cooldown as rush btw.

Can our Rush work more like Guards leap-of-faith? At least in regards to how quick and responsive it is? Please?