Or any rune really that happens to move you a distance, but movement isn’t the focus of the ability. Especially with the throw rune though, as there is plenty of times where you’re trying to attack someone across a gap. It would be nice if it stopped you from going off the edge of a drop when you’re next to one that’s deadly, this is common in a lot of games.
Doesn’t this also come down to the player understanding the pro’s and con’s of each skill and knowing when and when not to use it? When to pull an enemy or when to swap weapons to range or hanker down with parry/shield because a skill or dodge roll might be too dangerous?
Backstabs, too. When you backstab an enemy using a great sword, you end up further back than where you started. I’ve definitely fallen to my death because of that a few times now.
Of course, but those examples are fun and rewarding to learn whereas this is just frustrating and doesn’t feel right. Avoiding getting sent off a cliff for a move that doesn’t seem like it should lunge you forward isn’t fun.
So it lunges you forward when you throw, which makes sense. The weird part is , you do like a half step forward when you catch it as it returns. You can try to counter it by rolling backwards immediately as you catch it, but that sometimes makes you do silly things on edges.