Warrior Greatsword "Rush" Bugged

Warrior Greatsword "Rush" Bugged

in Bugs: Game, Forum, Website

Posted by: DryHumour.1307

DryHumour.1307

The Warrior Greatsword skill “Rush” has been bugged since launch. I raise the issue again in the forlorn hope that more reports will push it higher in the fix queue.

  1. The “Rush” will often overshoot the target. Sometimes the toon will turn around (client/server disagreement on position?) and manage to swing but usually the attack will miss. This appears more prevalent if melee assist is off. It also often happens against moving targets (but that might be expected).
  2. Against some targets (particularly large bosses and crosshair targeted ones) the run phase will play out in full, resulting in “running in place” if the distance covered is small, and no attack will be made at all. Adrenaline is wasted in this case.
  3. The usual problem with imperceptible terrain blockages preventing the rush from reaching the target — even when manual movement over the same path is not hindered. This is true of a variety of movement skills on a variety of classes.

Warrior Greatsword "Rush" Bugged

in Bugs: Game, Forum, Website

Posted by: Realist.5812

Realist.5812

4. – Using rush on a stationary target from 800 range fails to strike it in a highly comical fashion.

2 years of being broken.

ALL IS VAIN.
PvP modes are the “endgame” in every MMO.
Stop failing at PvE, start fixing PvP/WvW. Thank you.

Warrior Greatsword "Rush" Bugged

in Bugs: Game, Forum, Website

Posted by: Ark Bladesteele.2943

Ark Bladesteele.2943

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.

NSP’s resident crazy-eyed sylvari