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翻訳の問題を報告
top kek
Are they really harder to hit in IB? XD
I mean i miss sometimes, but not often. Havent met any of the hit, but only a couple dmg
Anyway, LS IS 100% consistent as long as you hit the right parts, it can just be a bit iffy. I do think it could be rightfully made to be more consistent, BUT I also argue that you're not entitled to every single damage instance from Helm Breaker just because you connected one tiny bit of the slash.
I think a minimum slash count of 2 or 3 would be okay, so while you don't get as big of a damage number as you might've liked, you don't get those awkward moments of only dealing ~80 damage to a monster with a damn Helm Breaker straight to the helm. There are some really nasty ones like the Rajang one where it's just "Yeah, that should just not happen" but I also think that if you barely clip a monster with part of a Helm Breaker slash, you shouldn't get full damage.
"it's time" even though the whole point of this TDS video was that this Helm Breaker jank has been a thing since the game's launch I believe?
no not really only real difference is that you need to have at least a bit of spirit gauge
if you try to FS without spirit it won't have the immunity frames
and TDS is not even complaining about it anyway they are complaining about helm breaker not working
totaly different thing
Also, I'm pretty sure it's not a bug. It's probably just a weird interaction between the hitboxes. Helm Breaker has a lingering hitbox, you can easily tell that if you attack a fast moving monster, sometimes you won't get all the ticks of damage because the part you hit moved away. Strangely, if your initial hit misses even by an inch, there's no lingering hitbox and the move doesn't connect at all That's probably why it sometimes looks like you definitely hit but you actually don't, because the initial hit barely didn't connect due to weird hitboxes. They made this move way too complicated for their own good, that's why we have those weird interactions. I think you could address most if not all those issues by making the hitbox a little wider, longer, and remove the lingering effect so it's more consistent.
The thing that I don't understand is: why is it that sometimes you don't get all your hits of your helmbreaker on a non-moving target, yet you can get all the hits on a monster that has already moved away from your helmbreaker's range, even if the initial slash only connected for a split second? This kind of inconsistency makes no sense, and also just makes the bug harder to pin down.
(╯°□°)╯︵ ┻━┻ HYA!
simply fight great jagras or dodogama while their belly becomes bigger and your hits won't count during the transformation
there is also some trouble at dodos tail if you are too close.
similiar things happen to bow players where certain arrows won't count
i wonder if it is related to the grass sprites for example you can't shoot through these healing plant, these turn into invisible walls
Jagras' inflating belly also makes complete HBG spread clips vanish.
Behemoth's comets on the floor also block any projectile including Kinsects.
The projectile eating hitbox on the comets is actually way bigger than they are visually.