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I've noticed that it is nearly imposible to dodge any incoming attack.
An example I attacked a monster he got to close I ran away and got hit when I am 5 feet away from his attack? That aint supposed to happen... Anyone else noticed this broken hit box or is it just me? (Sorry for any spelling errors) |
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I do not think the hitboxes are a problem. What you, and me and many others, experience is most likely due to latency.
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I heard that they made this on purpse because it would be "too easy" if you could dodge attacks like that.
if they begin the animation, they wil hit you no matter what. |
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it is a feature. not a bug.
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True might just be the damn latency problem...
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This is why I love the Mortar affix so much. You get to watch yourself die as a half dozen mortars rain down - NOWHERE NEAR YOU.
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Nerf melee for the players or the monsters? If the players then I will not make a melee character every again. I find it hard enough as a barb on inferno... |
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I am pretty sure hitbox is a factor of the problem. It's really unreasonably huge... |
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I assure you I play at the most obscure time. And the hit box is huge, I am at least 2 characters away from a monster swing and I still get hit. And you notice these things, because 1 hit in nf tends to kill you. |
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This doesn't seem to be a problem with all monsters, oddly enough. In act 1 it happens to me with ravenous dead and skeletons, but the attacks from big guys don't exhibit this behavior (grotesques and the other ones, I forgot their name). Also, I never got damage from mortar unless it fell on top of me.
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love when you move out of the way from the act 2 stinger projectiles and you clearly see that they will pass on the side - ONLY NOT BAM pay more repbills lol
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The range mobs seemed better. It's the melee ones that are usually the problem.
May be it's due to the swing actually does dmg according to the "start" of the swing instead of when it suppose to hit you? Or may be just mob's "attack box" is too big? Like those pain monger ... and skeleton always can hit a short distance from their animation. |
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The range mobs seemed better. It's the melee ones that are usually the problem. True the ranged monsters dosnt hit you when you are standing 5 feet away from the arror ow whatever it is but the melee monsters are the problem their attack box is to big or the players hit box is to big... |
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You have a link to this forum post? I would like to see it |
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Not the video he's talking about but you can clearly see it in one of mine: http://www.youtube.com/watch?v=GnMVDarejNU&feature=plcp Also http://us.battle.net/d3/en/forum/topic/4427663050#15 |
i kinda agree to this, Diablo Fireball thingie is near impossible to dodge even if you are a screen away and running directly perpendicular. The fireball has a hitbox of a bus. I think its not the player hitbox which is broken, it is the projectiles. Skeleton archer arrows are pretty easy dodge, while those moonclan spear man are beyond stupidity. Not to mention that they dont have a *casting animation*, they just throw it instantly at you, like a dart. |
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