Random notes about chain blade bugs.
Chain Blade LLLR(hold)L combo input is VERY janky; like it's waiting on server confirmation to let me do the combo - it won't always initiate the combo, or even when I'm holding it/doing the same input it only does it for 1 cycle before ending it early.
LLLR(hold)L combo seems to cut itself short half the time, like if you ran out of stamina or held it to the end. I've had it cut itself short even when having a full stamina bar and +X amount from Skullforge.
Chainblade Pips seem to occasionally double-input from a single key press. This can result in doing double-chain pulls, or a chain push directly into a chain pull. Worst case scenario is that this also launches you - CB's didn't need more opportunities to launch themselves ridiculously.
Chain-Push and the airborne delay for you to L or R can be interrupted by contact with the behemoth's hitbox. This results in you being put in the generic walking/"on the ground" animation, and seems to interrupt the ability to do either L or R after using Chain Push.
;;
Just in general makes playing CB's a bit of a hassle - it's not that LLLR(hold)L was or is part of the meta, but it is kind of silly that that part of the toolkit was what got some update it didn't need.
The pips doing double-inputs and option for them to get interrupted by behemoth hitbox collision while you're airborne just feels bad.
Hopefully there's fixes before this shortened hunt pass ends.
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