@@shark20069 No the game is titled “Elden Ring 4: Miles Away.” And it’s the 12th installment in the Elden ring series. It’s a space theme romcom/horror arg.
There are a lot of boss hitboxes that will go straight over your head. I think it’s only the humanoid bosses tho. I got real familiar with Fume Knights hitboxes after fighting him for over 2 hours straight
@@blade6965 the laughing like sound in shaded woods doesn't come from the cursing jars, but from the petrifying lizards in the area if I'm not mistaken, still would be funny if those mfs laugh as the curse you, I would hate them even more XD
@@sird31mos Interesting, I've never player SotFS, so i didn't know that, may be it's part of shaded woods environment sound? 'cause those jars don't laugh anywhere else, as far as I remember.
The fact that he has hitbox not only on his weapon but also his elbows, for some reason, always baffled me. Like, really? You could be backhanded and yeeted 5 meters away for colliding with that guy's elbow?
Maybe the fact that he wields the heaviest ultra greatsword in the soulsborne series one handed and is twice as tall as you should have told you something
All their games are like this, hitboxes have been visualized in every Fromsoft game and you see it across their entire franchise/series collection. That's why Margitt can harm you with the very tip of his hand, even if you dodge his sword swing, for example.
@@Kamawan0 The best example would be 4 Kings, where if you stay close enough, only the hilt of their sword would hits you and do much less damage compare to the blade.
I've uploaded another video where I show that in more detail. He has two different thrusts. One where he let's his arm hang down passively (no hitbox) and one where he slaps back at full force (with a hitbox)
The best thing- he has different damage values for his hand/arm than for his sword. Same with the flame sword attack, the end of the sword's fire does less damage than the actual sword. This just goes to show the attention to detail each move has.
@@theincrediblefella7984Yeah, we did, and he's easily the best boss in DS2 and a fan favourite because of how challenging yet fair and rewarding he is...
I think is more of a feeling kind of thing and people just blame it on the hitbox, DS1 and DS3 have wider hitboxes on circumstances but when all the other aspects of the game combine DS2 feels sloppier overall.
@@Inferryuits a combination of everything, Rolling is less forgiving in ds2 meanwhile Ds3 has the most spammy safe roll to ever exist. Im 100% sure when people get hit in Ds2 is a complete skill issue thinking they have more I frame and blame the game instead of actually getting better at dodging. Like hell in Ds3 you could dodge the way the weapon is swinging and you would still get away safe, its that forgiving.
@@superbeta1716DS2 with max ADP ends up being way more forgiving in my experience. Also, what does it mean to say that? DS3 is still a very challenging game that requires skill to beat.
@@littlemoth4956 when its gameplay from people who on top of not understanding the mechanics of the game play like absolute monkeys and try to save face by blaming the game? Yes. When someone pulls the actual hitboxes to demonstrate what things are actually like yeah I appreciate it a lot
These types of videos always fascinate me, because my initial game theory was that Raime's hitbox was just a fill 360. He'd swing at a phantom and I would still roll because I would still get hit. We love Dark Souls 2
@@Mystic-Misfit even with high agility you can still get hit if you roll the wrong way and end your roll right in his blade, it was how i kept getting hit by him my first few times.
It almost sounds like you're describing online latency. Depending on the connection you have to your phantom, you're gonna see some incredibly whacky stuff. Sometimes, I'll have Malenia jumping up for her move where she slides forward to thrust, then at the last second she'll decide to change aggro and slide towards someone else in the group.
Yeah, in my most recent playthrough (SL1 Broken Swords Only), I staggered every boss in the Iron Crown DLC at least once, I can't remember ever doing that in the other DLCs for DS2
One of the few bosses in the game with actually good hitboxes (Except for his elbows). Though their activation times can be kinda fucked up. Like 0:52 If you play it frame by frame to see when the hitbox of the first swing of the straight sword activates, it starts when the sword is BEHIND him. And it's not just him, many enemies have the same issue, that's why you can sometimes get hit when directly behind them.
i sort of agree, that attack makes perfect sense as the hitbox activates right when the sword speeds up even if it would never hit when you're above. i think most bosses have good hitboxes and the issue is mainly with regular enemies, like how the spear hollows' stabs have a hitbox on the entire length of the weapon
@@giannixxHitbox of his right hand is fine. It's the fact that his arm itself has a hitbox that's ass. Many of his Ultra Greatsword swings can be dodged by going under his hand, which cannot be done with his Straight Sword because of that hitbox.
@@sator2766 You don’t have to remember, this channel pooled all sorts of videos to browse, showing the good, the bad, and the ugly from all the games. Check around, you’ll see what’s borked and what works.
@@Kamawan0i can agree there are occasional instances of bullshittery from multiple of their games, but DS2 just feels likes it designed that way on purpose…
There's also a lot of other interesting things happening that you don't see in this video. Like if you defeat an enemy they shoot a homing projectile that gives you Souls if it hits you, but in slow-mo you can sidestep it and miss it. Or how NPCs that show up later in an area or leave it already exist as invisible entities you can't interact with. You can see their character mesh where they would spawn or where they have been. Or how second phases of bosses wait below the floor. Or how gang bosses that share a health bar have an enemy hidden below the floor that has the combined health and gets damaged whenever you damage one of them. Has been really eye opening to play through the series with hitboxes and character meshes on.
@@Domo3000 FromSoftware games are definetely full of clever and well done tricks, i have been playing a couple more of their older games since i started in elden ring, and its very interesting to see the evolution on the bosses mechanics, marrying animation and and colision events is something incredibly hard to do with the fidelity you can see on these games. do you use any third software or these are features of mods?
@@QuirkyMuddles for DS2 you can see the watermark of the tool in the top right corner. For DS3 and Elden Ring there's DS3Tool and ERTool, but also the Grand Archive Cheat Engine tables. I might upload tutorials with download links and installation guides in the future.
He lives in a place without water with 4 fire sources right next to his almost confined room on the bottom of a tower in an apparently hot place, using the same armor for years. I would also probably take huge damage from just smelling that guy.
These hitboxes do look pretty normal and good, imo the problem with simplifying the DS2 problems to hitboxes is that it ignores two things that i think are more important: agility/ issues with rolls, and weirdass animations. I think the agility thing has been expressed well enough so I shouldn't have to go into it and people have different taste about it. but the animation in this game is just extremely weird. it's not that it's just slow, DS1/3 has plenty of slow animations. but there is no snap to these animations. No hit stop/hit pause, everything just comes out at a weird consistent speed without ease in/ease out. So in combination with the agility issues, it just feels like you're moving through sludge and there's no feedback for when you hit enemies, or when they hit you. I know it's in slowmo in this video, I'm not talking about that. It's a problem in souls-likes like Lords of the Fallen too, and i felt this way about the Demon's Souls remake especially with the crit animations. But i think without the words to describe why animations feel weird it's hard to argue this point without a video essay going into the finer points of animation technique. There are many things to like about ds2, but i think some things like the animations are definitely worth a critical look.
