Whirling Blades (6m) misses targets in melee range (7m)

SkaraMinoc
SkaraMinoc
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Arms fully extended on top of the enemy but Whirling Blades is out of range. Yet, light attack is in range.

VE8a6zC.gif

Whirling Blades should be the same as melee light attack which is 7m, not 6.

Edited by SkaraMinoc on June 11, 2024 10:44AM
PC NA
  • SkaraMinoc
    SkaraMinoc
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    In this comment, @React explains how abilities under 7 meters are susceptible to server desync issues. Whirling Blades likely applies here as I'm literally on top of the enemy in the gif and Whirling Blades is still out of range. Increasing the range from 6 to 7 meters would improve the combat experience for many players without making the ability too strong.

    Edited by SkaraMinoc on January 16, 2024 7:08AM
    PC NA
  • React
    React
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    SkaraMinoc wrote: »
    In this comment, @React explains how abilities under 7 meters are susceptible to server desync issues. Whirling Blades likely applies here as I'm literally on top of the enemy in the first gif and Whirling Blades is still out of range. Increasing the range from 6 to 7 meters would improve the combat experience for many players without making the ability too strong.

    Zenimax is aware of this too, given that they made that change sometime in the past year to extend the range of most 5 meter melee range abilities up to 7 meters.

    I'd like to see the range of Turn Evil increased up to 7 meters as well. At 5 meters, it will miss players that you're practically standing inside of. See this clip below where for the first three casts I am practically making physical contact with the person I'm targeting, and yet turn evil still misses.

    https://streamable.com/yfzdn1
    Edited by React on January 16, 2024 5:53AM
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  • SkaraMinoc
    SkaraMinoc
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    React wrote: »
    SkaraMinoc wrote: »
    In this comment, @React explains how abilities under 7 meters are susceptible to server desync issues. Whirling Blades likely applies here as I'm literally on top of the enemy in the first gif and Whirling Blades is still out of range. Increasing the range from 6 to 7 meters would improve the combat experience for many players without making the ability too strong.

    Zenimax is aware of this too, given that they made that change sometime in the past year to extend the range of most 5 meter melee range abilities up to 7 meters.

    I'd like to see the range of Turn Evil increased up to 7 meters as well. At 5 meters, it will miss players that you're practically standing inside of. See this clip below where for the first three casts I am practically making physical contact with the person I'm targeting, and yet turn evil still misses.

    https://streamable.com/yfzdn1

    That's worse than I thought it would be. I feel your pain and desperation as the server decides to torment you with every cast.
    PC NA
  • Turtle_Bot
    Turtle_Bot
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    React wrote: »
    SkaraMinoc wrote: »
    In this comment, @React explains how abilities under 7 meters are susceptible to server desync issues. Whirling Blades likely applies here as I'm literally on top of the enemy in the first gif and Whirling Blades is still out of range. Increasing the range from 6 to 7 meters would improve the combat experience for many players without making the ability too strong.

    Zenimax is aware of this too, given that they made that change sometime in the past year to extend the range of most 5 meter melee range abilities up to 7 meters.

    I'd like to see the range of Turn Evil increased up to 7 meters as well. At 5 meters, it will miss players that you're practically standing inside of. See this clip below where for the first three casts I am practically making physical contact with the person I'm targeting, and yet turn evil still misses.

    https://streamable.com/yfzdn1

    I want to add to this too lightning form + morphs.

    Both morphs base range is only 5m so this ability that is supposed to be a melee DoT that helps to proc crit surge (the class's HoT) cannot even hit the melee enemies that are wailing on you from the new and improved melee range. Hurricane is still somewhat viable since it actually increases its radius over its duration, but boundless storm (mag morph) in particular, is just complete garbage now with its 5m radius that cannot hit melee enemies.

    I mean, come on, ZOS already gutted the usefulness of this skill/morphs, by reducing its tick rate to once per 2 seconds despite it being an AoE DoT (that should tick every one second by ZOS spreadsheet standards), now it cannot even hit the melee enemies anymore either because ZOS made them all outrange this ability.
  • Remiem
    Remiem
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    React wrote: »
    Zenimax is aware of this too, given that they made that change sometime in the past year to extend the range of most 5 meter melee range abilities up to 7 meters.

    I'd like to see the range of Turn Evil increased up to 7 meters as well. At 5 meters, it will miss players that you're practically standing inside of. See this clip below where for the first three casts I am practically making physical contact with the person I'm targeting, and yet turn evil still misses.

    https://streamable.com/yfzdn1
    Yeah, Turn Evil is pretty much useless if your goal is trying to stun people running away from you, but if ZOS decide to buff its range then they must remove the "if they are facing your direction" part of Mesmerize.
    Balanced by people with no prior gamedev experience, couldn't fix performance issues in a decade, can't code a real matchmaking algorithm to save their lives, more maintenance downtime than all the other MMOs put together, more bugs introduced than bugs fixed every big patch, same stagnant combat for years.
    Done with Elder Joke Online: 2 seconds of input delay on "70" ping edition.
  • MashmalloMan
    MashmalloMan
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    Signed.

    The only skills that should be under 7m radius, is ground dots, although some of those like Liquid Lighting (terrible skill for a number of reasons) should be looked at.
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  • SkaraMinoc
    SkaraMinoc
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    This is still not fixed. Whirling Blades is only 6m. I'm constantly missing targets right on top of me.

    Light attack is 7m. Whirling Blades should also be 7m.

    Edited by SkaraMinoc on June 11, 2024 10:39AM
    PC NA
  • Veinblood1965
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    Hmm my guildies who are melee NB's were commenting last night on how many misses they get. I was thinking as I am on a bow NB (PVP) how I hardly ever notice a miss. I am thinking this might be the cause.
  • ClowdyAllDay
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    need some better ballerina moves, that for sure.
  • Major_Toughness
    Major_Toughness
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    When melee range was 5m, these were 6m.
    Now melee range is 7m, these are still 6m.

    Any old 6m range AoE should be increased to 7m to be the standard melee range.
    PC EU > You
  • Hasenpfote
    Hasenpfote
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    The issue with range is, you must hit the center of the enemy, meaning if you have a large boss like the second boss of graven deep, you cant hit him with melee attacks at all, because the center of the boss is out of range. The game seems to not use something like hitboxes, where hitting a limb would count as hit. Marselook has the same issue, where you cant hit the boss, if you are not "inside" boss.
  • Major_Toughness
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    Hasenpfote wrote: »
    The issue with range is, you must hit the center of the enemy, meaning if you have a large boss like the second boss of graven deep, you cant hit him with melee attacks at all, because the center of the boss is out of range. The game seems to not use something like hitboxes, where hitting a limb would count as hit. Marselook has the same issue, where you cant hit the boss, if you are not "inside" boss.

    Large bosses tend to have multiple hotboxes.
    In the past with dragons, and potentially still with Maarselok, the hit box centers near the head.

    This meant that things like Zaan didn't hit as they were not in range, even though light attacks would, even with the old 5m range.

    Sunspire dragons were updated to have hit boxes on the wings, and head. So Zaan beam will sometimes go sideways from your PoV to the dragon wing, which is amusing.
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