Bowling Bash incorrect knockback
When using Bowling Bash, the game should consider the walking vector of the Knight, as the calculation point for Bowling Bash's knockback direction. That is, if the Knight is moving from left to right, Bowling bash knockback should be from left to right. Currently, the direction is defined by relative position of the Knight to the monster, if Knight is standing on the right cell, and the monster on the left cell, BB will push to the left, regardless of how the character was moving.
The current behavior lowers skill floor and skill ceiling of BB. Official behavior allows using BB on 2cell wide corridors, if the Knight is skilled enough, allowing for the double hit and AoE to proc. Currently, this is impossible on oRO.
Steps to Reproduce
- Make a mob of enemies
2.1. (Optional) Move them into a 2cell wide corridor
2.2. After stacking mobs, move on the desired direction of BB knockback
- Use BB on the mobs
Mobs will take AoE damage and the double hit, only if, there is room behind the monster to be pushed around. Otherwise, it will only hit one monster, once.
Mobs will take AoE damage and the double hit, only if, there is room for the monster to be pushed in the direction of the Knight's last movement. Otherwise, it will only hit one monster, once.
The official BB knockback has a much higher skill floor and skill ceiling of usage, currently, all the Knight player needs to do is "stay away from walls" and will never encounter any issues. However, official behavior allows to BB monsters awayfrom walls, when monsters are next to them, if the player knows how to do it. There are also a lot of fringe case scenarios where this behavior is relevant.
I would normally try to make a video, but I can't remember my login credentials for my knight on official servers. I will try to get one and record a replay or something.
Originally posted as comments:
Managed to find a Youtube video where you can easily see this behavior https://youtu.be/oeixttweoOY?t=7023 It is a renewal video, but BB hasn't changed since the early days of RO when it was changed to its current behavior.
Found another video of ROph https://youtu.be/9OifRMPI2ZQ?t=127 (skip to 5:30 for another example)
Found one of iRO Classic https://www.youtube.com/watch?v=pgdXSJ6bcYQ This is a bit harder to notice because the knight gets pushed around and hitlock/position lagged a lot.
Edit: some typos and formatting
A friend got a recording of BB in iRO Classic, it works EXACTLY how I described it.
Some extra clarifications:
Bowling Bash handles knockback direction in vectors relative to movement. When you go bowling, what matters the most is the direction the person is moving, since the ball inherits the momentum of the player. You can see in this video highlight reel here, how the player stops moving right after he lets go the ball. In theory, you could walk backwards and throw your bowling ball backwards and achieve similar results. Doing a stand still throw of a bowling ball is several times harder than a walking throw, both in power and speed. It makes sense for it to inherit movement vector of the knight over facing direction or the monsters relative position.
Bowling Bash knockback direction has nothing to do with the direction the knight is facing or the relative position of the knight and the monster, it is entirely determined by the latest movement command. Bowling Bash is not about pushing enemies away from you, it is about pushing enemies into other enemies; and for that, momentum based knockback makes more sense than facing direction or relative position.