I believe the humanoid animations for DS2 were made with mocap. I doubt that they just dropped the raw results into the game like that (there's most likely some touch-up they had to do), but that might be why DS2s animations are different to the other games. They feel more realistic, but there's less exaggeration in the way they throw the user back with a massive swing or slam. Take the R2 of a greathammer in DS2 and compare it to DS3. The DS3 animation is less realistic, but it has more visual feedback to the player in the form of character recoil. Exaggerated animation is very important with any game with real-time combat, and that's where DS2 dropped the ball. The lack of hit-stop with hitting large enemies doesn't help either, and it's funny that the DeS remake left that out for authenticity to the OG.
good point actually, there's quite a few times it felt like enemies barely pulled back their weapon far enough for a clear wind up, like the spear hollows in Forest of Giants, they pull the spear back so little that attack feels obscenely fast
nobody is simplifying anything, its the fact that people who like this game have been trying to say the hitbox problem was actually an ADP one but nobody listened
I actually think the animation style of DS2 is the predominant reason people feel like there is a problem with the hitboxes in this game. There's a video on this channel that shows how the i-frames between different levels of Agility shouldn't really be that consequential in normal gameplay, and we know that both DS1 and 3 have their fair share of poor hitboxes, so why does DS2 stand out so much? I think the animation style is just way worse at communicating the timings for rolling because they aren't snappy or telegraphed in the same way as DS1 and 3. Almost every example of "poor hitboxes" in DS2 are people rolling too early because the enemy's attacks aren't given the same snappy telegraph that they might be used to from other games.
It doesn't look bad. However, some attacks do end up landing for some reason. Specifically in his second phase were there are some extra frames of animation before the hitbox totally dissapear. Sword stays still yet you still take big damage.
@@twistedmetal15 I would really love to see Kalameets hitboxes. I remember recently playing ds1 and experiencing some wacky stuff. I am not sure if I saw correctly, I don't have video proof but I will describe it in steps. 1. Kalameet knocks me on the ground, the arena has some little hills and bumps, and my character lies on one of them. 2. Kalameet uses his head wide swipe attack. 3. My character wasn't standing up yet, but Kalameet moves my lying character from the hill and kills me while the model is in the air. It happened so fast, so I'm not sure is I saw what I saw. But I really want to know
First: he's actively swinging that arm. There's another thrust where he's letting it hang down passively and in that case there's no hitbox. Secondly: it does less damage than the sword
This actually finally makes me understand. The hitbox on his straight sword literally is too large. I always thought it was a bad ADP interaction along with a delay, but instead they just tripled the size of the sword blade when he thrusts
If you compare it to my Iudex Gundyr or Nameless King hitbox videos you'll see that Fume Knight has tighter hitboxes than them. Hitboxes are generally inflated in the Souls series, but DS2 doesn't have especially large ones.
@@Domo3000 I suppose the issue comes down to the overall design of the fights then. DS2 is my favorite, but it does feel like it’s got major issues when it comes to hitboxes. Nameless and Iudex don’t feel like they have that issue, but it could also be down to my own mental bias, since DS2 is always held up as the one with bad hitboxes, and DS3 the one with super tight ones
The larger ones that spawn here are the ones I mentioned in the description. They don't hurt the player - they are simply used to create the dust shockwaves in the ground.
a common issue with grabs is even if you get hit at the beginning of your roll sometimes the animation plays out anyway. this is an issue in all of the games to my knowledge, even elden ring. Well maybe not, they might have fixed that since I played.
@@twistedmetal15 ds2 has a unique issue that makes its grabs look absolutely horrendous, where it will often play a stagger animation when you get hit by a grab, and then teleported to the place where the player needs to be to make the animations sync up properly. it makes grabs almost always look extremely jarring in ds2. the others games all teleport you and start the grab animation as soon as you get hit, so they tend to look less awful.
@@twistedgwazi5727 I'm not sure I understand. In elden ring, if you get a jank grab you dont get teleported to where your character should be at the start of a grab animation. to elaborate I got grabbed by astel once, and was floating in the air for about 2 seconds until my character popped into place when the actual attack animation occured. they could have patched this, I havent played since my original playthrough.
I think regardless of what’s shown, there is proof that when something doesn’t physically connect with your character model, the game just lazily concludes it’s a hit. This is riddled throughout DS2.
So it has a slight jankiness two-way. I actually, unironically, don't mind that. Feels like DS2, in a way. The first way is how his hitbox in most of his attacks starts from his elbows, for whatever reason. Altho I dont think he's the only one that does that (but we're seeing him here so we're using him as example). The second way is how every part of his body has a hurtbox, including the weapons themselves. Regardless of if there's a lore reason or not (and don't care to find out), it feels oddly... Fitting, to what the community perceives of DS2. This was informative. Thanks bunches.
In regards to the hitboxes on his elbows: it's not any different to most bosses in the series. Here's two examples from DS3 Iudex Gundyr: ruclips.net/video/E4HPlkMyYaY/видео.html Pontiff Sulyvahn: ruclips.net/video/dP0Vwh1JwcY/видео.html
@awhellnah__seems like you never played either DS1 or DS2 DS1 has lots of broken hitboxes like Iron Golem, Gaping Dragon, Ceaseless Discharge or Bed of Chaos that can hit you even though you are nowhere close to the attack DS2 has much better hitboxes with only select few ones like the mimic grab from behind being bad
@@Dvpainter did you hit a wall while falling? That bug has already existed in DS1, and also can happen if you try to hit Smough but hit his hammer first
@@Domo3000 oh it was a few enemies every now and then in DS2, I was completing it again this past week and griping to my friends about how so many things were misses bringing it down where it experimented in a lot of cool ways elsewhere but yeah the hitboxes were jank and not being able to rotate as much as the surrounding games inbetween attacks exacerbated it, stopping me from adjusting for weird boxes
I get being slowed down shows the hit boxes better, but I feel it does show off what normal combat is like and how tight npc tracking is, like having an enemy do a thrusting attack while you're behind them and they auto lock onto you hitting you regardless
What do you even mean? Do people not know you can dodge most attacks by simple walking? During normal gameplay he cant hit you for shit either if you walk around his thrust, I have no idea why you are saying he hard tracks
Good thing no enemy in DS2 can do a complete 180 tracking attack Ironically DS1 and 3 let you do a complete 180 rolling attack because they require less skill
@@darkphoenix2Bloodborne has a few of those attacks. Laurence for instance has one which killed me instantly when I was very near to beating him. I tell you I was not happy and didn't think it was really my fault.
That guy wields a sword that is easily heavier than Guts' sword - about 130kg - in one hand like a ninja. Dying by just touching his moving arm is absolutely forgivable.
