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Toppling Charge Block Bug

NxJoeyD
NxJoeyD
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So I think this had been brought up some time ago (before Subclassing) but I’m not 100% so I’m putting this here.

There’s a mechanical issue with Toppling Charge whereby a player who activates it at range will see the recipient “pre stunned” as the player zooms the, say, 20m to strike the target.

This results in next to no block window on an ability that isn’t slated to be unblockable.

My guess is that this is one reason why TC has gained popularity in PvP, because it’s basically providing a guaranteed stun as players aren’t able to block it; their character is frozen in place while the gap close animation completes.

This is a big mechanical boondoggle as TC is crazy predominant in PvP. We’re supposed to be able to block this but we seemingly can’t.

I’ve been observing this for weeks now. I didn’t want to post until I had some time to look at this across multiple game modes and from different times and players and it’s consistent; we can’t readily block this ability.

If there’s some sort of code associated with this ability that enables some form of stun lock upon activation that needs to be looked at.

It would be understandable that a player has a very minimal block window if the attacker triggers TC at very close range, ok, that makes sense. … but 15m to 20m away? No, that’s bonkers; you’re basically giving players no telegraph.

DK’s Leap is Blockable, I’ve seen no issue with that so why isn’t TC behaving similarly?
Edited by NxJoeyD on 7 October 2025 10:39
  • MashmalloMan
    MashmalloMan
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    5i5kkjkie2rj.png

    https://docs.google.com/spreadsheets/d/1cVrDfv0-fyXYA22T0Xv7atamqeTMbALloneFZaoDxcg/edit?usp=drivesdk

    Above is a link for a spreadsheet I was working on at som point to better understand hit delays for ranged projectiles and dabbled a bit in gap closers. I created a "firing range" in my house with a dummy and the exact distances for 5, 7, 15, 22, and 28 meters. Used combat metrix's log with the "on cast" and " damage done" events, about 10-20 casts per skill, enough to conclude an average, sometimes rounding up/down if logical.

    The log shows a range of values, usually up to 20% above or below what the actual value probably is. For example, I know all projectiles have a minimum travel time of 0.3s, but I'll get 0.295, 0.285, 0.321, 0.305, etc.

    For melee coded skills, they're actually instant from when the server registers your cast. Surprise Attack for would say something like "Cast = 0.00s, Registered = 0.11s (110 ms delay), Hit = 0.11s." This is why I didn't bother checking most melee skills, unless they were a questionable hybrid like Streak or Breath.

    Here's some TLDR's for gap closers ranging from 1m to 22m.
    • Critical Rush = 0.024s ~ 0.42s
    • Shield Charge = 0.024s ~ 0.42s
    • Toppling Charge = 0.023s ~ 0.4s
    • Teleport Strike = 0.46s ~ 0.46s
    • Chains of Devestation = 0.5s ~ 0.65s

    The 1st 3 abilities feel nearly identical, Toppling Charge was consistently 5% faster so I didn't round it, but maybe 100 more tests would prove them to be equal, not sure. They probably use the same frame work when under their animations, traveling at a constant speed to your target with no initial delay.

    The biggest difference for Toppling is the animation, it has a lot of flare added with a recovery phase after you spike your spear. The animation and hit detection don't perfectly align, but this is usually acceptable practice for most games, including ESO as long as the gap isn't so large that it starts to feel laggy.

    Think about this from the context of the 1m test, the hit is 0.023s, 1/10th the average human reaction time, practically instant, but the animation of the spear hitting is probably 0.5s so you're getting stunned half a second earlier than what is visually represented, this same thing will happen at 22m, just delayed by the 0.4s travel time.

    This is the reason the new Jabs animation feels janky, animation implies 0.2s, 0.3s, and 1.0s... but actual registration is 0s, 0.4s, and 0.8s. Not matching the damage instances or pattern closely enough implies a different functionality, where the last hit is a big payoff which is no longer how the skill works. Probably why animation cancelling it causes the last hit to wave your spear around like a pool noodle as it transitions back into your held weapon for the next skill animation.

    For the other 2 gap closers, Chains of Devastation is a projectile that probably qhas a locked in travel time of 0.5s, that then yanks the player at a very fast speed, thus why the gap between min/max range is only 0.15s, but it still has the longest total at 0.5s ~ 0.65s.

    Teleport Strike has the exact same delay at any range because it uses a 0.4s cast time with a real teleport, that has a small 0.06s delay for the damage instance. It's why the skill feels clunkier the closer you get, because distance doesn't reward a faster animation like most abilities, similar experience with Mages Fury and Cliff Racer with locked in times. Of course, line of sight cancelling the cast time is also terrible..

    All this to say.. my opinion on the subject is the 0.4s travel time on these gap closers feels just right, and if they were slowed down any further, they'd be added to the ever increasing clunky list of terrible abilities. Although I don't find this to be much of an issue, I can suggest 2 solutions.

    First, I would start by cleaning up the animation to better match the hit detection, character doesn't need to awkwardly float and spike their spear down on the targets head, it can poke the front like Shield Charge.. as you would with a real spear.

    Secondly, and I'm not a huge fan of this, could delay the stun to a seperate instance like Rune Prison with a beam of light hovering over the targets head that lands after a 1s delay, your character still travels at 0.4s over 22 meters, but the stun has a better telegraph. Although, by that point, it'd need to be undodgeable or unblockable like Rune Prison or Rune of Eldritch Horror or it would be completely useless... and if we're going this route, why is Shield Charge not a problem and allowed to stay the same.. which is my argument for just cleaning up the animation.

    Seems pretty low priority if you ask me, if someone uses this, it means they're not using Streak, Fossilze, Javelin... or worse, Teleport Strike + Warden Script Contingency, all of which are better stuns imo so that's a win/win for me.
    Edited by MashmalloMan on 16 October 2025 21:52
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • MashmalloMan
    MashmalloMan
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    NxJoeyD wrote: »
    My guess is that this is one reason why TC has gained popularity in PvP, because it’s basically providing a guaranteed stun as players aren’t able to block it; their character is frozen in place while the gap close animation completes.

    All gap closers used to do this, I'm talking like 8 years ago? Back then, they all applied an uncleansable snare that would slow your target down by I think -70%, but gap closers could only be used within 5-22m range to prevent spamming it in melee range. Of course, this felt absolutely terrible, especially in Cyrodil when you had multiple people spamming it on you so the minimum range didn't matter.

    What's funny is the uncleansable snare effect was kept for Leap, why? I don't remember, but it sucks. Something to do with making sure the ability lands where it should instead of positioning your character in a weird place given the longer animation time and the fact that you spent ultimate for it, but it still sucks imo, especially when you have a few players spam this on you back to back lol.

    As to Toppling Charge, it shouldn't be snaring you like Leap so I'm not sure what you mean by it freezing you, you should take a video next time it happens so we can better understand. To me, it sounds like you're getting stunned before the animation completes like I described in my previous comment or maybe you have a high ping so you're stunned server side, earlier than your client registers it happening.

    I'd urge you to actually try the ability out for a day because it's not anywhere close to a guaranteed stun, it can be dodged and blocked, like I said I'd rather fight any of the other 3 stuns I mentioned vs this one.

    For the theory crafting side (if I was playing and if I still enjoyed melee in BGs), I'd use it just for the swiss army knife it is, more of a jack of all trades situation. Gap closer + major protection + minor protection + minor berserk + stun. I can use BOL over Streak, and now I'm tankier and more mobile than before.
    Edited by MashmalloMan on 16 October 2025 02:00
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
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