Divine Avanger charge attack NEEDS TO BE FIXED

DA charge needs to be fixed ASAP because im sick and tired of not being able to use my charge attack properly just because theres an object behind me.
Does GF have the same problem? I have a GF but never used charge attack so I dont really know.
If we make the DA's charge attack to shoot the blades instantaneously, like Brandish charges, would that solve it? maybe its the blades hovering for a second thats causing the problem....

Its to prevent people from wall hugging and spamming charges with relative safety. Its just one of a few challenging aspects that's left in this game.

@Demonicsothe That doesn't make sense. Being an inch away from the wall isn't any more dangerous, and plenty of other weapons can be used with your back to the wall with no issues whatsoever. Sentenza and AP have the same issue with their charge attacks. It's an issue with the hotbox starting over your character and running into the wall behind you.

From what I remember, this used to be a problem with the DA even before they nerfed the DA so you can't wall hack with it. I don't know if this happens with the Gran Faust either because I never use the charge attack either because it takes too bloody long to charge up. I think they need to fix that too, cursing monsters can't be stronger than setting them on fire....they attack less often than taking burn damage.

The same thing happens with the Polaris charge shot and a few other weapons (I can't think of them right now, but they are mostly guns)

Here's a little compilation of what I've seen absorbed and not during my little excursions to FSC.
What I've seen absorbed:
Divine Avenger
Argent Peacemaker
Polaris/Catalyzer-line charges
What I have NOT seen absorbed:
Any Brandish-line charge
Any Troika-line charge
The Final Flourish/BTB Charge

Combuster and Acheron (sometimes Voltedge, at least from my experience) charges have some pretty respectable knockbacks

Winmillion charge also gets absorbed. Although it never seems to work when I'm actually aiming at something anyway... Pretty much any weapon charge with a projectile that has recoil (apart from Callahan?) (ie. pushes you backwards)

Like Xairathan have said, all those charge attacks are being absorbed while brandish charges are not.
Dont tell me that you would use Polaris charge to exploit while you wont use brandish charge to spam and feel safe?
Also it happens with water bubbles. Dont tell me that water bubbles are such a big threat to make them explode when you are hugging wall? Same thing happens with Gran Faust, if you are going to tell me its to prevent wall hug spamming charge you are insane.
Seriously, please stop telling same myth "OMGNO its to stop exploits and wall hugging" all over again just becouse you heard it somewhere. This is BUG.
It affects multiple weapons, claiming its to prevent spam charge in corners is ridicolous since it affects weapons/projectiles that are taking long time to charge (GF) or which charge is relativly useless (Polaris) or it even affects non-offensive pickups (water).
THIS IS BUG
IT HAS TO BE FIXED

Just stand away from the wall when you release the charge, if you know it happens and how to avoid it, then what is the problem?
"THIS IS BUG” That is only an opinion not a proven fact.
"IT HAS TO BE FIXED" overblown sense of entitlement.
(It does happen with the GF)
It's funny because the sealed sword charge makes you step forward, but the faust/avenger steps you back...

If this was a bug it would have been fixed ages ago. It has been this way for as long as I can remember, and it has been brought up several times.
Seriously though, how hard is it to stand 2 steps away from a wall when you release the charge?

Our issue is with wasting a charge because of standing 1.5 steps away from the wall.
The charge attack not working if your back is against a wall wouldn't be an issue if the charge attack didn't have a habit of making you step back so that your back is against a wall.
And if OOO didn't want us spamming the DA charge when we can't back up, they'd make gaps cancel the beams too, not just walls (or gates or gravestones or about any random obstacle).

"If this was a bug it would have been fixed ages ago." Seriously, you believe that?
"Seriously though, how hard is it to stand 2 steps away from a wall when you release the charge?" Ok, so this is solution? Just avoid the bug. So if there will be other bug like CE dissapearing when opening social tab? The solution will be "Oh, just avoid opening social tab, how is it hard?"

Didn't you take advantage of the previous bug with the DA? I didn't see anyone complaining about that.
Who has actual confirmation frm the developers that it's a bug? Until this is confirmed, stop whining.

