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Pounce Bug?

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nat3s
Posts: 564

Pounce Bug?

Post#1 » Wed Feb 18, 2026 6:59 am

Not sure if it's the same for WL or SH pounce, but I find on WE that my pounce seems to hit a ceiling and then stop dead, miles from the target, sometimes barely halfway to target.

It's almost like its miscoded to not update enemy position on gameloop tick mid-flight. Bit like alpha WoW Charge pre launch if anyone played it.

Is it just the WE's pounce or is this a known thing?
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rr7x AM, Choppa, WL, WH, WE, BG

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Sever1n
Posts: 541

Re: Pounce Bug?

Post#2 » Wed Feb 18, 2026 8:16 am

Same thing on sw. Prob lions and sh same but they have speedbost after pounce to fix gap created. From what i saw WEs atleast fast compared to "shadowtrainchocho" of sw. Same thing with channel dps skills drops, long known but never be fixed situation.
Noximilien - AM, Severi - SM, Ravandin - SW, Celebor - WL, Ernwald - WH, Demandred - BG, Mesana - Sork, Beliar - DoK.

Piranos
Posts: 3

Re: Pounce Bug?

Post#3 » Thu Feb 26, 2026 2:45 am

If there are height variances usually the game has an issue "hiccuping" the axis to allow you to traverse. It has become wildly better but if your target is punted, pulled, or pouncing itself you will travel to wherever the point is when you triggered the ability. So if you hit it mid flight, enjoy your trip to the stratosphere as you leap to meet your target. If that is what you meant.

If you mean on flat land maybe chasing a target or just gap closing, no clue on that count my White Lion Pounces normally at the moment.

teamvegan
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Re: Pounce Bug?

Post#4 » Thu Feb 26, 2026 7:47 am

nat3s wrote: Wed Feb 18, 2026 6:59 am Not sure if it's the same for WL or SH pounce, but I find on WE that my pounce seems to hit a ceiling and then stop dead, miles from the target, sometimes barely halfway to target.

It's almost like its miscoded to not update enemy position on gameloop tick mid-flight. Bit like alpha WoW Charge pre launch if anyone played it.

Is it just the WE's pounce or is this a known thing?
I’ve seen similar behavior on Warhammer Online: Age of Reckoning, especially with the White Lion’s Pounce.
It feels like the ability calculates the target’s position at the moment of activation and then doesn’t dynamically update mid-flight.

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Omegus
Posts: 1541

Re: Pounce Bug?

Post#5 » Thu Feb 26, 2026 3:47 pm

Not sure if OP is having a specific bug but just to comment on how pounces work in general: there is a special command the server says to the client for forced moves such as pulls, pounces and catapults (like the Orcapult). All 3 are implemented using the same type of forced movement.

Assuming you are the person being moved, the info sent to the client is:

1) Start position
2) End position
3) Time to travel the distance
4) Some kind of value to indicate how high you go in the jump

Based on that info, the client then forcibly moves you from the start position (1) to the end position (2) over (3) seconds in an arc determined by (4). There is no way for the client to home-in on a specific target as that info is not included in the network message. Once you trigger the pounce/pull/Orcapult, the server works out where it wants you to land, tells the client, and that's the end of it. There is no "mis-coding", that's just how it works and how it always worked.

Unlike punts, this type of forced movement also completely ignores physics and collisions. It will send you through walls and terrain as if they were not there as the aim is to get you from the start to the end position in X seconds.

Having the player redirect mid-air is somewhat impossible. There's the option to try and predict where the enemy will be once X seconds has passed and have you jump there, but this would end up having you pounce through walls or potentially off cliffs. You would also get completely thrown off if the enemy immediately changed direction after the predicted pounce was calculated which would leave you even further away.

Going by the info in the ROR's ability viewer, the WL/SH/WE/SW pounces all take 1 second to travel to the target. The SW one has an arc height of 0 which is why it appears that you move across the ground (this has no impact on how fast you actually get to your target).

If I understand the ability viewer correctly then it appears that the WE version applies the snare and damage the moment the ability starts rather than when it ends so the victim's movement is restricted while you are in the air which - if correct - would make it feel more responsive than the SW version. The SH/WL apply their speed buff and damage after 0.75 seconds which should be just as you are landing.

Finally, as for distances: player movement speed is somewhere between 15ft-20ft per second so they could easily be 20-30ft away by the time you actually land depending on lag and server tickrate.

Finally finally, the pounce duration of 1 second was also the same on the live servers, however on ROR the max range has been nerfed. Leaping 65ft over 1 second feels far more responsive than leaping 45ft over 1 second. I've no idea if the ROR ability system could reduce the duration based on the distance but that could be something to make it feel more responsive too, i.e. 1 second for 45ft but 0.5 seconds for 22.5ft.
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Ruin
Posts: 320

Re: Pounce Bug?

Post#6 » Thu Feb 26, 2026 4:16 pm

WL/SH recive 3 second of speed after the punce to compenstate for this distance difference, while WE gets to slow its target of the jump.
Only SW gets no such benefit, while also getting an issue where the skills tries to position SW on the enemy back, so the camera is also buggy while doing it.

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