Lords of the Fallen

Lords of the Fallen

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ディエゴ Nov 29, 2023 @ 5:08pm
Problems with the halberds in tight corridors/stairs
Is it just me or fighting with a halberd gets really buggy when you try to use it in certain places?
It seems like no matter what you do you'll hit something invisible even if you can clearly see that the attack should land. It's especially clear when attacking on stairs, Doesn't matter if you use a broad/heavy attack or a regular one, it will most likely hit something invisible even if it might seem there's stil place for the attack to land properly. I've been using hushed saint's halberd and haven't tried other weapons but I assume it might look similar. I completely understand that these weapons need to have some kind of collision with walls and stairs (to add to realism I guess), but in this case it just works really bad imho.
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Showing 1-9 of 9 comments
mayhem523 Nov 29, 2023 @ 5:43pm 
Try two handing it.
ディエゴ Dec 5, 2023 @ 3:53pm 
that's not the issue dude, if you'd read the whole thing you'd notice I've mentioned that it doesn't matter how you attack.
mayhem523 Dec 5, 2023 @ 4:02pm 
Oh... well it worked for me when I did my entire first playthrough with hushed saints halberd. Two handing has a lot of thrust and downward chopping attacks that are perfect for hallways and stairs. Have you tried gitting gud?
Limp Squirrel Dec 5, 2023 @ 4:44pm 
This game does have difficulties with hit detection and collision in narrow spaces. It's not just halberds. I play with dual daggers which has a charge attack that stabs both knives forward. Often, it'll hit some invisible pixel or a wall while sometimes it doesn't. It's quite inconsistent.

This issue is very much more noticable in specific areas such as Revelation Depths and Sunless Skein. Devs are fixing the collision issues as they go along, but there are many.

I clipped into so many walls in the Sunless Skein, and saw enemies get stuck in walls so often, they have a lot of work left.
ディエゴ Dec 5, 2023 @ 6:52pm 
Originally posted by mayhem523:
Oh... well it worked for me when I did my entire first playthrough with hushed saints halberd. Two handing has a lot of thrust and downward chopping attacks that are perfect for hallways and stairs. Have you tried gitting gud?

It would be easier to explain everything if you weren't an illiterate imbecile, so I'll just stop there.
ディエゴ Dec 5, 2023 @ 6:54pm 
Originally posted by Squidcake:
This game does have difficulties with hit detection and collision in narrow spaces. It's not just halberds. I play with dual daggers which has a charge attack that stabs both knives forward. Often, it'll hit some invisible pixel or a wall while sometimes it doesn't. It's quite inconsistent.

This issue is very much more noticable in specific areas such as Revelation Depths and Sunless Skein. Devs are fixing the collision issues as they go along, but there are many.

I clipped into so many walls in the Sunless Skein, and saw enemies get stuck in walls so often, they have a lot of work left.

Tried testing different weapons, standing in different places even without enemies and depending on location it ranges from severe to mild problems with collision. Wanted to confirm if I was the only one who noticed that, hopefuly it'll be fixed at some point as it gets irritating sometimes.
Turd Cutter Dec 5, 2023 @ 7:11pm 
Correct me if i'm wrong but Most pull alarms are c*** in this game. Haven't spent much time testing them, but. When I had the Correct stats for them. I tried them and they're move set and damage I'll put was poop
mayhem523 Dec 5, 2023 @ 7:26pm 
Originally posted by Turd Cutter:
Correct me if i'm wrong but Most pull alarms are c*** in this game. Haven't spent much time testing them, but. When I had the Correct stats for them. I tried them and they're move set and damage I'll put was poop

They're great, hushed saints carried me through my entire first playthrough. It reminds me of the extended hunters axe from bloodborne, it plays pretty similar with thrusts, overhead chops, wide lateral attacks that can cleave dense mobs, and a double 360 aoe (2 handed dodge heavy), also perfect for dense mobs.

They're one of my top 2 weapon classes along with longswords. To me everything else feels either too small, short, and weak, or too big, slow, and cumbersome. Polearms and longswords are just right in terms of speed/reach/power and have the best movesets imo. Love the running 2h heavy spin attack with longswords, right into a light attack thrust, for example.
Turd Cutter Dec 5, 2023 @ 7:33pm 
Originally posted by mayhem523:
Originally posted by Turd Cutter:
Correct me if i'm wrong but Most pull alarms are c*** in this game. Haven't spent much time testing them, but. When I had the Correct stats for them. I tried them and they're move set and damage I'll put was poop

They're great, hushed saints carried me through my entire first playthrough. It reminds me of the extended hunters axe from bloodborne, it plays pretty similar with thrusts, overhead chops, wide lateral attacks that can cleave dense mobs, and a double 360 aoe (2 handed dodge heavy), also perfect for dense mobs.

They're one of my top 2 weapon classes along with longswords. To me everything else feels either too small, short, and weak, or too big, slow, and cumbersome. Polearms and longswords are just right in terms of speed/reach/power and have the best movesets imo. Love the running 2h heavy spin attack with longswords, right into a light attack thrust, for example.
They just seemed slow and clunky to me the few times I've tried them. I'll have to give them another go
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Date Posted: Nov 29, 2023 @ 5:08pm
Posts: 9