@@goncalocarneiro3043 funnily she got me once with it cause mg build was ass and i was stupid so it took awhile and yeah every DS3 grab is a damn telaport
Thank you for doing what I don’t have the patience to do. At this point I don’t give a shit about what other people say, but seeing DebugManager used to fight misinformation makes me happy
I mentioned "someone who actually watched it" lit devil didn't see it for several years. If someone who saw it recently and took notes went in, mauler and rag would get so reamed so fast it would be comical
Why is it terrible? He is pointing out critics based on gut feelings with actual facts, he even shows stuff that is actually broken like the giants hitboxes, I dont see how it is bad unless you mean that the longest man will make less of this series of videos because he didnt answer all at once
I honestly love to finally hear from a person that ACTUALLY knows what're they talking about. You're doing god's work for this game's reputation. And Don't you stop man, the content's great.
something that people do not seem to realize about ds2 is that sometimes as an attack hits you, the player model does not get knocked back; people think that means they should not have been hit, when in reality, it works to the player's favor because the punishment is just health damage and not also getting knocked. great video as always
IKR lol, my first reaction to that a decade ago was “oh awesome, even though I failed to dodge I wasn’t stunned, and if I had been I may have died” the game is forgiving af.
I think it’s obvious that it applies to rolls and backsteps, but I do think it’s confusing how it applies. You still have different roll speeds like the other games, but s are influenced by a stat so the player could be left thinking that the hitboxes are bad and finding a comfortable adp level will require trial and error with a stat. The ability to respecc does help a bit with this trial and error, but I think domo is downplaying how confusing and discouraging this is to new players. Also, I haven’t met a single player who doesn’t completely block or reposition. Everyone dodges at some point and if you have low s and limited experience with using them, of course you’re going to get hit a lot when it feels like you shouldn’t. This is one area where I think mauLer may have a point despite his ham-fisted argument.
Maulers not a gamer he has no idea what he’s talking about when it comes to games, he’s always mad about that because Mauler is not a dumb person, but he is woefully out of his depth when it comes the critical analysis of video games and playing them well, and his ego can’t handle that.
@@hansmoleman2666I didn't know, man, trying to argue this point when the issue with ADP is that it doesn't tell you what it does, evasion can be as simple as roll speed, and s are never mentioned nor observable in the stat screen, there's no feedback as to what the stat does. Expecting people to experiment with a stat that doesn't explain exactly what it does, that would have very little difference in s in the first dozen levels that the difference could very easily be overlooked, that feels like a bit unreasonable.
@@Domo3000 because there was a bandwagon of hate for this game. Basically it started out like this: a bunch of streamers (rather "souls youtubers", streaming wasn't that big back in the day) started playing DS2, and they thought they were veterans and that they were "very good". So when they started getting their ass kicked by the game, it couldn't POSSIBLY be that they needed to learn the new game, no, it definitely meant that the new game was bad (same thing that happened with elden ring dlc, it's apparently a bad dlc because it's much harder, and it can't POSSIBLY be the fault of the elden ring veterans who are perfect at the game, so the dlc must be bad). The ADP thing also helped put a spanner in things, since those idiots were Asmongold level intelligence, they didn't bother reading the stat description, and didn't bother experimenting with it. So then they had a lot of situations where they misattributed low AGI to bad hitboxes. In fact more than 99% of "bad hitbox" moments in ds2 are just low AGI moments. So they started a bandwagon of hate, and that put ds2 under a microscope, getting scrutinized for EVERYTHING, even for things that ds1 also did, and even for the things that ds1 did WORSE than ds2. That's basically the gist of what happened, and it's a shame. Would have been so good if you made these videos 10 years ago at release and fight this bullshit that still perpetuates to this day :D
@@meyes1098this is by far THEE most accurate lore of the " DS2/ER DLC sucks because it's too hard!!! 😭😭" Lol cry babies with ENORMOUS skill issues shouldn't have a platform. Sucks to suck 😂😂😂
