The striker's current charge attack is the riskiest charge in the game. Even in PVE it's rare to use and in PVP I'd love to see someone try and get a full charge on an enemy in LD.
Currently the DVS (aswell as all other non-HB Strikers) attacks hit behind, aswell as infront of it to make up for it's lack of forward range (the WHB has forward range but no back range) so the charge attack should do the same.
My idea for all non-HB strikers - the player dives forward and stops for around half a second (or maybe a full second if people think it's broken) and then the combo lands behind them.
My idea for all HB strikers - same as above except that rather than landing the combo behind the player, it's all unleashed into a large 'bark' (maybe with snarby coming out on WHB).
People's opinions?
New Striker Charge
People are pushing for smarter AI in a number of threads. If this gets implemented into SK the current charge will become worthless (at the moment, even if you position well it's only useful when there're no more than 2 enemies in 1 room (or the enemies are all slow)). I already know that's why it doesn't work in PVP, I was just saying.
The line itself shouldn't only be okay with bonuses. At the moment in SK there're 5 weapon-types people actually use (Sealed Sword, Brandish, Pulsar, Auto-gun and Mist bombs). Other weapons need to be made usable because it's boring seeing the same old party, game in, game out.
When thinking of the charge attack I was visualising that the player swings the sword (diving 2 blocks forward) then after around a second the usual combo lands in the block they passed (any monsters that would be hit by this attack cannot move until the player who initiated it can move). During that time the knight would be unable to move (this means the attack still leaves you slightly vulnerable but is both more accurate and slightly better defensively).
The reason cutters aren't used in PvP is because no-one stands still long enough to let you land all hits on them. Players are smart whereas AI are dumb, and won't strafe once the charge is started.
The cutter line itself is okay with bonuses put on them. The charge is actually pretty good if you position yourself correctly. What I think is that the charge just needs its knockback on all the first hits disabled and increased knockback on the final swing. Also adding a higher flinch chance would help a lot.
I'm not too sure what you mean by your charge replacement in all honesty. Does the player take one big swing forwards and a high-damage hit land behind them? I'm not really able to visualize the thing.