The problem with funky hitboxes has been talked to death. The truth is, all three games have them. They're just more prominent in DS2 because it is the largest game in the series by a wide margin. People don't talk about the jank in the other games as much because they don't care to notice it.
Don't you dare to talk shit about DS3 hitboxes! They were amazing! DS1 was also fine. With only some bad hitboxes that stand out. DS2 hitboxes are hot garbage.
@@Simon-hd6dcDS3 was simply so fast and allowed roll spamming to such a degree that you didn't notice how bad a lot of hitboxes were. I've uploaded several videos of poor DS3 hitboxes
Yeah, no. the other games have shit, but DS 2 IS LITERALLY hot garbage, Just admit It. The bEST iN tHe TrilogY" say the fanboys, but the jankiest and awful at the same time
Honestly it seems more like a novelty thing, but it will getting rather boring and frustrating, as most enemies are rather quick to dodge those attacks.
I beat Demon's Souls, Dark Souls I and II. I think this bastard killed me more times than all of the enemies and bosses of the three games combined. Finally defeating him was ecstatic.
Aside from melania because I refused to level past 100 or use any strats I didn’t discover myself, the boss that took me the longest was orphan of kos. I know you didn’t list bloodborne, but you should consider playing it if you haven’t. Actually now that I think about it, I think both melania and orphan took me a whole week to beat.
There's some truth to the statement that less accurate hitboxes can improve the game feel. In DS3 weapon hitboxes for player weapons (and humanoid enemies that use the same ones) are more inflated than in DS2. It does not bother people if an enemy takes damage even though you visibly missed them, but they do complain if an enemy does not take damage if they missed them by an inch. Similarly the more generous amount if s in DS3 let's people ignore inflated hitboxes, but in DS2 they will accuse accurate hitboxes of being broken if they get hit during a roll.
@@noa_9863 something similar happens for the Executioner's Chariot. The Chariot itself is invisible during the fight, but can still be hit - even in the Drangleic Castle encounter. So you could stand several feet behind it and damage it
it does less damage then the sword (albeit only a little bit) and the arm having hitbox does make sense he is doing a backfist punch during that attack.
@@DeadEndScreamer stop hating on good game design. when that stab attack is used by itself he leaves his hand hang pasivly and dosen't have a hitbox if used in the three hit combo he thrusts his arm back whit full force then the arm has a hitbox. it makes sense that having a fist swung backwards into your face hurts especally if the fist belongs to a 3 meter tall armored knight who swings a massive sword like its nobodys business.
@@Genesis4119 Well he's got the strength for it, but the arm wouldn't have any of the weight of the sword. The offhand arm also wouldn't hit as hard as he's not directly attacking with it. The main one though... Yeah no excusing that hit box. Should be tiny and unless you're hit on the inside (way it's swinging) it should be fairly light on damage
It's both powerstancing and the special attribute of the Majestic (Artorias) Greatsword where you get unique spinning and jumping attacks if it's used in the left hand.
You can say all the bad things you want about DS2, but it had the best build variety out of any game. You can even make a damn wooden ladle viable if you wanted to.
The Majestic Greatsword has special abilities if held in the left hand. The regular L2 is a spin and powerstanced it becomes a flip. I also uploaded a small flip compilation that showcases some attacks you can dodge with it.
The Majestic Greatsword from the Old Iron King DLC adds the flip if you powerstance it in the left hand. The Bone Fist from the Ivory King DLC adds the dropkick.
Imagine there would have been a special kind of item you could pick up to make every boss fog wall have a polygon training mode option below the entry prompt. That would’ve saved a few thousand controllers on earth from breaking ROFL
the true problem here arent the hitboxes, is the fact that dodge i-frames are tied to adp, that decision fucked up big time IMO because c'mon... dodge its a core mechanic of the game, i dont mind consumables using speed is tied to adp, but dodge in the rest of the games works just fine, If it's not broken, why fix it?
@@edbane1656 You're right, but I think they should have had the base roll (what people would consider 30-35 ADP) be at 0. Decrease the scaling you get on rolls for leveling it but keep the other animation speed ups and it's a lot nicer
@@edbane1656 See I've seen 20 and 25 both suggested as the point to get it to, but I've overwhelmingly seen 30-35 even more as the recommended to get rolls resembling the other two games
@@DracoSafarius92 AGI is the best point. You can dodge on reaction, even if you got a bit less I-Frames compare to the other games. Only 2 bosses are an exception to that rule. Raime (Is a bit harder and tighter to dodge) and Aava (Imposible to dodge if you try to react)
Wait, so… a visualization of a single servicable hitbox (which there are still clips of it failing out there) is enough to disprove that? There’s literally hundreds of videos out there that all show different examples of DS2 hitboxes being inexcusably awful. I myself have played the game for a hundred hours and experienced most of them myself. Edit: I also find it strange how DS2 fans consistently come to the conclusion that the hitbox complaint only exists to excuse bad gameplay, and yet, if that was true, how come there are so many videos about it for DS2 exclusively?
@@littlemoth4956 because adp haters cant git good and blame it on the hitboxes because they got hit at the end of their 5 rolls, literally search any hitbox of enemies in other souls games and all are just huge circles 5x times the size of the model.
It’s funny I had no idea about ADP so I just adapted to the low s and then once I found out after like 1 and a half playthroughs the game turned into a joke 😂
Thank you for showing this. It helps explain a lot of both sensible and unreasonable behaviors of the enemies. I hope other game developers do better than this (I don't expect anything out of Fromsoft anymore).
I believe I found the video, the hit box is the same but the camera is closer and there are no collision boxes on the boss. It is harder to have a proper size visualization on the actual character if he is only covered in black, it makes the bright colors stand out way more. The wireframe and the slower speed in this video makes it easier for us to take in the information properly.
They all exist in the game regularly. The Majestic Greatsword from the Old Iron King DLC adds the flip if you powerstance it in the left hand. The Bone Fist from the Ivory King DLC adds the dropkick.
It's not _necessarily_ that the hitboxes are worse in DS2 (both sides will cherry-pick), it's _other_ design choices, that either interact to make the hitboxes _seem_ bad, or make the game feel bad overall in other ways, creating a greater feeling of negativity towards it, and gaining it more scrutiny for it's (perceived) flaws, even if some of them are shared with previous games and were given a pass. "Bad hitboxes" are just an easy answer people can point to, instead of digging in to how more abstract systems work, and overlap with each other. For example, other games are just more able to hide bad hitboxes behind the player's dodge having more i-frames by default. DS2 can't do this as much (criticise the ADP system) And grab attacks just (seemingly) generally janky in Souls games, but seem to be used more frequently in DS2, and hence get more attention (sometimes it's the box size, or the area covered by the move, sometimes it's the number of active frames, or the lack of a visual indicator for them, or the lack of i-frames again)
"necessarily"? are you suggesting that certain bosses still have some 'bad' hitboxes? You'd be right. this is a phenomenon in almost all of fromsoft games to my knowledge. I noticed it the most in bloodborne. the thing with grab attacks is that they technically aren't janky, its the fact that if you get hit at the start of your roll sometimes the animation just plays out anyway. so while it looks like bullshit you actually messed up.
