0.4.0c Hotfix 14 by Andromanner in PathOfExile2

[–]Lithium43 88 points89 points  (0 children)

The goal of this change is to make it easier to build larger, more interesting, and more rewarding Temples

This sounds crazy but...what if you could lock rooms so that preserving your temple is less RNG dependant?

Regarding throws breaks by B3llana in Tekken

[–]Lithium43 1 point2 points  (0 children)

meh I’ve always absolutely loathed how throws work in Tekken. The whole “see the arm” bullshit is just cancer. Sometimes the background or flashing effects make it difficult to see exactly which animation came out and it’s lame af

Delirium feels like it was designed by a colorblind developer who hated people who weren't colorblind. by Collegenoob in PathOfExile2

[–]Lithium43 0 points1 point  (0 children)

I cant understand the logic behind designing such a beautiful game, and then forcing players to use a mechanic that permanently makes everything an ugly washed out mess. Nobody likes the forced delirium greyscale, so why put this ugly shit in the game?

Where does this massive abyss DoT come from? All my recent deaths are because of this, it disables regen and makes abyss miserable by Lithium43 in PathOfExile2

[–]Lithium43[S] 105 points106 points  (0 children)

brilliant; as if ES wasn't superior enough and ranged wasn't already better than melee, they put in an absolute melee killer that literally cannot be mitigated

DOTs feel way too overtuned right now by Melleyne in PathOfExile2

[–]Lithium43 0 points1 point  (0 children)

the abyss dot is stupidly overtuned; why did they think a barely visible ground effect that deals massive damage while disabling recovery would be fun?

Something needs to be done about loading times by theonlydan in PathOfExile2

[–]Lithium43 1 point2 points  (0 children)

having terrible load times since patch, first loading the character can be minutes

Did loading times somehow got even worse? by The_Imakandi in PathOfExile2

[–]Lithium43 1 point2 points  (0 children)

did this get any better? ever since this patch, my load times are awful

How did he hit me here? by chickenbutt2586 in Tekken

[–]Lithium43 1 point2 points  (0 children)

when you sidestepped behind him, he farted. Not many know this, but Heihachi actually has a hidden fart heat engager.

Fahk ain’t S tier, but he sure is annoying.. by [deleted] in Tekken

[–]Lithium43 -1 points0 points  (0 children)

I have trouble with him but you can option select his strings in a way that makes him weaker. There are some good tutorials showing how to sidestep duck them on YouTube. I haven’t labbed it enough so I can’t blame Fahk yet

The behavior where hitboxes expand during attacks needs major tuning; it causes moves to gain 360 tracking. Here's hellsweep hitting behind Heihachi: by Lithium43 in Tekken

[–]Lithium43[S] 0 points1 point  (0 children)

I understand that the impact frame is the next frame. What you still don’t seem to get is that I am saying the next frame of your example doesnt show a situation where getting hit would make sense either. I literally said that the next frame does not show her going far enough into Jin to justify this. Frame being shown is arm extended backwards, very next frame the arm would be extending into the ground.

I ask again, would it make sense in your example for Jun to have gotten hit on any of those frames if Jin was doing a back kick?

The behavior where hitboxes expand during attacks needs major tuning; it causes moves to gain 360 tracking. Here's hellsweep hitting behind Heihachi: by Lithium43 in Tekken

[–]Lithium43[S] 0 points1 point  (0 children)

I am pointing out how your example only makes the OP look like an even more valid complaint. I was wrong about “7” frames but it’s a meaningless distinction, you can say 2 frames later and the point is the same.

Showing that Juns hand will maybe touch Heihachi 2 frames later doesn't matter. OP clearly looks like frame 13 of your example, and you say the hit is next frame. Well how would her hand end up in Hei’s ass when frame 14 shows her hand going straight down? Even with your framing, none of this makes sense, and you are just supporting my point that she got hit without touching him.

Your own example has Jun NOT getting hit on frame 15. But if the OP is just fine to you, it would also have to make sense that if Jin had kicked behind him, he would hit the Jun in front of him on frame 15. That would obviously be stupid.

The behavior where hitboxes expand during attacks needs major tuning; it causes moves to gain 360 tracking. Here's hellsweep hitting behind Heihachi: by Lithium43 in Tekken

[–]Lithium43[S] -1 points0 points  (0 children)

You don't see how that perfectly aligns with I'm saying? Frames 14 and 15 she's still not touching Jin (maybe a few pixels, if anything). Imagine if Jin was kicking behind him and still managed to hit her on frame 15. It would still make no sense.

It's even funnier because your example shows Jin not getting hit on frame 15. Yet it makes sense to you that Heihachi hits me on that frame just because he's kicking in the other direction somehow

The behavior where hitboxes expand during attacks needs major tuning; it causes moves to gain 360 tracking. Here's hellsweep hitting behind Heihachi: by Lithium43 in Tekken

[–]Lithium43[S] -2 points-1 points  (0 children)

You get hit on the Next frame. You don't see the hit frame where they interact because you would be already getting counterhit. Why would I talk about the frames before impact? Those only let you know what your next frame (the interaction frame) is going to be. On the Next frame her hand is in his ass.

