Tree of Savior Forum

Hackapell Hit Boxes are Really Bad

Hackapell skills need some love. The hitboxes are really broken and sometimes skills just go through enemies. Cavalry Charge seems bugged at times where you get stuck after casting it. They’ve been like this for some time and really need some attention.

@STAFF_Letitia @STAFF_Yuri @STAFF_Ines @STAFF_Amy @staff

1 Like

Big reason why its not played often. Also its mana costs are kind of lul.

1 Like

lel, I made hacka yeasterday < dont even use sp pots.

it lacks aoe and the hit box is inconsistent and that bug where after u use cavalry charge is also really annoying cuz most of the time it would happen when i use it against a boss…it think that happens when the secret effect(turns around a target and make it immobilized for 2 sec) of cavalry charge is applied to you instead of your target

It doesn’t hit targets directly in front of you, so you have to take a few steps back from the target you wanna hit first they should put that in the tooltip.

About the other skills: The lack of AoE is on purpose, you have to pick Falconer or AoE ratio equipment to use Hacka’s skills to multiple targets

Welcome to the world of melee range in TOS.

Most if not all melee skills in all sword trees have terrible hitboxes.

Easy to miss because of how the AI rubberbands behind you (surrounds you) when mobbing.

Monster AI was not designed around melee classes, can tell you that much.

Cavalry charge has another bug in which when used against a boss’s aoe attack it simply just make the aoe get delayed by 3 secs (becomes an invisible aoe).

This is true for all attacks. Similar thing happens with Featherfoot’s Bloodbath against beast/insect/devil bosses. It appears to be cancelled, but in reality it only cancels the animation, not the actual attack.

Really tried to play this class but:
1- I miss the melee skills to much
2- no aoe at all
3- almost mandatory interaction with rogue, but some crucial ones dismount you
4- every melee has a way to deal with knockback, except him. Prepare to be stun locked flying on the screen when fighting bosses.

I despise Poata even more than ever. :tired_face: :weary: Hopefully future circle will provide some Aoe skills. Would be nice to have some sort of pain barrier buff due to limited range our skills have. (Nevertheless, I really enjoy boss fights with my Hacka.)

Meanwhile, I still can’t figure out how Mergen’s Spread Shot hit. :joy_cat:

I do think that Skarphuggning looks like it should have a much larger AoE, and honestly I don’t see why it doesn’t hit more than 2 things. It should hit at least 5 with that kind of animation and effect. And storm bolt is just a fancy Back Stab, which feels like a cop-out–if you gave Storm Bolt an AoE ratio equal to that of Skarphuggning, it would feel SO much better. I dunno about anyone else, but if I’m fighting a boss that has many minions, it often makes it difficult to land Storm Bolt on the boss without hitting the damn minions. >_< Having an AoE ratio would remedy that issue.

I also agree that Cavalry Charge should not only have a hitbox at the end of the charge; whose decision was that? >_> It should have a line AoE hitbox that attacks anything through which it passes.

Also: why does Hacka contradict itself? You need a sword to use 2 of its spells, and you need a gun to use another? That seems counter-intuitive for a class to require a weapon-swap to synergize with its own abilities. I understand why you’d make weapon swap possible for different class interactions, but a class within itself? That seems dumb as hell–make Ankle Shot useable with a crossbow, don’t require me to use a gun when you’re already forcing me to use a sword for its other abilities.

I love the idea of the class, and I’m having fun playing it, but it could really use some love.

IMO, many classes requires rebalance. Current system makes ones far more superior to others. No wonder people doesn’t like hackapell or cataphract (or etc…). There are some underpowered classes, not just in matters of damage, but skill effectivity. For example hackapell doesn’t have AoEs, it makes it kinda useless against large groups of mobs, no buffs either, no support, barely good at killing stuff.

I honestly think all they need is an AoE ratio buff and they’ll be in a good spot. Right now, like the original post says, it’s hard to hit things, and when you do, it’s not hitting enough things. When I do missions I often place decently high in damage (3rd - 1st) even without good equipment, so their single-target damage seems like it’s in a good place. But they really need that AoE for quality of life.

pretty much a big issue with the class skill design. They just made a skill redundant not because it suck, but the gear required to use it. IMC pls…

Well the problems of Hackerpell are:
From biggest to smallest

  1. Diversity of weapons make gears cost too high

I play rangerC3 and FletcherC3, which means I use Two Hand Bow more often than others.
While I have to plan budget for a Crossbow, One-handed Sword, and a Pistol, even a Shield when in defensive play.

Totally 4 weapon as a must and a shield, I don’t know if I have time for silver and blessed stone for gearing.
However the outcomes are very strong for a full armed Hackerpell that you could use bow for anti-air monsters, and crossbow for penetration, with a melee sword and shield.

  1. AOE attack ratio

Not every players go for AOE class in Rank 1-7 so this is the second problems of Running shot and rogue players.
The core problem is as a melee weapon and skill should not provide such low AOE attaick ratio and Hit Boxes, it is just non-sense.
But it is a problem that very easy to fix (Just increase range and AOE attack ratio is fine)
Or you can wear 2 phada, one AOE gloves, and one BBQ meal (1+1+2+3, Total +7 AOE attack ratio), that really helps.

  1. Changing weapons

This is a disaster for every high ping players, every time you change your weapon it needed to be waited for 3-5 seconds to activate,
You can get hit and misclick at anytime when pressing ALT-Z.

  1. Charge bugs

The first cast of this skill like hitting air at the beginning of the skill, need to cast the second time (FULL HIT) to guarantee you have debuff every monsters in your charge range.
This is a great skill for Critical Rate and I really love it, sadly it is bugged at the first overheat cast.

  1. Hard to deal with boss

Everyone experiencing a melee class without pain barrier or safety zone is just like hell,
you got constantly knocking back by all skills and auto attack of bosses when you lack of support or prediction.
Sometimes I feel worthless when I got knock back while teammates dealing massive damage with no distraction.

So I think we should give a shot to make Hackerpell more sustainable and tough when facing melee combat.

Overall, I enjoy playing a class that no one want to play to show my existence and performance haha

@ZeroFoxGiven I’ve given up already. Seriously.

And even though I’m an Archer main, I dislike the fact that if you don’t take falconer just accept the fact that you are not an aoe dpser (except for SR.)

1 Like

After playing mostly swordsmen, Hackapell didn’t feel that bad except Cavalry Charge. Cavalry Charge is particularly bad. I charge straight through things without hitting them all the time, even bosses.

Also, not having pain barrier is ■■■■■■. You just can’t fight some bosses properly, you’ll be knocked back forever.

I think it would be nice to give Cavalry Charge an attribute that activates a 5 second pain barrier when you cast it or something. At the very least this problem needs to be solved in C2+. You just can’t have a melee focused class that can’t melee without being juggled.

Alternatively make all the knockbacks less ■■■■■■■ spammed by every boss.

1 Like

This topic was automatically closed after 60 days. New replies are no longer allowed.