DS fandom when DS3 has the smallest build variety, least amount of weapons, completely linear levels until half the game, and no color in general but the best bosses (it came out on a newer hardware): 😴😴😴 DS fandom when DS2 has the largest build variety, largest amount of weapons, largest amount of variety in armors and best fashion, multiple paths right from the start, colorful and unique looking areas but not the best bosses in the series (it came out on the PS3): 😡😡😡
@spacecowboy5486 Ds3 feels much less clunky and more smooth than ds2. And the level design in ds3 is definitely a bit better than ds2 And the combat is leagues above ds2, it feels almost exactly like elden ring. But yeah ds2 weapon and build choices are goated
@@yaflah6484 Farron keep is not as bad as shrine of Amanda and iron keep, also that’s just one level. Most of the levels in ds3 aren’t that bad, while most of the levels of ds2 are mid at best
I think the one for Gaping Dragon that does not even have a grab attack animation is worse. He just shouts and then you are suddenly in the grab just because you stood close to his front foot
I liked the part most where he complained that agility is deliberately obfuscated because the in-game description only tells you that it make rolling easier, but not the exact breakpoints. I did not mention it in the video, but DS1 has resistance as a troll stat that deliberately obfuscated the fact that it is useless and gave you no option to reset your stats. DS2 tells you that this stat makes rolling easier, but he acts as if it's impossible to tell that leveling it up would make your rolls easier. And aren't Souls games about experimentation and not holding your hands? If rolling feels hard just level up the stat that tells you that it makes rolling easier until it doesn't feel hard anymore. None of those games tell you the exact breakpoints of poise you need to not get staggered by specific attacks either, but now he wants hand-holding for this stat (but doesn't mention any of the other stats that could have more concrete explanations)
Not only that but in DS2, if you feel you make a mistake with your state allocation, you can use a soul vessel to put points in states that work for you, unlike in DS1, where you are fucked
@@YEY0806 yeah, that's why I never understood those complaints. Why would the community complain so much about ADP, but not about RES which is much worse as leveling costs a lot more in DS1 and you can't reset your stats. DS1 fucking over players that read the stat description and think that they make a smart move by leveling resistance: that's okay because Myazaki is such a troll DS2 fucking over players that just ignore a new stat: that's just unfair. Souls games should hold your hand and tell you that this stat is important!
@@Domo3000 Res in DS1 and ADP in DS2 have different problems though. The problem with Res is that the value you get from leveling it is largely situational and is almost always suboptimal (though i wouldn't go so far as to call it useless, it does help a little against status effects). The problem with ADP is that if you don't understand it and level it, you're going to have a really hard time until you figure out you need to level that for your rolls to be effective. I think people complain about it so much because ADP gives different players a hard time in different ways. People coming from DS1, like myself, generally thought of better rolling meaning having a faster roll, so the idea that ADP literally determines your s (which the description doesn't explicitly explain; the in game description is "Raises various attributes to ensure one's survival. Boosts agility and various resistances") wasn't immediately evident. Players new to the series sometimes go a very long time without a decent roll, which can be so frustrating they quit the game before they even realize what was wrong. They don't know what agility means in the context of the game, so the in-game description is almost useless. I honestly thought ADP's description sounded a lot like DS1 Resistance and avoided it at first lol. Personally, I don't like ADP. Partially because it don't think it's explained that well, most mostly because it's just not necessary. Sure, Resistance in DS1 is just poorly designed, but that doesn't make ADP good. The rest of the souls games play just fine without having to mess with roll s, and having s independent of level makes early game playing a lot more consistent and less frustrating.
Agree about the obfuscated descriptions comment, but I left ADP at 8, respecced to ADP 30 and didn't see any noticeable difference so respecced back to 8 ADP My Attunement was high enough to put Agility at 99 though. Maybe the extra ADP didn't seem like much because I already had agility at 99. Who knows 🤷
The grab teleport happens in bloodborne too. I was Livestreaming when a gargoyle at Cainhurst grabbed me from behind him and teleported me in front of him.
