Edit: i wanted to note it here instead of completely editing my first post, it seems like i made a misconception about what caused the issue, apparently charge attacks are only canceled by knockback, and not by being midair like i initally though, but it doesn't change the point of this thread, i still wish to see this fixed. While i first considered to put it in the bugs section, i came to realize it might be a consistant rule of the game: A charge attack cannot be released mid-air, even when it had started charging on the ground. Tbh, this sounds like a fair rule in the code, but it kinda breaks down as soon as you realize that knockback from getting hit is considered “mid-air as well” This means that any time you try and release a charged attack like bucc’s corkscrew, mage’s bigbang, pally’s hammer, etc etc, you’ll notice that if you release it when you are knocked back, it will cancel the charge, and the spell wont be casted. A solution to that would be to not allow jumping while you charge an attack, but let the spell cast even if it was released mid-air (knockback included). Or, if possible, if a charge attack was released mid-air, delay its cast until the player lands back on the ground. Not sure if that is possible to code or not though.
Hundreds of my Piercing Arrows (charge skill for MM) have gone to waste because of releasing during knockback. The solution is to wait for the mob to hit you and then release, but that also wastes a lot of my *time* that could be used to more efficiently train.
point of post; remove charge skills, or y'know, don't play a class that has a mandatory charge skill.
The point of the post is to make it easier to play classes that have them. And out of the 4 classes mentioned, Mage, Bucc, Pally and MM, 3 of them are already considered to be unpopular classes that are rarely seen aside from SI, SE and Crash mules.
It's not about playing these classes or not simply because of how badly the charge attack is implimented. it's about making those classes that people wanted to play for fun don't feel so god damn clunky for no justifiable reason. [that's why i said QoL in the title, it's a quality of life change, no buff, or debuff, just making charge attacks less frustrating to use] You'd be surprised how many players still play for fun, instead of the dps fiesta of NLstory, no reason to ignore their cries because they "aren't meta", there's a big feedback thread about those classes right now because of how little was done for them all this time, this thread was made here because i felt it effects a few weak classes that needed some QoL at the very least. Also, if you've been on this server for long enough, you'd know for a fact that asking for something like "Remove charge attacks plz" will get a quick answer along the lines of: "it won't be NOSTALGIC if we'll remove it". It's far more realistic to suggest a way to make a feature less of a pain to use, than request it to be removed or swapped outright, because that never happens.
hmm, it seems like i misunderstood how it works, and maybe it really should be in the bugs thread, if charge spells are indeed castable mid-air, then there's no reason knockback should cancel the cast. Just to make this thread make more sense now, ill rename it from "Mid-air charge attacks" to "charge attack while getting knocked back"
As Jackson demonstrated, Buccs can charge up and actually use CSB in mid-air. The case for MM’s Piercing Arrow (PA) is a bit different. While we can similarly charge freely (jumping or not), we do not have the same freedom upon skill release. An integral component to being an archer is that we cannot do jump-attacks (as a NL might while throwing TT). But this fact translates to, if I were to release PA at the exact same time a Petri might use its magic attack (causing a KB), the skill will fail. I am only stating the facts, I am completely unaware of the server capabilities. But If it is possible to differentiate between a KB and an actively jumping character, it may also be possible to give leniency to successful casts of PA.
That’s odd, i’ve had corkscrew cancel on me many times when i got knocked back, not sure what’s happening here. But i do know about it happening 100% of the times on big bang and pircing arrow. Try to release it in the knockback, without touching jump I might log in today to record it in action im starting to feel like the place of this thread is really bugs report now lol
It has a little charging bar, when casted, but it's an instant cast. Not sure if Nexon changed their mind mid-development or if it was chargeable in earlier versions.
@Buccaneer it looks something like this: I might log on my si mule later and demonstrate how it happens on buccs as well. As long as you are in air while getting knocked back, the cast will cancel, once you land on the ground you are safe.