Void Blade hit scan too small?

As someone who enjoys a dual-purpose weapon, I was excited to hear, test and play Void Gauntlet and waited like a little boy for Christmas morning. First couple of days into live, it felt great! Most of the skills seemed viable in respective builds, damage was good even for full Focus. However, things started to change as you started getting more skilled with the weapon and others learned to be more wary of them.

The primary (almost sole) issue I have with the VG (Void Gauntlet) in the assassination tree is the small hit scan for the void blade swings. The first two swings can’t hit a target that is prone and the 3rd swing sometimes miss the enemy one foot away. Occasionally the swings would sound like hitting but not register damage. When chasing or lunging the enemy through dodges or even walking with their back turned, lunge attacks virtually never land. This makes it difficult to land attacks consistently which leads me to believe that the blade’s hit scan may be too small. The build doesn’t feel very ‘assassin’ like at all when after two to three hits, the target can start dodging or running and the blade can’t hit them. Voidcaller doesn’t complete and you generally die to ranged or other members responding to you long after the target would be dead. Lack of hits also mean less healing from the skill’s charm perk. I have been responding to this by turning off the blade to finish them off with ranged attacks, but then why have the blade lunge if it can’t hit the target you lunge at?

Does any other VG user notice this?

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I have definitely noticed the void blade skill when trying to attack certain enemies mainly the half torso skeletons you tend to miss quite often with the first 2 swings since they are crawling on the ground. Sometimes also when swinging the void blade around sometimes it’ll move me past the enemy and then its a big whiff.

Yeah I noticed it too and it totally breaks the Void Blade imo.

If the target ist just moving u cant even hit the target. Very bad in outpost rush.

Tested it in duells. When the Charakter is moving u miss like 70% of the hits with the blade while u get every hit with a rapier, axe, hatchet or other melee weapon!

Needs to be fixed

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Void, as with every ranged weapon that is not the musket, is projectile based. Musket is the only hit scan weapon and with how bad registration is in the game at the current moment, it doesn’t even feel like a hit scan weapon.

Welcome to spear hitboxs since day 1

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Bump. the crawling ancients are such a pain in the butt with this.

They’re talking about the blade skill

I’ve noticed this most when trying to finish people of with the void blade. It’s frustrating lol.

Also, rubber banding on the void blade heavy attack is super bad?? Anyone else experience this?

I think it might partially be because hitboxes for players or npcs on the ground seems to have some issues.

Even with a musket its sometimes harder to hit a player that is knocked down, than a player in full sprint. The hitboxes just feels really bad.

I tried void blade on the PTR but experienced many of the issues brought up here. I gave up on it as it didn’t feel the way I wanted it to. I realize it is what it is and others are surely putting it to good use but the way it is now doesn’t feel good to me.

it’s a matter of practice. When the target is laying on the ground you shouldn’t use your crosshair target.

You might have to elaborate a bit on this one.

Yes. I’ve been locked in many corners by mobs, unable to get out or fight, because my blade would do no damage to them because of the hit area being so bad.

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