After playing the Assassin for awhile, i've noticed using the charge, it will hit the player but you will continue the charge, flying past your enemy, sometimes making the charge a more liability than an asset. I don't know if it was designed like this or a bug. Also doing some charges will only charge half-way and stop even when you hit nothing.
I'd say that's a lag thing. I only get the samurai showdown style lunge during laggy games (where you fly past, but still damage them).
Sometimes you can interrupt the charge with a smokebomb if you have one up and get the timing right. It's stopped me from lunging through enemies and off the map before.
I think it was designed to go the full distance and damage everything in your path. I agree that it's not exactly intuitive for getting grapples.
I think it should slash on contact with the enemy. It'll be one of the few main offensive attacks of the assassin and good self defence too. If any class is underpowered, it's assassin.
I think if the lag issues are fixed, it will be fine. Having the lunge slash on contact would make Assassin grappling too easy. I've been doing pretty well with the lunge--you just have to keep the screen centered on your target, and you'll be fine.
I don't often use the assassin anymore, due to the high amount of gobinumb being used and general assassin awareness. I find grapples awkward to perform, as they don't always grab. On top of tht, they don't always kill the heavier classes from behind in one and they both have good counters for assassins (death blossom and slam). I generally forget about the lunge attack, as I try to avoid direct conflict as assassin due to low health and close range weaponary. Assassin can generally get easily dispatched by most classes at close and long range, so stealth appear to be the only viable option. Lunge tends to be unused P.S I didn't necessarily say it WAS overpowered, said if any was, it was the assassin.
Oh, okay. See, you MEANT overpowered, but you SAID underpowered. That's what threw me off. Anyway, the Assassin is extremely powerful at close (grapple) and long (where assault rifles and miniguns stop being effective) ranges, but midrange (where assault rifles and miniguns DON'T stop being effective) and standoff (sniper) range is where you're going to get crushed. This is true no matter what class you're up against. Unless it's Tank or Sniper, then the rules change. Besides, off topic.
Oh no lol mistake second time round xD I don't think the assassin is overpowered by any means sorry I said over because it's what tends to be said xD the shuriken gun, altho is fairly powerful and maintains damage over long ranges, against movig targets it's fairly hard to hit. The grapple doesn't always kill and doesn't always grab. This is why the lunge would become very useful, but currently u have to be a certain distance etc to use it :/
assassin suffers badly from any kind of lag dash behaves very strangely, grapples become much more difficult, and linking a dash to a grab becomes nearly impossible. Plus you start to lose all of the "who can grab first" battles
Yeah, when the lag gets really bad I tend to just bite the bullet and switch to support. Even though I lose all my skills, turrets are more than capable of killing people when everyone's lagging badly enough.
I just played a game as host, and the difference in the behavior of the assassin reload charge is night and day. As host, you can tell that it is INTENDED to stop at the first target it hits. But even the smallest amount of non-host lag changes the behavior completely. The difference is so great that it seems like it might actually be a bug. It could definitely use some improvement (client side collision detection?)