Right hand, Thorned Greatsword Left hand, Majestic Greatsword The movesett is only possible wile dual wielding with the Majestic Greatsword on your left hand.
I always thought his hitbox went as far as Majula
One time the hit box was to bad it killed my friend who was playing Elden ring 4 miles away
@@RealTillBill I read that as "playing Elden Ring 4" at first, and thought "Damn, his hitbox transcends time and space?"
@@shark20069 No the game is titled “Elden Ring 4: Miles Away.” And it’s the 12th installment in the Elden ring series. It’s a space theme romcom/horror arg.
There are a lot of boss hitboxes that will go straight over your head. I think it’s only the humanoid bosses tho. I got real familiar with Fume Knights hitboxes after fighting him for over 2 hours straight
Careful lads, jokes about DS2 hitboxes make DS2 fans really mad. They can take a bad hitbox, but can’t take a good joke.
1:24 Elden Ring average boss attack timing
Your comment is underrated
Lol so true
this is the best comment by far lmfao
Souls games: The only franchise where the bosses attacking slower make people mad.
@@Nomoon777 More like it goes from 0 to 9001 within several frames
I wish I could dodge unemployment like I can dodge fume knight
unemployment doesn't hit you,it's more like those laughing jars in the shaded woods
cursing,degrading you
Unemployment got me fully hollowed.
@@blade6965 the laughing like sound in shaded woods doesn't come from the cursing jars, but from the petrifying lizards in the area if I'm not mistaken, still would be funny if those mfs laugh as the curse you, I would hate them even more XD
@@reptilianojogos In SotFS you will find that there are no lizards, but the laughing persists.
@@sird31mos Interesting, I've never player SotFS, so i didn't know that, may be it's part of shaded woods environment sound? 'cause those jars don't laugh anywhere else, as far as I remember.
I have had so much more success at soulslikes since I started visualizing the hit hotdog
You have awakened the dong vision.
fr
the hit hotdog? 🌭
same, its like the matrix or something like that (never saw the movie)
The Fume Knights' greatest strength: Turning a sword into an inflatable corndog.
Delayed attacks:
Miyazaki: Noted that fkin down.
The fact that he has hitbox not only on his weapon but also his elbows, for some reason, always baffled me. Like, really? You could be backhanded and yeeted 5 meters away for colliding with that guy's elbow?
well, he is holding a giant sword with one hand so he must be a little strong.
Maybe the fact that he wields the heaviest ultra greatsword in the soulsborne series one handed and is twice as tall as you should have told you something
All their games are like this, hitboxes have been visualized in every Fromsoft game and you see it across their entire franchise/series collection. That's why Margitt can harm you with the very tip of his hand, even if you dodge his sword swing, for example.
probably the easiest way to prevent players from just staying real close to the boss and avoiding the blade
@@Kamawan0 The best example would be 4 Kings, where if you stay close enough, only the hilt of their sword would hits you and do much less damage compare to the blade.
he really slaps back when he thrusts his sword lol
I've uploaded another video where I show that in more detail.
He has two different thrusts. One where he let's his arm hang down passively (no hitbox) and one where he slaps back at full force (with a hitbox)
The best thing- he has different damage values for his hand/arm than for his sword. Same with the flame sword attack, the end of the sword's fire does less damage than the actual sword. This just goes to show the attention to detail each move has.
Solid visualization. Thanks for the information. Doesn’t even look bad at all as long as you just strafe rightwards.
«Nice balls bro!»
**pulls out caestus**
pretty clean hitboxes
I'm sorry what? Have you ever actually fought this guy?
@@theincrediblefella7984 I have several times, most recently 1st tried him with just 90 agi
@@theincrediblefella7984 I am sorry what? Have you ever use your eyes and seen the video right in front of you?
@@theincrediblefella7984Yeah, we did, and he's easily the best boss in DS2 and a fan favourite because of how challenging yet fair and rewarding he is...
My dude the hitboxes are 3 times the size of the sword, and at times inflate, what is clean about that.
Thank you for showing light on ds2 hitboxes actually being pretty tight, its like an oasis after so much miss information
I think is more of a feeling kind of thing and people just blame it on the hitbox, DS1 and DS3 have wider hitboxes on circumstances but when all the other aspects of the game combine DS2 feels sloppier overall.
@@Inferryuits a combination of everything, Rolling is less forgiving in ds2 meanwhile Ds3 has the most spammy safe roll to ever exist.
Im 100% sure when people get hit in Ds2 is a complete skill issue thinking they have more I frame and blame the game instead of actually getting better at dodging.
Like hell in Ds3 you could dodge the way the weapon is swinging and you would still get away safe, its that forgiving.
@@superbeta1716DS2 with max ADP ends up being way more forgiving in my experience.
Also, what does it mean to say that? DS3 is still a very challenging game that requires skill to beat.
Misinformation as in, you refuse to acknowledge gameplay as long as it points to DS2 being flawed?
@@littlemoth4956 when its gameplay from people who on top of not understanding the mechanics of the game play like absolute monkeys and try to save face by blaming the game? Yes.
When someone pulls the actual hitboxes to demonstrate what things are actually like yeah I appreciate it a lot
These types of videos always fascinate me, because my initial game theory was that Raime's hitbox was just a fill 360. He'd swing at a phantom and I would still roll because I would still get hit.
We love Dark Souls 2
i'm guessing that you got hit because you either kept rolling in the same direction as the sword or you finished the roll where he ends his swing.
@@Ghorda9 Might've actually just been an ADP issue. I make sure each character I make has at least 30 or 35.
We still Love Dark Souls 2
@@Mystic-Misfit even with high agility you can still get hit if you roll the wrong way and end your roll right in his blade, it was how i kept getting hit by him my first few times.
Thus, the glory of Dark Souls 2
It almost sounds like you're describing online latency. Depending on the connection you have to your phantom, you're gonna see some incredibly whacky stuff. Sometimes, I'll have Malenia jumping up for her move where she slides forward to thrust, then at the last second she'll decide to change aggro and slide towards someone else in the group.
WAIT A G@DAMN MINUTE!!
00:08 HE CAN BE STUNNED??!!!
I think all or at least the vast majority can. They also take increased damage while staggered
Ofc
Well I mean, he punched him in the nuts.