I know he was bullshit about the sir alonne grab, i had 10 AGL and still managed to dodge it successfully by simply timing the moment he launches the blade
Yeah it's fun how he acts as if it's impossible to get grabbed several times per battle and that high ADP is absolutely essential, just because he never realized that he could just time his dodges better, dodge away from attacks or simple use a shield. He really made an hour long video just to convince himself that it's the game that's bad instead of just accepting that he has skill issues
The thing about Sir Alonne grab, Pursuer grab and some others is that the animation is kinda wonky and only starts when your roll animation is done (probably because Fromsoft needed your character to stand upright to have only one variation for the animation of the character getting stabbed, also old (hardware) but the hitboxes are fine for Dark souls standards
@@spacecowboy5486 its more simple reason. DS2 i-frames delaying the grab, while in DS3 all grabs are faster, its ignoring i-frames and grabs has less frames to balance out. Thats also a reason why ds3 grabs feels more annoying, but less bs.
Yeah, the rolls he showed against Alonne were not timed well and in the wrong direction. HOWEVER, it is janky that the hit on the hilt counts as a grab.
Can we actually take a moment to appreciate how skillful domo is? All examples of "dodges" from 28:39 and on are insane as they require unimaginable levels of timing and knowledge of the enemies in DS2.
I did not expect to see the fact that DS2 has actually tighter hitboxes than DS3. But nobody complains about that since DS3 gives you the player super generous hitboxes too and tons of i-frames. Great video! Loving this channel already!
Him claming that ds3 has almost perfect hit boxes is rich as someone who has over 5k hours in that game alone. I can think of tons of the top of my head that are janky as hell, the darkwraith attack where he slidea across the ground as well as there stabs can hit you while the trail is nowhere near you, the reaching arm hitboxes of the dragon warriors in the dragon shrine area are also disjointed as hell and hit you nowhere near the arm or weapon, i could go on and on and on about it. This guy has no clue. I also wanted too add that dancers grab is more broken and frustrating that 80 percent of what i have ever delt with hitbox wise in ds2.
I also just see a lot of the enemies catching him in his rolls. He's not just unknowingly showing hitboxes hitting him correctly, but also thinks he's showing off bad examples of the game while they're actually bad examples of his gameplay. It's pretty funny. Btw, could you show us the hitbox size on Smelter Demon when it activates the passive slow HP drain?
Yeah I'm genuinely surprised why his video gets posted on Reddit so often as evidence that the hitboxes are broken, instead of people just noticing that he suffers from severe skill issues and telling him to git gud. Here's the Smelter Demon hitboxes: ruclips.net/video/eY7ERk-fllk/видео.htmlsi=RzgBG6kVC5cbAH04
@@YEY0806 no one says that, the whole longman thing is the retort to the obvious falacy of long = wrong. Following the logic of such critics domo would be wrong here since his rebukes are longer than the sections he is rebuking (however domo is right)
It's so funny to me that he rolls INTO the shiny glowing sword grabs, instead of doing the smart thing and rolling away or to the side. It's like a moth, drawn to flame. And he can't help it! Most enemies are right-handed (see: Pursuer, Alonne), and he rolls left straight into their swords, but then comes the left-handed Ivory King, and he rolls to the right instead!
He just can't help himself. Even worse are the moments where he just rolls along with horizontal attacks of bosses like Smelter Demon to maximize the time he spends directly inside of the attack.
He will probably argue that it's an objective fact that Souls games should have baby-easy rolls where the roll button is just an invincibility button that shouldn't require good timing or consideration of the rolling direction
I have 5 ADP and 10 ATT in my current playthough and dodging with my current AGI level feels good, skill issue when I get hit because I get greedy or panic and mistime, it's not necessary to level if you time time correctly and aren't rolling with heavy weight
in my new playthrough I always level up adp because of how comforting it is, but when I first bought it for the ps3 i didnt know what adp was so I just beat it normally, its really not an issue considering how forgiving the weight for fat roll is compared to ds1
You are doing great work man🖤 Whenever I see someone complaining about ds2 I recommend your channel. I hope that you will get the subs you deserve for this hard work.
