Hatchet is underwhelming :\

this video was made when shield perks were given to the hatchet meaning u could run keen x2 + enchanted + thwarting+ 2 more perks XD. but yes its still a decent combo, in OPRs. in wars this build only works in very specific situations and if its in fort gotta go GA. even still the point is compared to how cool it was in beta (yes it was OP) falls super short of that and things like social distancing is a last minute add in, it even has the same animation as rend throw. they could rework it back to beta just tone it down a little making the weapon have depth and allow for cooler builds

Btw no problem with you my friend i just wanted to give my point :wink:

It does happen with every weapon lol. Everyone has different pings so everyone has different results. Sample size doesnt give you the immediate problem it just avaerages the problem to make a point.

Anyone who is claiming that hatchet doesnt have a tracking and hitbox problem probably never truly played it or sorry but they are not the sharpest tool in the shed.

^^^^ 100%

its literally only good in opr (and thats if ur a 50 con light player), pve, and duels. Its shit in just about anything else pvp related. You clearly havent used hatchet.

literally all your points of making hatchet viable are from 0 con light builds in opr, opr means nothing when people can literally run firestaff war hammer and do decent. I can punch people and still do good in opr

My point is that hatchet has a second life, a berserk mode of not getting staggered knock down or knocked back. m1 spam for 2k per and tracking that can follow light rolls like its nothing. Everyone that thinks its tracking is bad doesn’t have a clue what desync is and thinks that tracking fixes the desync. Thats what makes it worse.

Thats completely right, tracking wont solve the problem but maybe a little bigger hitbox will!!

Its the simplest thing, correct the desync remove the homing mechanics and we wont have the game trying to auto correct our attacks and we’ll have things actually hitting based off our skill rather than two systems fucking up.

I dont understand the part that you say remove the homing mechanics, if you remove it, how can i hit someone? Like they have to be very very close to you… and if they dodge, how can you follow up? or im talking about lunge? ill appreciate if you could explain.

Homing mechanics are not needed in any melee based game. Every single melee action game does melee combat without homing. Dark souls monster hunter mordhau chivalry forhonor sekiro the culling. Even l4d has extremely precise has excellent melee combat.

Their is a mentality with wow players who are so used to tab targeting that they dont understand aim and positioning.

In mordhau Their is precsion based melee, where they rely on wiffs and accuracy to determine what hits. a player with better aim lands the hits more consistently. No system compensating for hit registry.

A game that relies on the precision of your attacks and positioning will be what determines higher skill. But when we have a game where the system compensates for you, thats what lowers the skill cap.

You have the distance of your attack and your positioning determine wether or not you wiff.

I see that amazing for new world tbh!!

doesnt matter if its desync or tracking because LIGHTS ARENT HITTING, Thats just how it is, even with immortality for 3 seconds which I agree is a stupid crutch, its still EXTREMELY underwhelming, you clearly havent played hatchet because if you have you would know of all these issues plaguing this weapon. even literal immortality doesnt make this weapon on par with other weapons. Melee in general needs a buff aside from the 2 handed melee weapons which are the only meta melee weapons basically.

and not getting staggered or knocked down is literally just grit, same thing is applied to lights and heavies if 300 strength, thats literally nothing lol, beserk is the only good ability hatchet has and yet its immediately canceled by nullifying oblivion and PRONING LMAO. M1 spams are all hatchet has, and they only do the dmg ur saying it does if they run all str dex with little to no con, and even then its about as much as a great axe until u mix some throwing tree passives in there for that extra dmg boost.

The only issue the weapon has is self root while using raging torret. Everything connects that isn’t getting desynced. The weapon just needs homing removed because of how easy it is to stick to people and you’ll see hits landing more. The hatchet is in a fine spot, everyone that normally uses it is just delusional about what should connect.

m1 spams are all it has because m1 is the highest form of dps. This means its what its most efficient at, and it does that way too well. Its also a small weapon, meant to be used in quick situations. Such as mobility wise. So what better way to utilize mobility than going max damage? Gaxe should also not have even close to as high damage since its literally maxed potential in everything.

Except Hatchet did not have this problem many months ago. Furthermore, everyone is experiencing the exact same problem now. I mean, if everyone who plays the Hatchet is delusional, then the weapon is at the very least sub-optimized and needs to be tuned.

Wait. WHAT? I have played both Dark Souls and Monster Hunter, and those games definitely have lunge and/or tracking. In the former, I have two words: Estoc spam. It’s an INFAMOUS example of exploiting the game’s tracking to R1 FTW. And the enemies definitely have tracking, with some of the fights pretty tough almost exclusively due to 180 degree tracked attacks. In the latter, it depends on the weapons, but the closest weapon to Hatchet is probably Dual Blades, and there definitely is lunge and tracking built into the attacks; it is what makes the weapon feel very fluid and smooth in comparison to the others. In fact, as a rule, the larger the weapon, the less lunge and tracking there tends to be because of the much larger hit boxes involved. Oh, and there are also multiple auto-tracking options that will lock your camera to the enemy’s hitbox.

You’re strongly mistaken, those do not have tracking lol. Dark souls has lock on, but thats not an auto correcting homing system that new world has and monster hunter 100% does not have tracking.

How isn’t automatically locking onto your opponent’s hitbox and instantly turning to hit them not tracking? If anything, Dark Souls has stronger tracking than New World. I mean, I guess you can turn it off, but many don’t because it gives you gain an advantage in PVP after you dodge. But yes, some weapons (Estoc and Straight Sword) do it better than others, and that is what defines the meta in Dark Souls. Comparison GIFs: Estoc Comparison - Album on Imgur

I mean, for Monster Hunter, it’s academic given how massive the enemy’s hitbox is, but you do see the same sort of lunge and tracking that New World has for weapons like Dual Blades.

I pulled a random speedrun, and here’s a moment where your character clearly tracked to the target: MHRise | High Rank Tigrex Dual Blades Solo 3'34''39 - YouTube

And here’s a moment you see the lunge very prominently: MHRise | High Rank Tigrex Dual Blades Solo 3'34''39 - YouTube

In any case, every game has systems to correct for input lag on melee weapons. This includes tracking (turning your character/camera to align with their hitbox) and lunge (moving the character forward during the attack). I do not know of a single game without any form of melee tracking whatsoever. Such a game would be incredibly miserable to play.

This is literally player adjusted attacks based off the movement of players. The attacks do not auto adjust and move in the direction of the target mid swing

Example of how homing effects and automatically compensates for hits.

This is how homing works and its not properly implemented.

These are cases of movement based direction. The lunge comes from the step forward not the “Homing” that i am talking about. That is not tracking, There is a clear difference between extending the range of your attack and auto tracking compensating for the distance and accuracy of your positioning.

Again my point still stands. tracking isn’t in any form of melee based combat. There is a difference between homing compensating for your your position and aim, and an animation that thrust you forward based off the directional aim for example stepping forward attacks or something like the Spirit Thrust from long sword.