Hatchet Feral Rush Root Mechanic

Could something be done about the hatchet root? Every other melee weapon has its own good root/stun/knock down ability, some even have a few. Most of those are AOE or omnidirectional, one hit skills. But hatchet, feral rush, you have to hit them from behind, with the 2nd hit of a leap attack that if you miss the first hit, gives your opponent plenty of room to get away. It’s a bit underwhelming.

I play a lot of hatchet and couldn’t agree more. A few suggestions here:

  1. Increase the “backstab” hitbox for it so that anything except the 180 degrees in front roots. or potentially just the front facing 90 degrees.
  2. Increase the range of the leap. Right now its a very short range to hit a running player
  3. Hit registry for the hatchet in general is trash. Tracking good, hit reg bad. increase the length of hatchet swings or fix hit reg another way so that the ability is more consistent.
    Bonus - VG should not eat berserk… I’m OK with the invincibility if it gets a damage nerf, but at the moment you can’t have it eat the entire ability with one no-skill 17 second button press

Bows are even worse.

Bow cc recovery animations are just as long as the cc so :joy: u can’t even do a follow up shot. Yet spear, wh, IG, VG just get to freely rape you.

I would argue that Feral rush should root from any direction and on 1st hit to make it more in line with the other melees CCs.

Hit registry is another major issue with hatchet, you gotta be hugging your opponent in order to hit and the killing blow is worse than chopping trees!

I’m very surprised that hatchet hasn’t been more looked at by the devs. I guess because virtually nobody uses it in pvp that nobody is making complaints? But this is by far the most unloved and under used weapon in pvp.

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