I haven't seen anyone say anything about this yet, but it's driving me up the wall.
First of all, let's start by saying that WS prevents you from moving for too **** long. The length of one swing is around 1 second, but the point at which the move hits is around 1/3rd of that time, so you're just stuck watching the animation complete. You may think 1 second is not long, but it is too long to move out of most dangerous red circles if the attack starts after you already pressed the button.
But wait, you can cancel at-will powers using your shift ability (and this is true for all classes)! If you're going to post crying that this is exploiting you can stop reading now and leave the thread.
Yes, except if you do that after WS already hit (which as pointed out, is 1/3rd of the attack's length) this is what's going to happen 100% of the time
As you can imagine this doesn't help avoid things, since sprint gives no invincibility frames (with other dodge moves even if something like this happens to you you still get the dodge effect).
This is also another reason why WMS was better than WS.
Please either reduce the length of the move and remove the small movement at the end, or make sprint work properly when cancelling this attack.
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Except that's wrong, as I've already stated in my original post. Patch notes say about attacking faster than intended. Reading comprehension check, rolled a 1?
If it was intended, then you simply wouldn't be able to do it, period (like you can't with encounter powers).
I'm pretty sure the technical reason as to why this happens is the added movement at the end of the animation.
I get exactly the rubberbanding your gif shows when I cancel WMS with Sprint. At least in-combat. I can still cancel and accelerate WMS out of combat. Might try that out on dummies later, you made me curious.
But you're right in the way that one probably should be able to cancel it, just not initiate another swing instantly. A clarification from the devs would be appreciated.
It also has nothing whatsoever to do with animation cancelling that was fixed in previous patch for WMS, as j0shi82 suggests. That was to do with fixing animation cancel into the next attack, i.e. to gain an attack speed advantage (though, that came at a cost to your Sprint resource).
This is simply about being locked into the animation of the most used aoe At-Will of the GWF class and it is almost certainly to do with that extra movement at the end of the swing which always seems to happen regardless of whether you are hitting the target, thus making it uncancellable. The other At-Wills, like Sure Strike and Reaping Strike, also have movements when NOT hitting a target, but when hitting a target, you are locked in one spot until you choose to cancel the animation and freely sprint away or the swing ends.
So, it looks like they did not remove the extra movement at the end of Wicked Strike when striking a target.
Also, Weapon's Master Strike has no movement at all, therefore does not suffer from the Wicked Strike problem.
Threatening has a pretty awkward animation length and lockout on certain abilities. Combined with the awkwardness and animation lockout of wicked strike, switching between one to the other can actually allow you to stack three or four hits on each other with rapid mouse clicks, and then let them play out on their own. Wicked strike simply takes too long to actually 'get to business', and threatening rush then takes it's own sweet time starting AND finishing, while it seems internally it counts as 'finished' at the point of impact for the sake of cooldowns.
"D*mn wizards," said Morik the Rogue.
Learn what a GWF and GF really are: The History of Fighters
If this is supposed to be one of the main powers to use it would be nice if it wasn't so unreliable.
Use wicked strike and right after the third hit use Punishing Charge. You'll do the charge but you'll be rubberbanded back to your original position. And this isn't even a sprint issue either, Wicked Strike is clearly bugged.
Also like OP, I believed it was my connection causing the rubber banding (protip: it is not my internet).
This needs to be fixed, I don't enjoy eating hits that I know I can easily escape if it weren't for this bug.