Lunges are an essential tool for almost all melee builds, however, there has been a long-standing issue with how Lunges track their targets.
ProblemLunges move the player to the target's location
at the time of power activation, not their
current location. This means that lunging heroes will often find themselves at the spot where the enemy used to be and may not close the gap. This is particularity problematic in PVP, where duels are very mobile. I believe this is one reason why ranged heroes are heavily favored for PVP.
ExamplesHere we have Grond fighting Ironclad. Grond lunges at Ironclad but Ironclad is moving backwards at the same time.
What happens is that Grond will lunge to the position where Ironclad used to be at the time he activated the lunge, meaning he will not close the gap and still may not be in melee range.
What ought to happen is that Grond's lunge should track Ironclad to his current position, bringing the two into melee range. This is how ranged attacks in the game currently track targets.
Example 2This odd lunge tracking is especially glaring in melee vs melee duels, when two players lunge at each other at the same time.
Because lunges track to the target's position on activation, this results in the two players awkwardly swapping positions, meaning the gap has not changed. This happens very often because melee builds often rely on lunges to close gaps as soon as they are created. You can always expect to see this after one player is knocked away.
Instead, lunges ought to track to a target's current position so that the lunging fighters meet halfway in a clash.
SolutionAs stated in the examples, Lunges ought to track their targets to their current positions.
Possible IssuesIt is likely that this type of tracking for lunges was intentionally chosen for balancing purposes. I doubt that this change would make melee builds significantly overpowered, but if it does, then I would suggest a recharge time increase from 3 to 5 seconds for lunges.
I don't predict that this change would have any negative effect on PVE. NPCs tend to stand still while fighting, so it would have very little impact overall.
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