Hades II

Hades II

-Gibbs- May 27, 2024 @ 2:32pm
Inconsistent hit detection? Please advise.
I am not sure if I am just hallucinating or if it is a real thing.

Get hit when staying behind enemies.
Several times I get hit when standing behind the enemy the easiest to replicate is Chronos first phase when he is doing the “sucking”. As far as I understand I should be safe behind him but sometimes still get hit. Same issue with Polyphemus grab. He can grab me when I am behind him but it happened with normal mobs too.

Get hit when stagger the enemy
I get this a few times when in Oceanus hydra mini boss loses his armor it staggers but sometimes seems like it tries to do the “slash” animation. The animation breaks as I hitting him but he still somehow manages to hit me. It feels weird you need to be close to him and it is inconsistent.

Chronos Scythe close range hit?
I am not sure about this since I can't kill him in phase 2 yet but it feels weird. When he does the “slash” if I stand in between him and the black stuff he can't hit me but if I am a little bit closer to him he can. It seems like there is a safe zone in the middle. I don't understand what should be done with the sister blades. Feels like hard punishment to get too close to him. It could be a design choice but it feels weird.

The Axe doesn't hit the enemy
Pretty much the same as the Scythe, just the enemy stays in the hit range and doesn't get hit. Just awkwardly standing between me and the axe slash.

~Thanks~
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Showing 1-5 of 5 comments
Hormesis May 27, 2024 @ 8:53pm 
there are definitely some hit box errors. it's most evident on blessings that supply invulnerability and yet fail at times. most blaring example is hestia's dash that's supposed to block projectiles, and yet only blocks on average 90% of the time, including the same projectile type within the same attack instance.
Last edited by Hormesis; May 27, 2024 @ 8:55pm
Ive noticed some issues with Hestias dash too. Especially apparent on the Eris fight where it will just randomly stop doing what its supposed to do
Tim May 28, 2024 @ 4:28am 
Get hit when staying behind enemies: Yeah, this one occurs a lot. I wonder if it's a collision issue? Or maybe the attacks make sense when the enemy is facing the camera, but don't make much sense facing away from it? Like, the hitbox being ridiculously wide in a way that sorta makes sense from the front but not the back.

Get hit when stagger the enemy: Whatever determines enemy priority is a little silly currently. You especially see it on +20/40% enemy speed. Many cases where one state (hitstun) fails to override one already in progress (the attack).

Chronos Scythe close range hit?: This one's pretty frustrating. Like, what damages you up-close? If it's that you're getting hit by the handle, the entire cone between Chronos and the edge of the attack should hurt you. We're either missing a visual effect or it's buggy and it's supposed to be safe next to him.

The Axe doesn't hit the enemy: I wonder if this has to do with how the axe slashes move Melinoe forward a bit as they come out? Maybe they should have a sort of hitbox "trail" as you move forward to avoid awkwardly missing enemies at point-blank range.
Last edited by Tim; May 28, 2024 @ 4:31am
Theres another instance Ive found weird. The guys that cause a dark cloud (sorry, I forgot their name), especially the miniboss version, seem to have a VERY generous hitbox on their 180 degree tentacle swin. I find myself getting hit by that even when my dodge is very timely. Same goes for the head swing attack by the giant seamare, it seems to hit you way too far out. Since both of these enemies are increased in size versions of their regular counterparts, maybe scaling them up messed with the hit detection ?
Tim May 28, 2024 @ 4:40am 
Originally posted by Concertina QA:
Theres another instance Ive found weird. The guys that cause a dark cloud (sorry, I forgot their name), especially the miniboss version, seem to have a VERY generous hitbox on their 180 degree tentacle swin. I find myself getting hit by that even when my dodge is very timely. Same goes for the head swing attack by the giant seamare, it seems to hit you way too far out. Since both of these enemies are increased in size versions of their regular counterparts, maybe scaling them up messed with the hit detection ?
I've experienced this, too.

And I've have similar problems with Charybdis' tentacle swings. Positioned near the top of the arena, Melinoe's feet can be a ways away from the slashing effect but still take damage.
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Date Posted: May 27, 2024 @ 2:32pm
Posts: 5