Perforate staggers on all 3 hits. TOOL TIP SAYS IF ALL HITS CONNECT. FIX YOUR GAME

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perforate staggers on all 3 hits, 1st and last, 2nd and 3rd, sometimes none. so infuriating. I am getting staggered when I shouldn’t be. its been this way for as long as i can remember. Can you please fix it.

7 Likes

true.

Thats what i wanted to speak about.

I know i played some weapon/armor combination and i got staggered only on third hit. But i think in my firemage light i get staggered on every hit.

Maybe im on copium idk.

First hit is slowing you down, because of melee slow. Third hit is staggering you, even if you did not land 2 hits before, that’s true, BUT…

Perforate it’s like still the only one ability that makes you stuck in the place, when it should have cancel window like Rapid Shot or Crosscut.

So when we will finally get this small part fixed, then you can think about the rest…

Cause at this moment, this is like the only thing that perforate it;‘s not completly wasted, if missed, cause you can’;t do anything else anyway, and you are forced to be stunned or whatever, cause of animation lock.

Rapid shot and crosscut works EXACTLY the same way, but you can cancel after 2nd hit. With perforate you CAN NOT do it.

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wtf are you talking about. the skill is literally missleading.

either change the tooltip to show what the skill actually does or change the skill to do what the tooltip says. simple as that.

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That may be so, but have you ever heard about the old door problem?

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Ya, until recently it changed from getting stagg’d on the 2nd hit of perforate to just outright staggerlocking you through and through. It was linked to desync, now just a complete f’you if you fail to not get swept into a perforate (alsoooooo, you surprisingly-unsurprisingly don’t get the free dodge out of this :smiley:)

Yeah like what the hell is that? It changes as patches go??? Sometimes it’s the first hit and that’s it, sometimes it works properly and sometimes it’s literally all 3. Why can’t anything ever work as intended??? Why?

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I am in favor of this change, would actually make me want to play in Spear in PvP for once. Haven’t played with it since before Medium dodge recovery got tarnished (Cyclone, Jav, and Skewer were lit).

Should just tweak the rend numbers down (5% First Hit → 10% Second Hit → 15% Third Hit) to keep it fair while offering a bit more flexibility. Would prefer that style far better than the dodge lmb dodge lmb dodge lmb stuff ice skating you see in Arenas…

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You get almost max fortify, can apply max Rend, staggers, why does one ability need more, i understand why you want to dodge out of it, but spear is one of the strongest dueling weapons in the game. Jav, knocks down and applies a fat rend. Kick resets all coolsowns damn near and applies a stun and gives a big crit chance. Idk mean spear is kinda low key busted. It has insane CDR so many hard CC abilities. Strong stam regen. Idk spear is low key busted.

And don’t forget about the melee slow.

I wish the Light Attack homing was not so severe. Easily makes playing against it in Arenas feel like a headache (not to forget that the most difficult to kill players using Spear are in medium so they are beefier and have a 30 stamina dodge cost).

The LMB → Dodge → LMB → Dodge rinse and repeat cycle is what literally gets me killed/exhausted and I cannot really say I am a fan of it as it stands. A lot of the CC would not feel so punishing if the tracking paired with the bogus af melee slow was not so strong imo.

The melee slow is the worst combat change they have done. It’s literally impossible to get away sometimes not because you’re a bad player, not because they are so much better than you, but because there is a new game mechanic that literally restricts your character’s movement and dodge that stacks on TOP of normal slows. These melee players can have 5 to 6 hard cc on their bar that they can chain together. You have 2 dodges. The fact that everything from a melee weapon slows your character outright and makes you roll in place is ridiculous. It’s unfun. Have someone leaping strike you and then try to dodge. See how far you roll. 1 meter. You roll 1 meter. Worst change ever.

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You forgot to say that spear is queen of 1vs1 only, and I think it can be that way.

Also one thing. Max rend is only if target is below 50%. If it’s not, rend is 5% each hit, which is not a cap yet.

Also, I forgot to say, that fortify max cap is 50%, not 30% that spear is offering, so also, please operate with facts we all known, not the numbers you want to be true to make you sounds more right. No offensive.

But still, IMO, perforate should have that window no matter what otehr arguments you guys gonna bring. You ask why? I will answer simple: Rapid shot and Crosscut.

Thank You for attention.

P.S.

When you see sns always expect leaping strike, it’;s easier to dodge it. And by the way, I shouldn’t say that, but if you wanna dodge leaping strike more effective, dodge it when you hear it. If you can’t hear it, turn up your volume of sounds effects in settings.

Hate to break it to you, but you should really go back to the drawing board and check NWDB or log in to see that you have everything twisted (besides the truth about animation dodge cancel).

Rupturing Strikes gives 10% Rend per attack above 50% target health.

Fortifying Perforate on Weapon gives 51% Fortify (if on weapon, typically not the go to with Shirk Fort, but you get the point)

Anyhow, the Leaping Strike sound effect is literally inexistent UNTIL THE INSTANCE OF DAMAGE BEGINS. Please don’t make trolly takes. The desync and homing on the ability is nuts. You don’t ever actually know if you hit a player because you can be several meters away from where the “tip” of your sword interacted.

2 Likes

Your argument about leaping strike is dumb. The fact a regular slow and the melee slow stack on top of each other is ridiculous. Period. Full stop. End of discussion. There is 0 reason melee weapons can apply HARD cc and slows that stack on top of the melee slow.

Perforate does multiple things in one ability. You have to commit to use it. Spear has so much reward built into dodging my and so much CDR. I don’t think you should be able to land one or 2 perforates procing the cdr passives and then dodge early and just gain more cdr and ability spam. You commit to using it. It’s fair.

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Ah you are right about fortify if the perk is on the weapon. I forgot about it, I admit.

About perforate’s rend, I believe my version of the game says something different :smiley: I need to log in to check it, but I wouldn’t be surprised if original version has another description.

It’s the other way around. Max rend if they’re above 50% hp

If I’m being honest, the only reason why I think it shouldn’t be able to be dodge cancelled is because it’s so quick. Other than that, I wouldn’t mind if they made that change.

Maybe translation issue? or maybe English is wrong DUNDUNDUN. Look forward to your reply

On topic I did some research and posted about it to the CM, it’s being fixed… Soon*TM

(Use the search box Newb jeez)

That dex perk is source of lot of inbalance in pvp. Not only on spear. But on bow/musket mostly. But also to much combined with hatchet or GS. Its to strong. It should be moved to 250 dex. And if not good enough, nerfed to half.