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https://www.youtube.com/watch?v=3ifQ2g6_rM4
Yes, the boss can cheese you by thrusting you into the laser trap but you can do the same to it. It's fair. There's also plenty of room away from the trap if you want to fight him fairly.
Paused at both instances and I see the red energy of the spear's hitbox covering part of the player's character, blatantly so at the 0:39 mark - it's going right through him.
He did get hit. The spear attack path would intersect with the part of the player hitbox. Since there aren't "severity" aspects to the hits, it doesn't matter if it barely grazes or the player is completely inside the hurt-area...they exchanged anything like that with the potential to be hit multiple times due to lack of granted invulnerability frames.
If this is an example you'd cite as bad hitboxes, you're just a bad player that cannot adapt to games that use different criteria for registering hits.
It's definitely very close, but I see the red energy of the spear covering some of the character's head as it expands in the frame-by-frame right before the hit is registered. I think what can trip the player up in the encounter is the spear itself may fall short, but the red energy it expels goes beyond the strike and can hit players who may think they are out of range.
So did I. The path of the spearhead is a red-tinged white streak that starts out away from the player as it comes down...but Jiaoduan is also sliding forward with the attack and the white streak does pass through the right ear of Yi and the back of his head. I'm literally paused on the frame.
https://steamcommunity.com/sharedfiles/filedetails/?id=3326944345
[EDIT] I feel it's a wash anyway. Had the player kept walking in the direction they were facing, they probably wouldn't have gotten hit at all right there OR had the player been facing toward the enemy while they were parrying (they're in the blocking animation) they would have blocked it. The player messed up. I don't see why it's a noticeable deal.
This is a game where you hold forward into attacks, not one where you try to weave out of range. Attacks have very large hitboxes, sweep extremely far in single frames, and always hit on the same frame (with the exception of projectiles and attacks that charge across the room). This is to make it so the parry timing doesn't change based on small adjustments to your position. This allows you to parry without having to rely on much conscious information, and to be able to use the audio cues as enemies ready attacks to know when you need to parry.