Hah, the AP charge is pretty much useless in FSC since almost every strategic strike point is directly in front of a wall. And the Polaris charge is so underwhelming compared to the normal attack that it's really not a problem with walls. With DA you can afford to -- and should try to -- get in close since the knockback scares away attackers and you do more damage that way.

Charge? WTH? It's better to use 2+2 instead of 1 big. Unless you got CTR:VH...

@Asukalanforum
"If this was a bug it would have been fixed ages ago." Seriously, you believe that?
Yes, because like I said, this has been brought up many many times in the past.
"Seriously though, how hard is it to stand 2 steps away from a wall when you release the charge?" Ok, so this is solution? Just avoid the bug. So if there will be other bug like CE dissapearing when opening social tab? The solution will be "Oh, just avoid opening social tab, how is it hard?"
This is really the stupidest comparison you could have made. Like Melisan said, there is still no evidence pointing to this actually being a bug and not being intentional. All it does is making the use of DA oh so slightly more skill-based, but I guess this game is still too hard for some people. I would expect them to make this happen to the brandish charge as well, although it wouldn't be much of an issue with that since it makes you step forward on release.
@Wolfkit To me it makes sense physically that the projectiles get interrupted by walls and not smaller objects or ledges, but that might just be me :3

IMO corners are the best place to fight in when there's a slag-only population. Unless you're pinned in by fire breath, the DA swing is a very useful thing in mass-destruction. My only problem with this charge "bug/problem" is in those rare cases where I back against a wall strategically and forget that my attack is going to get absorbed... and then I become slagbait
Rumors
Stating things like in post #2 as a fact without providing an easy way to look up a confirmation is called spreading rumors. Apparantly, it has caused unrest in this thread, which can be considered something good, having in mind, that this is a forum. However, i think, that it is inappropriate for threads regarding bugs.
Bugs
It can take time for people to even acknowledge bugs. After that, again, it can take time for them to fix them.
I remember, that this issue was pretty annoying. The disappearing projectiles are too much of a risk and make the weapon unreliable.
Regardless, if i had the choice, i would prefer improving other 5* weapons with lower DPS and little to no popularity.

My recollection is that the wall bug was introduced as an unintended side-effect of fixing a different exploit.
The exploit: By standing next to a wall, facing roughly parallel to it (not really, but you get the point), and performing an old DA charge attack, either the left or the right bullet blade (depending on which direction the knight was facing, obviously) would spawn on the other side of the wall and would be able to trigger ghost blocks or damage enemies.
This would allow you, for example, to do the FSC rocket puppy room backwards (though you can still do this by shocking zombies or with alchemer ricochets), or clear away the walls in the last room of D27 FSC before stepping on the party button, or (I believe) destroying the wheel launchers in the first party button area of D24 FSC.
The devs changed the attack pattern of the bullet blades so that they spawn roughly inside the knight, so that they can't be spawned where you normally couldn't reach with a weapon. However, in doing so, they inadvertently made it so the rear of the blades could collide with objects behind the knight. If that object was solid (like a wall), then the blades essentially misfire.
There's no reason whatsoever to suspect that the devs were unhappy with people firing off charge attacks while backed into a corner. If they were unhappy about tactics like that they'd just put spike/status traps in those corners rather than make the charge attack inexplicably not work.
It's a bug in the same way that the slag guard attack used to damage you if you were standing behind it when it started charging.

Nothing about your precious DA needs to be fixed. Who cares about an itty bitty bug it has by walls that prevent corner spam? The Devs have better fixes to focus on:
GUNSLINGERS!!!!
Iron Slug
Winmillion
Various armor sets
Flourishes (not as bad)
Etc. You know how the list goes.

I'm pretty sure this has been around since before the charge exploit fix, but I can't say I'm 100% sure and I'm too lazy to look through youtube clips to prove it :P

@Purgion Lol, leave the bug, rush forward? Make them pile up?
Dont know it that post was stupid or just really selfish.

Yep. Just get a brandish line in the mean time. DA being amazing is a thing of the past.

@Asukalanforum There are more important matters that need attention. And that is not a bug.
Also, I'm not a gunslinger, nor do I have a winmillion or iron slug. I'm just trying to point out why the DA should not get top priority because of an insignificant bug.

