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.Anyone that has tried to play a purely melee character in PvP has probably noticed an annoying little 'bug' that has been around since the Alpha; the range detection when attacking a moving target is god awful. Buff clerics have probably noticed it as well. If you are trying to attack/buff a moving target you *must* be ahead of them for the attack to actually go through. If you are the smallest bit behind the target, the attack will almost always fail.
It is my belief that this is not an intended mechanic, and is due to some disconnect in the tic time of the server checking player locations, and the range validation checking where everyone involved in an attack is. This needs to be fixed ASAP, or melee PvP will continue to be the twitch-based cluster fudge that it is.
Huge portions of the Fighter mechanics, the parts that are clearly designed to balance us against mobile characters, are effectively gated by how fast you are able to run. If I can run faster than you, then I can stay slightly ahead of you and get attacks off. If I am the same speed as you, I am screwed, because chances are I will always be behind you *but still in melee range* and my attacks won't go off.
This makes speed the most important stat for any melee PvP player, not because we need to be able to close the gap, which is an entirely valid reason, but so that we can bypass a broken system that cannot possibly be intentional. If I am literally running so close behind you that model collision detection is kicking in, I should be able to reliably hit you. Especially with a spear that has an increased range on it.
I would really love to hear from a developer whether or not this behavior is intentional, and if it is, what their reasoning behind it is.
To be clear, I am not talking about occasions where a target is fast enough to run out of melee range and avoid attacks that way. Both combatants are in melee range the entire time, both running in the same direction at the same speed. Something is not working correctly in those cases. I would be glad to demonstrate what I mean with a video if anyone thinks it might help.

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I would really love to hear from a developer whether or not this behavior is intentional, and if it is, what their reasoning behind it is.
Wrong place to ask Gol Tink; the devs have all but abandoned this forum months ago. You are better off asking on the GW forums where you might get a developer response. :)