#Consistency between visual queues and hitboxes

4 messages · Page 1 of 1 (latest)

autumn pier
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Reason: Some attacks' active hitboxes do not match the visual indicator

Why: A good example are the multiple red discs Luther summons in some of its attack patterns. The hitbox disappears before the visual does, which causes players to attempt to dodge/counter when there isn't actually anything to dodge/counter. This disrupts the flow of gameplay

obsidian yew
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Visual cue's*

waxen moth
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Cues*

nimble lark
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There are definitely some oddities here. As a Bouncer, I actually find attacks that miss inexplicably (like some of Luther's sword swings at close range) just as irritating as those that hit inexplicably. More often than not, the ones that hit unexpectedly hit me because I've actually gotten USED to them missing for some reason and now suddenly they've changed their mind. XD

I'd rather have most attacks actually land than miss.