Why would you have your back against the wall in the first place? Safety? Pff, slow swords are the most defensive swords, if you can't "feel safe" anywhere you stand with that thing, you're doing it wrong

Iron Slug isn't as terrible as it's cracked up to be. It's fast, flinches, and does the best gun damage in the game on neutral targets. Shame it doesn't stun or I may use it more.

k guys...
Don't just say "use Brandish, its fixed". Brandish and DA are 2 different weapons, and if Brandishes had the same bug, you wouldnt be so happy about it. And the reason why Brandish are so popular is because of the buff they got. It some ways, its even more OP than DA.
And also, it has NOTHING do to with the game's level of hardness. if you are saying that its "intentional" to make the game harder, why not make all the swords' charge unusable when backed against obejcts, or better yet, remove them all together.
This bug is EXTREMELY annoying and it NEEDS to be fixed.

If you think it's a bug the post this in the bug section.

The brands got about the same range as da and Gf, except the da shoots 3, I think that's a fair trade. If brands were shooting three projectiles like the da, I would not be complaining about it not working with my back at the wall. Plus knock back like da? If you're complaining about the da, then I don't know what to tell you. If your da knock back isn't helping you get away from the wall, use your shield to bump.

@Melisan
I submitted TONS of bug reports on the DA
@fallenafm
This has nothing to do with knockback. It about getting the weapon working correctly. I don't even know where you got this from but its irrelevant.
ANd also, brandish doesnt shoot any projectile. It shoots 5 AoE exploding "bullets". If, like you say, the brands were to shoot 3 lines of "projectiles" as well, then the number of explosions would go down to 2, maybe 3.

"I submitted TONS of bug reports on the DA" Then stop wasting time here.

^ Alynn, the problem is that the Devs don't consider this feature as a bug. They probably made the projectiles stop so you can't use the charge in the corner for some reason. I agree that it probably does quite annoying when you have everything in place and ready to melt some zombies, but for some unknown reason, it just doesn't happen. I think you'll get used to using the charge in open grounds eventually. And if you do get cornered, just use the knockback to your advantage or shield bump. As you get used to this aspect ofthe DA, you will naturally avoid using the charge by walls. :)

I'm saying use the knock back to get you away from the wall. From what I've seen, each swing makes a little pocket that you can step in to.
Also, It was just an example, I'm just saying if the most defensive sword in the game has one drawback based on user negligence, you should work on your playstyle and adapt, not demand a "fix", there are many things much more deserving.

For all of those ragging on how the DA is OP, I don't really care, I don't like it anyway. But that is not an excuse for not addressing this 'bug'. The fact is that this problem is not unique to the DA. As Xairathan has pointed out this problem also affects:
- Pulsar line
- Catalyser line
- Anitgua line
- Magnus line
- Faust line
(i.e. anything that pushes you backwards with the charge)
Of the weapons affected, I'd say only the DA is overpowered.

No problem with Magnus line, it's not the whole Antigua line as it is the Owlites on 5* charges, and if the issue was being pushed back on charge, then Alchemers and Blasters would do it too.

@Duke My Callahan charge doesn't fire if I'm backed up against a wall (double checked in training hall)
Point taken about the alchemer and blaster lines.
My hypothesis: There may be (in the coding or whatever) a differentiation between regular 'bullets' and other 'projectiles'. If you think about it the alchemers/blasters just have a bigger bullet as their charge, whereas the other charges require the formation of a 'projectile' (I'm assuming the callahan charge is not just a larger bullet). This would explain in the 5* antigua lines (sentenza/argent peacemaker) why the regular 6 bullets still fire but the eagle/hawk projectile doesn't fire.
If this is the case it may in fact be by design (or maybe by poor design!). However it will also mean that it shouldn't be too hard to fix (I think?) and I think it deserves to be changed.

Learning to fight mobs without standing with your back to a wall, oh the horror! -_-
I have used a DA for a very long time and it took me maybe 2 or 3 charges to realize that this happened and make the appropriate adjustments to my playstyle. Never reported it as a bug, never really gave it a second thought, even. With the recent nerfstorm, I really hope they don't make things even easier by "fixing" this.
As for the guns affected, if you're using any of those charges while backed up to a wall by mobs, you're doing it wrong.
Someone told me they got sucked into walls behind you to fix exploits. If that's true it's not a very good way of fixing them.