Yeah, in my most recent playthrough (SL1 Broken Swords Only), I staggered every boss in the Iron Crown DLC at least once, I can't remember ever doing that in the other DLCs for DS2
Testicle hitbox
One of the few bosses in the game with actually good hitboxes (Except for his elbows). Though their activation times can be kinda fucked up. Like 0:52 If you play it frame by frame to see when the hitbox of the first swing of the straight sword activates, it starts when the sword is BEHIND him. And it's not just him, many enemies have the same issue, that's why you can sometimes get hit when directly behind them.
Yeah, that's been a thing in 3D games since forever. Modern games have obviously improved, but older 3D games had JANK hitboxes, holy moly.
i sort of agree, that attack makes perfect sense as the hitbox activates right when the sword speeds up even if it would never hit when you're above. i think most bosses have good hitboxes and the issue is mainly with regular enemies, like how the spear hollows' stabs have a hitbox on the entire length of the weapon
@@Kamawan0 monster hunter freedom unite trained me for ds2
So are we ignoring that the hitbox of hit right-hand, thin sword is a fucking large rectangle?
@@giannixxHitbox of his right hand is fine. It's the fact that his arm itself has a hitbox that's ass. Many of his Ultra Greatsword swings can be dodged by going under his hand, which cannot be done with his Straight Sword because of that hitbox.
Thank you you inspired me to beat him again on ng+ and I beat him in 3 tries, very good boss
Alonne was even better
Have you tried to get the alternative ending for the Alonne fight? No hitting him was very satisfying
Now I understand why when in the second phase he lunged forward he hit me even though I was behind him
Ds2 bullshir at it's finest
@@sator2766 Yet, it happens in all their games. It's an engine flaw/design issue. If you said Fromsoft bullshit I would agree.
@@Kamawan0 i don't remember the last time a frontal sword swing hit me when i am in the boss back in a from soft game
@@sator2766 You don’t have to remember, this channel pooled all sorts of videos to browse, showing the good, the bad, and the ugly from all the games. Check around, you’ll see what’s borked and what works.
@@Kamawan0i can agree there are occasional instances of bullshittery from multiple of their games, but DS2 just feels likes it designed that way on purpose…
Dude, im into gamedev this is awesome reference! thanks!
There's also a lot of other interesting things happening that you don't see in this video.
Like if you defeat an enemy they shoot a homing projectile that gives you Souls if it hits you, but in slow-mo you can sidestep it and miss it.
Or how NPCs that show up later in an area or leave it already exist as invisible entities you can't interact with. You can see their character mesh where they would spawn or where they have been.
Or how second phases of bosses wait below the floor. Or how gang bosses that share a health bar have an enemy hidden below the floor that has the combined health and gets damaged whenever you damage one of them.
Has been really eye opening to play through the series with hitboxes and character meshes on.
@@Domo3000 FromSoftware games are definetely full of clever and well done tricks, i have been playing a couple more of their older games since i started in elden ring,
and its very interesting to see the evolution on the bosses mechanics, marrying animation and and colision events is something incredibly hard to do with the fidelity you can see on these games.
do you use any third software or these are features of mods?
@@QuirkyMuddles for DS2 you can see the watermark of the tool in the top right corner. For DS3 and Elden Ring there's DS3Tool and ERTool, but also the Grand Archive Cheat Engine tables.
I might upload tutorials with download links and installation guides in the future.
@@Domo3000 thats sweet, definitely taking a look on that and other videos!
keep up with the good stuff mate!
Love how his arm has a wider hit box than his flaming ultra greatsword.
He go jim
He lives in a place without water with 4 fire sources right next to his almost confined room on the bottom of a tower in an apparently hot place, using the same armor for years.
I would also probably take huge damage from just smelling that guy.
oh yes, my boy Fume, the one who didn't let me sleep one night
These hitboxes do look pretty normal and good, imo the problem with simplifying the DS2 problems to hitboxes is that it ignores two things that i think are more important: agility/ issues with rolls, and weirdass animations.
I think the agility thing has been expressed well enough so I shouldn't have to go into it and people have different taste about it. but the animation in this game is just extremely weird. it's not that it's just slow, DS1/3 has plenty of slow animations. but there is no snap to these animations. No hit stop/hit pause, everything just comes out at a weird consistent speed without ease in/ease out. So in combination with the agility issues, it just feels like you're moving through sludge and there's no feedback for when you hit enemies, or when they hit you. I know it's in slowmo in this video, I'm not talking about that.
It's a problem in souls-likes like Lords of the Fallen too, and i felt this way about the Demon's Souls remake especially with the crit animations. But i think without the words to describe why animations feel weird it's hard to argue this point without a video essay going into the finer points of animation technique.
There are many things to like about ds2, but i think some things like the animations are definitely worth a critical look.
I believe the humanoid animations for DS2 were made with mocap. I doubt that they just dropped the raw results into the game like that (there's most likely some touch-up they had to do), but that might be why DS2s animations are different to the other games. They feel more realistic, but there's less exaggeration in the way they throw the user back with a massive swing or slam. Take the R2 of a greathammer in DS2 and compare it to DS3. The DS3 animation is less realistic, but it has more visual feedback to the player in the form of character recoil. Exaggerated animation is very important with any game with real-time combat, and that's where DS2 dropped the ball. The lack of hit-stop with hitting large enemies doesn't help either, and it's funny that the DeS remake left that out for authenticity to the OG.
good point actually, there's quite a few times it felt like enemies barely pulled back their weapon far enough for a clear wind up, like the spear hollows in Forest of Giants, they pull the spear back so little that attack feels obscenely fast
nobody is simplifying anything, its the fact that people who like this game have been trying to say the hitbox problem was actually an ADP one but nobody listened
I actually think the animation style of DS2 is the predominant reason people feel like there is a problem with the hitboxes in this game. There's a video on this channel that shows how the i-frames between different levels of Agility shouldn't really be that consequential in normal gameplay, and we know that both DS1 and 3 have their fair share of poor hitboxes, so why does DS2 stand out so much? I think the animation style is just way worse at communicating the timings for rolling because they aren't snappy or telegraphed in the same way as DS1 and 3. Almost every example of "poor hitboxes" in DS2 are people rolling too early because the enemy's attacks aren't given the same snappy telegraph that they might be used to from other games.
I always thought his hitboxes were fine except these two moves 2:22 2:43 that somehow hits around him now I see why
It is an anti-gamer warcrime that the bonefists and ivory ugs never got into any of the sequels- gigantic L
The bonefists make me so terribly sad, at least elden ring has a good moveset for the caestus
@@johnnyplto5592 pls ER DLC save us from boner-fisting-less gams gams also gib muh ultra-great lightsaber :c
@@johnnyplto5592yeah, here’s hoping for bonefists in elden dlc
Fisting enjoyers... NOT LIKE THIS!
iirc there is a mod that puts the bonefists in Elden Ring with its full orginal moveset.
Elbow hitboxes are absolute evil
Fume Knight in slowmo is extra menacing with his theme 😂
It doesn't look bad. However, some attacks do end up landing for some reason. Specifically in his second phase were there are some extra frames of animation before the hitbox totally dissapear.
