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7/21/2025, 8:46:24 PM
>>716073736
>You can easily test this yourself in dark souls 3. Get a bow and some arrows and go aggro the naked katana user in firelink and spam shooting arrows in any direction whatsoever and he will start rolling all over the place until he eventually rolls off the cliff and dies.
So they should have invisible walls?
>In elden ring you can induce this behavior with magic or arrows to virtually any enemy that has a dodge animation. Same goes for crucible knights with empty flasks, you can endlessly loop them into rushing you, dodge and attack until they're dead and you can also force them to tailswipe and then attack them during recovery by doing a fast attack when they miss a big swing.
None of this matters at all. AI does an excellent job at dodging projectiles in a fair way by correctly triggering on input read, which then leaves up to the player to correctly select his tool to hit the enemy based on the range between the two. The system works flawlessly and Fromsoftware actually made game mechanics around AI that can efficiently pressure the player from distance and at the same time force him to deal with moving targets. It's a meme complaint made by someone that wants to shit on the game, because the alternative would be the enemy simply eating shit like any other game and ranged tools being weak. It's doubly effective because the games have homong projectiles that are slower and can track dodging enemies and more direct and faster ones that don't, but can punish enemy that are in committment.
Basically, you are a faggot
>You can easily test this yourself in dark souls 3. Get a bow and some arrows and go aggro the naked katana user in firelink and spam shooting arrows in any direction whatsoever and he will start rolling all over the place until he eventually rolls off the cliff and dies.
So they should have invisible walls?
>In elden ring you can induce this behavior with magic or arrows to virtually any enemy that has a dodge animation. Same goes for crucible knights with empty flasks, you can endlessly loop them into rushing you, dodge and attack until they're dead and you can also force them to tailswipe and then attack them during recovery by doing a fast attack when they miss a big swing.
None of this matters at all. AI does an excellent job at dodging projectiles in a fair way by correctly triggering on input read, which then leaves up to the player to correctly select his tool to hit the enemy based on the range between the two. The system works flawlessly and Fromsoftware actually made game mechanics around AI that can efficiently pressure the player from distance and at the same time force him to deal with moving targets. It's a meme complaint made by someone that wants to shit on the game, because the alternative would be the enemy simply eating shit like any other game and ranged tools being weak. It's doubly effective because the games have homong projectiles that are slower and can track dodging enemies and more direct and faster ones that don't, but can punish enemy that are in committment.
Basically, you are a faggot
6/24/2025, 7:46:36 AM
>>713498237
>Y-you should have rolled
To iframe the bad hitboxes? Yeah you are correct. Dark Souls 2 punishes you constantly for assuming hitboxes are correct instead of 20 meters wider than they should, which is why I compulsively dodged Alonne and Smelter Demon overhead attacks and close "misses" since the visual models are not reliable
>Y-you should have rolled
To iframe the bad hitboxes? Yeah you are correct. Dark Souls 2 punishes you constantly for assuming hitboxes are correct instead of 20 meters wider than they should, which is why I compulsively dodged Alonne and Smelter Demon overhead attacks and close "misses" since the visual models are not reliable
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