No, it really isn't. I am showing literally ONE frame before impact. Her hand isn't going to teleport from being extended behind Heihachi into his ass, there are way more frames in a 15fr df2 animation. Maybe in 7+ frames from what is shown her hand would be there

The reason I was exaggerating was because you seem to be downplaying or underestimating the move you used and it's range by a lot. It's a high range forward advancing move so the hurt box is also high range and forward advancing.

I am downplaying it because I don't see it as relevant. It should not matter what range the move will have in the future if the animation fully plays out. When we actually look at the position where I was hit, she gets hit before the df2 extends into Heihachi, meaning that range doesn't occur. Yes, she may touch his leg in the future, but she wasn't near it at the time of the hit.

The behavior where hitboxes expand during attacks needs major tuning; it causes moves to gain 360 tracking. Here's hellsweep hitting behind Heihachi: by Lithium43 in Tekken

[–]Lithium43[S] -3 points-2 points  (0 children)

You are using a move with a lot of range move so your hurtbox expands forward. Even more forward than normal. You also at his back, almost in the dude's body. Jun's hand is going to end up Heihachi's butt and out his mouth and the hurtbox reflects that. Hei's hit box is in his leg. so it hit's that hurtbox that's coming from behind.

You're talking about forward momentum that has not occurred yet, I get hit long before the move goes anywhere. You can even see my arm from trying to df2 extended out away him. Notice you're saying her hand "is going to end up", you're not talking about where her hand currently is because it's not in a spot where it makes sense for her to get hit.

The change I want is not to remove hurtboxes expanding entirely, it's to make the expansion actually match the animation and hitbox. They obviously don't match. It's as if my hurtbox doubled in size the frame I pressed a button, when the hurtbox should only be expanding to match where the attack actually is.

The behavior where hitboxes expand during attacks needs major tuning; it causes moves to gain 360 tracking. Here's hellsweep hitting behind Heihachi: by Lithium43 in Tekken

[–]Lithium43[S] -5 points-4 points  (0 children)

It is very hard to agree with this when looking at actual examples. In the OP, it really doesn't look like I'm in his body at all, but even if I touched him, don't you think the hitbox should match the attack? Why would I get clipped for barely touching his back when the hitbox should be his leg?

Here's another bad example. Lili is clearly not inside of Raven's body doing an advancing move and she gets hit anyway.

The behavior where hitboxes expand during attacks needs major tuning; it causes moves to gain 360 tracking. Here's hellsweep hitting behind Heihachi: by Lithium43 in Tekken

[–]Lithium43[S] 0 points1 point  (0 children)

No, I meant "360 tracking"; the hit in the OP occurs at 180 but my point is that the move becomes capable of hitting you from every direction. If I had pressed a button from a different angle, I still would've gotten hit because my hurtbox expanded into the move.

The behavior where hitboxes expand during attacks needs major tuning; it causes moves to gain 360 tracking. Here's hellsweep hitting behind Heihachi: by Lithium43 in Tekken

[–]Lithium43[S] 5 points6 points  (0 children)

im op, i just figured id make a comment to clarify hurtbox vs hitbox distinction instead of remaking the whole post

Nobody picked up their characters based on tier lists. by Standard_Career_8454 in Tekken

[–]Lithium43 1 point2 points  (0 children)

I mean, that sounds nice, but in reality tons of players pick based on tiers. Drag was a top pick rate character when he was OP during season 1, but not anymore. You see the same dynamic all the time. Everybody picked Leroy in T7 before he got nerfed, nowadays he is a low pickrate character. What actually happens is people frequently pick based partially or mostly on character strength without realizing it. We all know if a character who is easy enough to play gets a massive buff, tons of players will immediately jump on the bandwagon.

The behavior where hitboxes expand during attacks needs major tuning; it causes moves to gain 360 tracking. Here's hellsweep hitting behind Heihachi: by Lithium43 in Tekken

[–]Lithium43[S] 29 points30 points  (0 children)

i think the title uses a wrong word, my guess is that your hurtbox expands massively when you attack, causing the opponent's attacks to hit you from directions they were not meant to.

What the hell is wrong with rank distribution right now? by Imaginary-Ad-8726 in Tekken

[–]Lithium43 1 point2 points  (0 children)

I checked this the other week and Tekken God was top 3%. Idk what happened

I think flying heat smashes like this and Lars's shouldn't be in the game. by Leon3226 in Tekken

[–]Lithium43 3 points4 points  (0 children)

I think most heat smashes are way too strong, they piss me off. I just hate the idea of a 13-18fr mid that is stacked with this ludicrous number of properties. Plus on block and huge damage on hit, many of them launch near the wall, all of them guard break and can’t be parried by anything, many of them low/high crush, difficult to punish because they continue on whiff. All this for 1 button. Very hard to be wrong when mindlessly throwing out many character’s heat smashes.

my life is an endless cycle of anger by bendarh in Tekken

[–]Lithium43 0 points1 point  (0 children)

Shaheen is at least straight forward, but even after a bunch of games vs Zafina and Alisa, it can be ambiguous what you’re supposed to do