Monster Hunter: World

Monster Hunter: World

Lihat Statistik:
Inconsistent Hitboxes
I'm genuine curious, having weird hitboxes is a thing from this franchise or only this game?
i saw attacks from some monsters (Grand Jagras and Kulu-ya-ku) phasing through my character, and they didn't connect, while other monsters (like rathian, rathalos and their variants), even when they didn't visually touched me, i still getting hit.
This inconsistency is starting to get frustrating along with other weird crap, like getting hit by a body slam when i'm on the opposite side of that attack.
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Cocarum 8 Apr 2024 @ 8:34am 
Diposting pertama kali oleh P 15-4704:
I'm genuine curious, having weird hitboxes is a thing from this franchise or only this game?
i saw attacks from some monsters (Grand Jagras and Kulu-ya-ku) phasing through my character, and they didn't connect, while other monsters (like rathian, rathalos and their variants), even when they didn't visually touched me, i still getting hit.
This inconsistency is starting to get frustrating along with other weird crap, like getting hit by a body slam when i'm on the opposite side of that attack.
It's not a bug it's a feature. :D
Bobucles 8 Apr 2024 @ 8:52am 
The really nasty hit boxes tend to be body checks. Tornadoes are nearly impossible to parse, and vaal can stack a ton of DoTs on a single location to make sneaky murder traps.
Beam style attacks are pretty good, attacks that generate puddles tend to be decent, and overhead swings can be run pretty tight.

Look into evade extender and evade window. Extender is a mobility skill for getting out of range before a monster reaches you. It's excellent for early game hunters who know an attack is coming, but not when. Window increases the iframe timing to a disgusting degree, max it out when you're ready to time dodges.

Learn the superman dive. Sheathe your weapon, sprint away from the monster, and jump. It gives several seconds of iframes and is an essential skill for high level fights.
Diposting pertama kali oleh P 15-4704:
I'm genuine curious, having weird hitboxes is a thing from this franchise or only this game?
i saw attacks from some monsters (Grand Jagras and Kulu-ya-ku) phasing through my character, and they didn't connect, while other monsters (like rathian, rathalos and their variants), even when they didn't visually touched me, i still getting hit.
This inconsistency is starting to get frustrating along with other weird crap, like getting hit by a body slam when i'm on the opposite side of that attack.

i think also it has much to do with the port, the ps4 version seems to be more accurate, but maybe i can't tell.

there are definitely some times where the animation doesn't seem to match the damaging attack, and in those cases i'm wondering if the game caused a problem or it was just a developer flaw.

i mainly feel some frustration with this when fighting a very small monster, then the next investgation target is the max size of monster.

would need to use a mod to make a wireframe overlay of the damage frame that exists when its doing attacks to see what kinds of things the game is actually doing there, or if its just me filling in the gaps in my own mind.
Apart from a few select examples, I never really cared about the bullsh*t hitboxes. Once you notice them, you usually can avoid them anyway. Just move one or two steps further.

Screw Fatalis' body slam hitbox, though. That crap extends to his hind legs and then some. Sometimes it's very precise; I remember avoiding it in situations where I shouldn't have. Other times, he gets you randomly. Some hitboxes make absolutely no sense anyway when it comes to speed of attacks and the damage dealt. I wish we had more situational effects, though. Like not getting knocked down flat by knockdown attacks depending on position or taking less/more damage depending on distance/position. This franchise could really use a change like that. Especially when it comes to charged attacks that can delete your entire health bar (Fatalis, again...).

Long story short, it's a feature at this point. Though, I'd dare say, it's getting better. Maybe Wilds will have more care put into hitboxes. I wish they were as accurate as some soulslikes have. You can do some ridiculous stuff in Dark Souls and Elden Ring, lol. Like using a gesture to avoid certain attacks.

PS: Screw Teostra's mild knockdown hitbox of his dash, by the way. That crap tripped me more than my teammates at this point.
Terakhir diedit oleh Mr. September; 8 Apr 2024 @ 10:01am
Anoyun? 8 Apr 2024 @ 11:43am 
its not that bad compare to other games.
KaoBoi 8 Apr 2024 @ 1:45pm 
Wait till you meet Plesioth then you will understand the true meaning of inconsistent hitbox XD
I've been hit by cephaldromes hip check while standing on the other side of it lol
Darthjawa 8 Apr 2024 @ 6:01pm 
plesioth point all his talent in that hipcheck :lunar2019laughingpig:
AlphaLeaf 8 Apr 2024 @ 8:47pm 
Insect Glaive teaches you that hitboxes extend higher than they should and that wings are still a danger to touch.

On the topic of older games' hitboxes: Alatreon's invisible danger wall of fireball embers. You get ever so slightly too close to the radius of the fireball, now you're sent flying as if you were hit point blank.
*laughs in Plesioth*
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Tanggal Diposting: 8 Apr 2024 @ 8:26am
Postingan: 10