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Charge Stone Visual Effect Fix/Integration (Charge, Charge Chambering)
Currently, while holding a structure that is charged with charge stone, when another structure is hit it expends the charge, but the charge visual remains on the structure that is being held. The charge visual also stays behind upon expending the charge from hitting an ungrounded, charged structure without the structure actually leaving the charge user's hold. As far as I know, this happens when the charge user is moving in the opposite direction fast enough while trying to straight the structure and/or when the charge user is trying to uppercut or kick the structure without enough initial momentum (kick is actually quite hard to get it to break the hold on an ungrounded structure without just wasting the charge). At least in the short term, so charge chambering is more visually intuitive to an opponent and/or a charge stone user who doesn't already know how it works, I think the simplest way to fix/integrate charge chambering visuals in these instances is to change it so that spending the charge removes the charge visual effect even when spending it on another structure. Additionally, as a general charge stone QoL fix/change, I think it would be nice to have the charge visual go away upon hitting the charged structure itself in instances where it doesn't break the hold by leaving the charge user's hand, but nevertheless spends the charge. Both of these, I think, would reduce possible confusion about some of the current charge stone behaviors.
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