Because it looks awesome as a functional weapon, I recently decided to get a Winmillion.
However, along the way, I noticed a few quirks about it.
No, I am not going to suggest a 5*, although It would really be great if there was one. This is about problems inherent in the Spur line as a whole.
I'll address the least problematic first.
The Charge attack can change direction. I assume that this blade was meant to allow that, considering it's a fast-blade and therefore should be able to be used flexibly in battle. However, in the case that it was not intended that way; it totally can. Release the Charge attack in any direction, move the mouse before you actually complete the attack, and the attack will fire in the new direction.
Admittedly, I haven't tested if this is the case with other blades, but considering I am adept at charge-spamming, and the last time I used this thing I missed 85% of the time, I'm pretty sure it occurs with more or less just this blade.
That however, is not the main issue. The main issue with this problem is that the charge attack's 'prep time' before the actual attack is too slow. I don't have facts and figures to back me up, but I tested the difference between an Acheron Charge and a Arc Razor charge, then a Winmillion. Clientside, the Acheron's time between the attack and the release of the button is marginally lower than the Spur's.
Which I have an issue with, considering that the Spur is supposed to be a fast sword, and being held up for that extra second is unnerving in actual combat. Moreover, it gives a wider margin for error when applied to the charge attack, because unless you dedicate FULLY to releasing that charge at your target, you're going to miss.
Swords like Brandishes however, you can release a charge and be running the moment you're done. No problem.
So, please shorten the time it takes to actually fire off the charge attack, from the time of Button-release. If the 'change direction' mechanic was supposed to be there.
Now, more pressing issues.
The Spur's Charge attack's projectile pierces enemies, causing damage to everything that passes through. (It also deals double damage if the enemy is at the edge of it's range. Initial-hit + Final explosion of 'impact', but we don't need to go there.
The problem is that the Projectile cannot hit anything up to a particular range, after which it THEN starts dealing damage.
Said range lies just above one square ahead of the user. I tested this many times on the Punching bags of the GTH. At edge of this range, neither the sword's swipe nor the Projectile deal ANY damage to the target. None whatsoever. Any closer, and the swipe will hit, but the projectile will not.
Which is problematic because the Spur is a normal damage weapon that is outclassed by almost every other weapon out there; it needs every advantage it can get, and damage deprivation like this just makes things worse.
Not to mention that there's an area where you can somehow miss entirely. Which is really, really annoying, because it can come up in the most inconvenient of circumstances.
Still relating to the charge attack: The Projectile can be cancelled.
Here's more damage deprivation; while other 'distance sword attacks' are still released upon shield-cancelling the recovery time for the attack, the Spur's is not. The swing still deals damage, but the projectile ceases to exist.
Furthermore, if you combo immediately after releasing a charge attack, two things will happen:
1) The Combo will fall one swing short. Evidently the Charge-swing is counted as a swing.
2) The Projectile will not fire.
The Spur is UP enough as a normal damage weapon already; why is being handicapped further?
To sum up desired changes:
1) Shorten the 'prep' time before the attack is released. Less room to make error, marginally faster and more efficient weapon.
2) Allow the Spur's projectile to damage at all Ranges, even point blank. It's damage is low enough, what's a little more going to do to it?
3) Don't allow the Projectile to be cancelled. At all. Seriously.
The Spur line has low damage because it's a fast sword, I get. But as it stands, there's too much room for the Spur to make error; it's almost as hazardous as it is useful.
Please make these changes. I'm not even asking for a whole new weapon (*cough5*Spurcough*), just tweak the Spur line at least so that it's not so heavily handicapped.
Comments?
No comments, you just about summed everything up perfectly.