Sword stays still yet you still take big damage.
i feel like thats more an issue in the older dark souls games because everything was slower. Id like to see a breakdown for ds1 fights
they can't land if there isn't a hitbox.
@@twistedmetal15 I would really love to see Kalameets hitboxes. I remember recently playing ds1 and experiencing some wacky stuff. I am not sure if I saw correctly, I don't have video proof but I will describe it in steps. 1. Kalameet knocks me on the ground, the arena has some little hills and bumps, and my character lies on one of them. 2. Kalameet uses his head wide swipe attack. 3. My character wasn't standing up yet, but Kalameet moves my lying character from the hill and kills me while the model is in the air. It happened so fast, so I'm not sure is I saw what I saw. But I really want to know
2:38 This is why people say he has janky hitboxes. He can hit you with his non-swinging arm and it does the same amount of damage as the Fume UGS.
First: he's actively swinging that arm. There's another thrust where he's letting it hang down passively and in that case there's no hitbox.
Secondly: it does less damage than the sword
@@Domo3000 Good to know it does less damage. Can't say I remembered that bit about it
the prove that hitboxes of dark souls 2 are good and the players are just bad
Bring back the Ivory Straightsword. Funny lightsaber was my fav, even if it drained durability like crazy.
You have the aquamarine dagger. It's considerably less cool, but the concept is similar
@felipeguedescampos851 Too bad it's absolutely dogshit and drains stamina like a motherfucker
I like how he has a fartbox during his slam attack.
Well, it took a lot of force out of him
These are pretty good except for that cursed elbow tbh
This actually finally makes me understand. The hitbox on his straight sword literally is too large. I always thought it was a bad ADP interaction along with a delay, but instead they just tripled the size of the sword blade when he thrusts
If you compare it to my Iudex Gundyr or Nameless King hitbox videos you'll see that Fume Knight has tighter hitboxes than them.
Hitboxes are generally inflated in the Souls series, but DS2 doesn't have especially large ones.
@@Domo3000 I suppose the issue comes down to the overall design of the fights then. DS2 is my favorite, but it does feel like it’s got major issues when it comes to hitboxes. Nameless and Iudex don’t feel like they have that issue, but it could also be down to my own mental bias, since DS2 is always held up as the one with bad hitboxes, and DS3 the one with super tight ones
@@milktenders6219 the main difference is that DS3 is so fast and has a lot more generous rolling so you don't notice the hitboxes all that much
@Domo3000 Basically, hard to notice hitbox issues when everything is so fast.
I do believe that is why they went with it for later games.
This damn thing killed me so many times
Anyone ever get killed by one of his thrusts while behind him?
1:29 holly hell
The larger ones that spawn here are the ones I mentioned in the description. They don't hurt the player - they are simply used to create the dust shockwaves in the ground.
New hitbox just dropped.
Now i know why sometimes i was hit when the sword obviously did'nt touch me 😂
wasn't this supposed to be the end-all-be-all proof of ds2's "bad hitboxes*? that's hilarious.
i was wondering if you could do one on smelter demon
Just uploaded Smelter Demon hitboxes
Im curious what sir alonnes grab hitbox is like
I've uploaded a Sir Alonne hitbox video a few days ago
a common issue with grabs is even if you get hit at the beginning of your roll sometimes the animation plays out anyway. this is an issue in all of the games to my knowledge, even elden ring. Well maybe not, they might have fixed that since I played.
@@twistedmetal15 ds2 has a unique issue that makes its grabs look absolutely horrendous, where it will often play a stagger animation when you get hit by a grab, and then teleported to the place where the player needs to be to make the animations sync up properly. it makes grabs almost always look extremely jarring in ds2. the others games all teleport you and start the grab animation as soon as you get hit, so they tend to look less awful.
@@twistedgwazi5727 I'm not sure I understand. In elden ring, if you get a jank grab you dont get teleported to where your character should be at the start of a grab animation. to elaborate I got grabbed by astel once, and was floating in the air for about 2 seconds until my character popped into place when the actual attack animation occured.
they could have patched this, I havent played since my original playthrough.
I think regardless of what’s shown, there is proof that when something doesn’t physically connect with your character model, the game just lazily concludes it’s a hit. This is riddled throughout DS2.
These actually make sense to me. Now I get how I managed to first try him
Video starts at 0:50
Science fiction souls :)
So it has a slight jankiness two-way. I actually, unironically, don't mind that. Feels like DS2, in a way.
The first way is how his hitbox in most of his attacks starts from his elbows, for whatever reason. Altho I dont think he's the only one that does that (but we're seeing him here so we're using him as example).
The second way is how every part of his body has a hurtbox, including the weapons themselves. Regardless of if there's a lore reason or not (and don't care to find out), it feels oddly... Fitting, to what the community perceives of DS2.
This was informative. Thanks bunches.
Ds2?
In regards to the hitboxes on his elbows: it's not any different to most bosses in the series.
Here's two examples from DS3
Iudex Gundyr: ruclips.net/video/E4HPlkMyYaY/видео.html
Pontiff Sulyvahn: ruclips.net/video/dP0Vwh1JwcY/видео.html
Can you show us Plesioth Hitboxes visualised😅?
That is a good video to study the hitboxes
it's time to pray, everyone
"dark souls 2 hitboxes" That's a compliment
@awhellnah__seems like you never played either DS1 or DS2
DS1 has lots of broken hitboxes like Iron Golem, Gaping Dragon, Ceaseless Discharge or Bed of Chaos that can hit you even though you are nowhere close to the attack
DS2 has much better hitboxes with only select few ones like the mimic grab from behind being bad
*fall-attacks with a greatsword and it cuts my enemy vertically in two but actually doesn't hit my target at all in fact*
@@Dvpainter did you hit a wall while falling? That bug has already existed in DS1, and also can happen if you try to hit Smough but hit his hammer first
@@Domo3000 "DS2 has much better hitboxes" LMFAO, keep living in your fantasy land.
@@Domo3000 oh it was a few enemies every now and then in DS2, I was completing it again this past week and griping to my friends about how so many things were misses bringing it down where it experimented in a lot of cool ways elsewhere
but yeah the hitboxes were jank and not being able to rotate as much as the surrounding games inbetween attacks exacerbated it, stopping me from adjusting for weird boxes
in the past i thought his hitboxes were bs, then i played elden ring and "got gud" and now i can see just how fair they are
Nah, hit boxes in ds 2 were not that bad, just adp made this game unplayable
Elden Ring is the best game FromSoft has made. Cope.
awesome video
Where did you get the flying drop kick fist weapon? Playing ds 2 after a long time and starting new playthrough.
