Warrior Greatsword "Rush" Bugged
4. – Using rush on a stationary target from 800 range fails to strike it in a highly comical fashion.
2 years of being broken.
PvP modes are the “endgame” in every MMO.
Stop failing at PvE, start fixing PvP/WvW. Thank you.
What the… I swore I posted a response to this but it ended up in another thread? And as an A: to someone’s Q: ? Oooookaaaay.
https://forum-en.gw2archive.eu/forum/support/bugs/When-will-Rush-be-fixed/first#post4012223
My theory on the “rushes into mob forever and never does the swing” issue is due, from a programmer’s perspective, to the skill targeting the collision center or local-to-world origin vector of the model used for the mob. I have seen it fail to finish (rushing forever) on any mob that has a sizable collision area. So, basically, what happens is the rush skill keeps going, thinking it will reach the center of the target, but never does because the collision radius around it is too large. As far is it’s concerned, it’s still closing the gap, which is why the swing never goes off at the end. I can’t think of a better explanation (also very silly since Rush should constantly be doing a quick ( vector(blade tip bone location) – vector(targetmob.centerlocation) ).sizeSquared(), and compare it to scalar(collision radius of the mob – best guess – or if not done by radius in this engine a length check from the center to the nearest collideable area along the Rush’s target path)^2 to determine if it is sufficiently close enough to execute the swing. This would likely solve overshoots and the aforementioned “forever Rush” issue).
It’s an extremely fast mathematical operation that would have an insanely negligible impact on performance. So small, it would be unnoticeable.
Hire me, I’ll fix it for you.Until then, you can interrupt the infinite rush by swapping weapons or using an emote. I haven’t found anything else that works.
The offer still stands.