IEpicWolfI Posted December 4, 2015 Share Posted December 4, 2015 DE, please. I don't want to wait 50 years to throw my glaive. The new charge attacks have cause glaives to use the same charge time to throw them, which considering how weak these weapons have already been, makes them a pain in the &#! to use. It used to take like a third or just slightly less of the current charge time to throw our blades, can you fix that please. And while at it, Despair and Daikyu's quiver positioning because it's broken to all hell. Cheers. Link to comment Share on other sites More sharing options...
AM-Bunny Posted December 4, 2015 Share Posted December 4, 2015 1000% agreed. Not only is the Charge time too long, but you have to perform a Quick Melee before the Charge, even while the weapon is unequipped. Please, please, please, change it back. It's agony now. Link to comment Share on other sites More sharing options...
BlackLiquidSrw Posted December 4, 2015 Share Posted December 4, 2015 Agreed. Being able to throw the weapon was really convenient when it was holstered. Link to comment Share on other sites More sharing options...
Clovis15 Posted December 4, 2015 Share Posted December 4, 2015 (edited) I just came here to make a post about this very topic. The original charge timing needs to be restored for thrown melee weapons, as well as the Redeemer. Edited December 4, 2015 by Clovis15 Link to comment Share on other sites More sharing options...
TheVeiledScion Posted December 4, 2015 Share Posted December 4, 2015 Just restore them back to pre-U18. They already had the same functionality built into the ranged attack. Link to comment Share on other sites More sharing options...
Juebev Posted December 4, 2015 Share Posted December 4, 2015 I agree with this. The charge time is really really bad now, Its best to revert the changes for glaives. Link to comment Share on other sites More sharing options...
UnkWeilL Posted December 5, 2015 Share Posted December 5, 2015 AGREEEEEEE Link to comment Share on other sites More sharing options...
OricSharp Posted December 5, 2015 Share Posted December 5, 2015 I'm not usually one for saying 'this change ruined something,' but the change to the throwing system has ruined the Glaives for me. I loved them for their fluidity, their on-the-fly adaptability, and...now that's been replaced with 'Am I done charging this up yet?' Link to comment Share on other sites More sharing options...
timerwin63 Posted December 5, 2015 Share Posted December 5, 2015 This is also a problem for the Redeemer and any other thrown melee. Makes the damn things almost impossible to use... Also, is anyone having trouble doing the "channel detonation" trick with the Glaive Prime? Link to comment Share on other sites More sharing options...
IEpicWolfI Posted December 5, 2015 Author Share Posted December 5, 2015 Also, is anyone having trouble doing the "channel detonation" trick with the Glaive Prime? ..A -what- ? :o Link to comment Share on other sites More sharing options...
Clovis15 Posted December 5, 2015 Share Posted December 5, 2015 Glaives explode like an Ogris if you hit channeling after you throw them (warning: this can hurt you if they're too close). Link to comment Share on other sites More sharing options...
Taurondir Posted December 5, 2015 Share Posted December 5, 2015 I play Excal+Glaive as my primary game type. I have stopped for the time being as I'm too used used to the old way, and I'm finding it too slow now to use properly. Shall wait to see what develops. Link to comment Share on other sites More sharing options...
Stratego89 Posted December 6, 2015 Share Posted December 6, 2015 Yeah. This change on mios was welcomed as balance- but needs to be sped up. On redeemer/glaive if it's the same now as what I've seen on other charge attacks- that's just horrid. Link to comment Share on other sites More sharing options...
Rafarix Posted December 6, 2015 Share Posted December 6, 2015 I agree the charge time of all thrown weapons needs to be revert back to how it was. They were always good to use in a pinch. These thrown weapons weren't even OP and usually falls off on higher level enemies. I am just hoping that this is just a unintentional nerf right now. Link to comment Share on other sites More sharing options...