It's the Bone Fist. You can get it from the Ivory King DLC
I get being slowed down shows the hit boxes better, but I feel it does show off what normal combat is like and how tight npc tracking is, like having an enemy do a thrusting attack while you're behind them and they auto lock onto you hitting you regardless
What do you even mean? Do people not know you can dodge most attacks by simple walking? During normal gameplay he cant hit you for shit either if you walk around his thrust, I have no idea why you are saying he hard tracks
Good thing no enemy in DS2 can do a complete 180 tracking attack
Ironically DS1 and 3 let you do a complete 180 rolling attack because they require less skill
@@darkphoenix2Bloodborne has a few of those attacks. Laurence for instance has one which killed me instantly when I was very near to beating him. I tell you I was not happy and didn't think it was really my fault.
The arms also being hit boxes really explains a lot about getting clipped by so many bosses
Honestly you look at the other games and you’ll see it’s a trend for them to make the arm hitboxes just as big as the swords on bosses. From 1 to ER.
That guy wields a sword that is easily heavier than Guts' sword - about 130kg - in one hand like a ninja.
Dying by just touching his moving arm is absolutely forgivable.
The problem with funky hitboxes has been talked to death. The truth is, all three games have them. They're just more prominent in DS2 because it is the largest game in the series by a wide margin. People don't talk about the jank in the other games as much because they don't care to notice it.
Don't you dare to talk shit about DS3 hitboxes! They were amazing!
DS1 was also fine. With only some bad hitboxes that stand out.
DS2 hitboxes are hot garbage.
@@Simon-hd6dcDS3 was simply so fast and allowed roll spamming to such a degree that you didn't notice how bad a lot of hitboxes were.
I've uploaded several videos of poor DS3 hitboxes
@@Simon-hd6dc Those who live in ignorance will see something entirely different from those who live in truth.
@Simon-hd6dc ds2 hitboxes are not especially bad. hate to say it but theres no other phrase for it - skill issue
Yeah, no. the other games have shit, but DS 2 IS LITERALLY hot garbage, Just admit It. The bEST iN tHe TrilogY" say the fanboys, but the jankiest and awful at the same time
I need to play DS2 those weapon movesets are fuckin wild like wtf was that air spin shit with the swords?
And it only works with Artorias' sword in your left hand, what with him being a lefty in lore.
@@qwormuli77 I was gonna be lame and play a dark magic sorcerer, screw that I’m gonna power stance great swords
Honestly it seems more like a novelty thing, but it will getting rather boring and frustrating, as most enemies are rather quick to dodge those attacks.
It looks dumb.
@@theobell2002looks better than actual artorais moveset in ds1 easily
I beat Demon's Souls, Dark Souls I and II. I think this bastard killed me more times than all of the enemies and bosses of the three games combined. Finally defeating him was ecstatic.
Aside from melania because I refused to level past 100 or use any strats I didn’t discover myself, the boss that took me the longest was orphan of kos. I know you didn’t list bloodborne, but you should consider playing it if you haven’t.
Actually now that I think about it, I think both melania and orphan took me a whole week to beat.
I wish I could fight fume knight in slomo while seeing hitboxes 😭
I've heard a lot of bad hitboxes are just the janky way in which the engine handles attack animations
Hey, domo. I have a friend who thinks that hitbox size is irrelevant, and its how the hitbox 'works' that matters. Thoughts?
There's some truth to the statement that less accurate hitboxes can improve the game feel.
In DS3 weapon hitboxes for player weapons (and humanoid enemies that use the same ones) are more inflated than in DS2. It does not bother people if an enemy takes damage even though you visibly missed them, but they do complain if an enemy does not take damage if they missed them by an inch.
Similarly the more generous amount if s in DS3 let's people ignore inflated hitboxes, but in DS2 they will accuse accurate hitboxes of being broken if they get hit during a roll.
In the thumbnail, he looks like a minigun
With that analysis He lookslike Nemesis from Resident Evil :D
Thank You for You video ! Intresting ! :D Have a Great Day
Gentleman, we have the evidence !!!
Once you've experienced and endured the Plesioth Hip Check hitbox, none of these look particularly bad.
He do be fuming
The most difficult boss in part 2
1:00 what the fuck
ooooh! it expands during certain attacks, nice job guys
Do you mean the ones at 1:08 and 1:28? Those don't interact with the player - they are just used to draw the dust clouds on the ground
I never knew his swords had hurtboxes, that's very odd
@@noa_9863 something similar happens for the Executioner's Chariot. The Chariot itself is invisible during the fight, but can still be hit - even in the Drangleic Castle encounter. So you could stand several feet behind it and damage it
Dark Souls 2 had pretty good hitboxes most of the time. It's just that sometimes, hit boxes lingered a bit too long.
2:36 - awful, just awful, right arm having a hitbox was just stupid.
You can easily get hit standing behind him during that one :/
@@michaelcarroll5801 And it does as much damage as getting hit in the face with the tip of the sword.
it does less damage then the sword (albeit only a little bit) and the arm having hitbox does make sense he is doing a backfist punch during that attack.
@@commandergame No it doesn't, stop excusing shit game design.
@@DeadEndScreamer stop hating on good game design.
when that stab attack is used by itself he leaves his hand hang pasivly and dosen't have a hitbox if used in the three hit combo he thrusts his arm back whit full force then the arm has a hitbox.
it makes sense that having a fist swung backwards into your face hurts especally if the fist belongs to a 3 meter tall armored knight who swings a massive sword like its nobodys business.
now why is the arm hitbox larger than the sword 😭
Have you seen how big the sword is? His arm is literally stronger than the sword 😂
@@Genesis4119 Well he's got the strength for it, but the arm wouldn't have any of the weight of the sword. The offhand arm also wouldn't hit as hard as he's not directly attacking with it. The main one though... Yeah no excusing that hit box. Should be tiny and unless you're hit on the inside (way it's swinging) it should be fairly light on damage
wow how you do that weapon art with the thorned greatsword and the majestic greatsword??
Power stance i guess
It's both powerstancing and the special attribute of the Majestic (Artorias) Greatsword where you get unique spinning and jumping attacks if it's used in the left hand.
You can say all the bad things you want about DS2, but it had the best build variety out of any game. You can even make a damn wooden ladle viable if you wanted to.
Wtf is happing at 0:21 is that a mod or a special power stance combo I need to know
The Majestic Greatsword has special abilities if held in the left hand. The regular L2 is a spin and powerstanced it becomes a flip.
I also uploaded a small flip compilation that showcases some attacks you can dodge with it.
ehat is the weapon used at 0:32?
The Majestic Greatsword from the Old Iron King DLC adds the flip if you powerstance it in the left hand. The Bone Fist from the Ivory King DLC adds the dropkick.