JuanDeages Posted December 6, 2015 Share Posted December 6, 2015 1000% agreed. Not only is the Charge time too long, but you have to perform a Quick Melee before the Charge, even while the weapon is unequipped. Please, please, please, change it back. It's agony now. Yeah... that causes some awkward hand positioning to try and aim the damn thing, which coupled with the long charge time, and inability to hold onto a charge, makes hitting anything pretty hard. Link to comment Share on other sites More sharing options...
FrostboundFlame Posted December 6, 2015 Share Posted December 6, 2015 disagree. the redeemer is still it's awkward-as-heck self and the extra throw time gives me a chance to steady my aim from melee. Link to comment Share on other sites More sharing options...
YourBeard Posted December 6, 2015 Share Posted December 6, 2015 Oh i thought it was a bug and came to post. Apparently it's not. So a charge attack on the charge throw attacks. Double charge on glaives? Does it do double damage, DE? If so could we get a mod the buffs charge time for throwing weapons? Link to comment Share on other sites More sharing options...
Rychlas Posted December 7, 2015 Share Posted December 7, 2015 It's just another thread about it. DE still did not even notice us. This is getting sad, I guess I'll just stop using thrown weapons until they revert the changes, because they're uselsess right now. Link to comment Share on other sites More sharing options...
3tomatoes Posted December 7, 2015 Share Posted December 7, 2015 This needs to be fixed. Link to comment Share on other sites More sharing options...
Taurondir Posted December 7, 2015 Share Posted December 7, 2015 (edited) The "hold down for charge attack" for normal weapons is fine. It simply breaks the thrown weapons because we don't have a "normal throw" and then a "charged throw" systems, we had to hold down the button before and we do now as well, and since the "charge" is tied to "hold the button down", it breaks the weapon. All that needs to happen is DE to allow us to release BEFORE the charge animation ends. ie: We hold down the key, a charge starts, but we release early, and we "throw normal" rather then "throw charged". If you let go early now, it just cancels the whole thing. Edited December 7, 2015 by Taurondir Link to comment Share on other sites More sharing options...
3thereal Posted December 7, 2015 Share Posted December 7, 2015 Yup +1 thrown melee is utter garbage now. Needs to be reverted to the pre-U18 for Thrown melee weapons. Link to comment Share on other sites More sharing options...
Meseriel Posted December 8, 2015 Share Posted December 8, 2015 The fact that I think even the old charge attack of the thrown weapons weren't so slow. Link to comment Share on other sites More sharing options...
CY13ERPUNK Posted December 8, 2015 Share Posted December 8, 2015 i completely fail to understand why the fury mod does not increase the charge atk spd =[ atm ingame charge atks r just slower/crappier atks =/ considering that channeling raped all the old charge atk mods, i just dont understand why they would bring them back in such a lackluster way =/ like where are the charge atk mods? srsly? all those animations and not even a single mod? =/ Link to comment Share on other sites More sharing options...
Leonix13 Posted December 8, 2015 Share Posted December 8, 2015 3 updates and still no fix :/ Link to comment Share on other sites More sharing options...
SeEnCreaTive Posted December 8, 2015 Share Posted December 8, 2015 (edited) Agreed with everything. Kestral is my favorite. It used to have a bug with doing a quick melee before you throw, but it was only when it was fully equipped, which I never did, becuase it had that issue. So I mainly just used it as utility. Can't deal with a machine gunner right now, hit it to space so it will come back when you can deal with it. I would use it as a main if it didn't have that bug Now it seems to do a faster quick melee regardless if it's equipped or held as a secondary, and the charge time is brutal. What's worse, it seems the bug where it either gets stuck to your arm, or lost, is now worse. Happening every single time. They "fixed it" a bit ago, by it just randomly returning after a while. But it's really not great if you have to wait 30 seconds for it to unglitch everytime you throw it (if you want to throw it thanks to the charge time) The redeemer is about the same. It always did a half swing/quick melee before it charged and shot (suuuuper annoying) when it wasn't equipped, when it was equipped, it was fine, but again now it does it for both. Edited December 8, 2015 by SeEnCreaTive Link to comment Share on other sites More sharing options...
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