@@Domo3000thanks that flip is crazy i thought it only does that barrelling roll in the air not so high
@@skullnumb1532 have you seen my flip compilation? I've got a video where I pull off some crazy flips, like jumping over the Chariot or Najka's tail
@@Domo3000 I will check that out now YOU'RE GONNA MAKE ME START ANOTHER DS2 PLAYTHROUGH WHEN I HAVE EXAMS COMING DUUDE
Best boss
Nice... now get Malenia's waterfowl hitbox
I already uploaded that two weeks ago
There are some seriously underrated weapons in DS2 btw. Weapons that are in many ways still the best on the series.
0:31 wtf are this combo
It's the Majestic Greatsword from the Old Iron King DLC. Powerstanced in the left hand it let's you do the flip with L2
Imagine there would have been a special kind of item you could pick up to make every boss fog wall have a polygon training mode option below the entry prompt. That would’ve saved a few thousand controllers on earth from breaking ROFL
So his thin sword is actually a giant corndog or what
the true problem here arent the hitboxes, is the fact that dodge i-frames are tied to adp, that decision fucked up big time IMO because c'mon... dodge its a core mechanic of the game, i dont mind consumables using speed is tied to adp, but dodge in the rest of the games works just fine, If it's not broken, why fix it?
So is dealing damage but str dex and endurance are stats
@@edbane1656 You're right, but I think they should have had the base roll (what people would consider 30-35 ADP) be at 0. Decrease the scaling you get on rolls for leveling it but keep the other animation speed ups and it's a lot nicer
@@DracoSafarius 30-35 adp is practically a soft cap for adp, if anything i would suggest 20 being the base level
@@edbane1656 See I've seen 20 and 25 both suggested as the point to get it to, but I've overwhelmingly seen 30-35 even more as the recommended to get rolls resembling the other two games
@@DracoSafarius92 AGI is the best point. You can dodge on reaction, even if you got a bit less I-Frames compare to the other games. Only 2 bosses are an exception to that rule. Raime (Is a bit harder and tighter to dodge) and Aava (Imposible to dodge if you try to react)
Um boss realmente dificil
That explain a lot of things
Very impressive, bruh🍻✨
Also, that flip frontal attack you did, while dual-wielding swords... HOW🤔?
That's the special ability of the Majestic Greatsword that gets unlocked if you powerstance it in the left hand. L2 turns into this flip.
What app do you use to see these hitboxes?
I beat this game never leveling up Adaptability because I never read guides or stuff
I swear my DS2 playthrough version of me must've been a god
You don't understand, Yui Tanimura is just a genius)
Show this to any ds2 hater and see them having a meltdown using the same pursuer grab gif or their skill issue as argument lol
The coping is crazy woah, never seen that
One time, I saw someone use a gif of someone completely mistiming their dodge roll against a grab attack and tried saying those were bad hitboxes lmao
Wait, so… a visualization of a single servicable hitbox (which there are still clips of it failing out there) is enough to disprove that?
There’s literally hundreds of videos out there that all show different examples of DS2 hitboxes being inexcusably awful. I myself have played the game for a hundred hours and experienced most of them myself.
Edit: I also find it strange how DS2 fans consistently come to the conclusion that the hitbox complaint only exists to excuse bad gameplay, and yet, if that was true, how come there are so many videos about it for DS2 exclusively?
@@littlemoth4956 because adp haters cant git good and blame it on the hitboxes because they got hit at the end of their 5 rolls, literally search any hitbox of enemies in other souls games and all are just huge circles 5x times the size of the model.
It’s funny I had no idea about ADP so I just adapted to the low s and then once I found out after like 1 and a half playthroughs the game turned into a joke 😂
that looks sick!
Glad to see the hitbox of the last attack of the video. That one and mimic grabbing from behind are the cause most "DS2 hitboxes are bad".
Thank you for showing this. It helps explain a lot of both sensible and unreasonable behaviors of the enemies. I hope other game developers do better than this (I don't expect anything out of Fromsoft anymore).
Fair and fun fight
I recall a video like this like from a good while ago, I also recall way bigger hitboxes on that one, is this and improved visualizer or something?
Hmmm... 🤔
I believe I found the video, the hit box is the same but the camera is closer and there are no collision boxes on the boss. It is harder to have a proper size visualization on the actual character if he is only covered in black, it makes the bright colors stand out way more. The wireframe and the slower speed in this video makes it easier for us to take in the information properly.
whats stopping the devs from just making the hitbox be identical to the actual weapon model? always wondered this
Way more computational effort. Computing the collisions of spheres and cylinders is a lot easier
What is that mod thats add those new animation for player?
They all exist in the game regularly.
The Majestic Greatsword from the Old Iron King DLC adds the flip if you powerstance it in the left hand.
The Bone Fist from the Ivory King DLC adds the dropkick.
@@Domo3000 thx man, i thought thats some animation mod...
What fist and sword weapons was the player character using here?
Fists are the Bone Fists (which seem to show up again in the Elden Ring DLC)
The flip sword is the Majestic Greatsword
@@Domo3000 thank you so much!
So the phantom range is intentional...
1:28 this huge sword hitbox is a joke. Also - smaller sword should have smaller hitbox. Instead hitbox is as huge as with 2nd sword :/
The very huge one at 1:28 doesn't interact with the player. It's just used to draw the dust clouds on the ground
Why the f does he take dmg on his swords 😂
I helped so many people kill the Fume Knight. They died alot. But I kept helpin.
It's not _necessarily_ that the hitboxes are worse in DS2 (both sides will cherry-pick), it's _other_ design choices, that either interact to make the hitboxes _seem_ bad,
or make the game feel bad overall in other ways, creating a greater feeling of negativity towards it, and gaining it more scrutiny for it's (perceived) flaws, even if some of them are shared with previous games and were given a pass.
"Bad hitboxes" are just an easy answer people can point to, instead of digging in to how more abstract systems work, and overlap with each other.
For example, other games are just more able to hide bad hitboxes behind the player's dodge having more i-frames by default. DS2 can't do this as much (criticise the ADP system)
And grab attacks just (seemingly) generally janky in Souls games, but seem to be used more frequently in DS2, and hence get more attention (sometimes it's the box size, or the area covered by the move, sometimes it's the number of active frames, or the lack of a visual indicator for them, or the lack of i-frames again)
"necessarily"? are you suggesting that certain bosses still have some 'bad' hitboxes? You'd be right. this is a phenomenon in almost all of fromsoft games to my knowledge. I noticed it the most in bloodborne.
the thing with grab attacks is that they technically aren't janky, its the fact that if you get hit at the start of your roll sometimes the animation just plays out anyway. so while it looks like bullshit you actually messed up.
@@twistedmetal15 Iron Golem can grab you while you're standing behind him, but maybe that's an outlier
@@TasTheWatcher i dont remember that but i believe you. it also happens with mimic chests but i think thats an intentional troll mechanic in that case
0:29 weapon?
Right hand, Thorned Greatsword
Left hand, Majestic Greatsword
The movesett is only possible wile dual wielding with the Majestic Greatsword on your left hand.