Wow, holy Christ, this channel is underrated gem, it should defienetly get more attention. Spot on. Ps: something about compilations of all dragon-bosses from Souls series appearing in compilation with their boss music while attacking, is really very cool.
Unrelated, but one thing I love about DS2 is that weapon scaling is independent from the weapon base damage, so you can actually have a weapon that deals little damage early game, but surpasses the rest as your offensive stat/s reach their softcap. The others don't really have that. Ludwig's Holy Blade has the highest scaling of all other weapons in Bloodborne, but it also has a high base damage, so, damage wise, there is no reason to choose the Stake Drive over it.
I'm confused isn't scaling always tied to your stats and the grade of scaling on the weapon in all souls games? Making weapons with higher base states better if they have the same scaling as another weapon?
@@AceBountyHunterRex In the rest of the games, the formula for attack rating is Base Damage + Base Damage * Stat Scaling * Stat saturation (how much of that stat you have). This means that a weapon with higher base damage will likely do more damage, even if it has lower scaling. Also, all weapons will get at most double their base damage. This isn't the case for DS2, for instance, the Bone First has a ridiculously low base damage, yet it has a decent amount of damage thanks to having one of the highest scalings in the game
@@AceBountyHunterRex I haven't checked the formula, but I think it is Base damage + Weapon Scaling * Attack STR|DEX bonus (starts at 50, reaches 200 at max stat)
Mauler: fanatically grasping for any clip of his poor gameplay to call DS2 an awfully made game. Domo: casually making a bunch of thoroughly researched and well-played clips like a gigachad. Especially, the part with avoiding so many different attacks in DS2 without rolling. Let alone the thorough slowed demonstration of the Hitboxes in every part of the franchise - so much effort was put into it.
I love how he complained about player weapons hitboxes in DS2 lmao Made me remember one day i was playing with a friend and i hit something out of range, when i told him his answer was "why are you complaining?"
Dodging inwards in DS2 is still good iirc from when I played it, but it's from having better dodge timing. The dodging from them is just horrendous, and then Mauler acts like a more well articulated DSP when punished for bad play.
Gotta say, THIS is an critique with at least a bit of objectivity. You went the extra mile, exposed some of the mechanics for what they are and used the other game comparisons with clarity. Mauler limited his thoughts to his experience with the games to claim he's being objective, doesn't show the game files, doesn't show the actual hitboxes, doesn't do anything besides him playing. He's either being dishonest or he doesn't know what objectivity means.
@@hansmoleman2666 I think he can't analyze a plot properly either. His movie reviews go by the same method: forcing the material into your concepts and criteria instead of extracting the concepts and patterns from the material itself. This is what happens when you're obsessed with objectivity, you just throw your personal biases under the rug because you cannot get rid of them. Mauler pretends to be a neutral, "objective" guy, but when it comes to art, objectivity isn't the same as it is in mathematics for example, there's no neutrality and no absolute standard for quality despite all his efforts.
@@meyes1098 yes. In fact, there IS objectivity when it comes to analyzing video-games and movies. But it has nothing to do with what Mauler is doing. Not to mention the abundance of straight out lies and manipulation present in his videos.
@alexvenancio1336 I would say he is capable of also objectively analyzing plots, but his judgement and degree of harshness is insanely inconsistent and a lot of his fans usually call him out and his buddies whenever it is so.
The craziest thing to me about this community is that the same people who complain about ADP or the lack of i frames in DS2 are the same people who complain about other players using summons in Elden Ring. Just like how using summons can build bad habits in a player, always having a super forgiving roll can develop bad habits. Just look at how many times this guy rolls directly into attacks, then proceeds to blame a bad hit box. People only play like this because the DS1, DS3 and Elden Ring roll i frames are so forgiving that players are hardly punished for it. DS2 actually tries to teach the player to not panic roll or roll directly at the enemy. Elden Ring attempts to do the same, but the only way this is attempted is through extremely delayed attacks. When you factor in how Elden Ring enemies react to your button inputs, you won’t know how long the attack is actually delayed for. Compare that to DS2 which easily shows you if you are rolling too early or too late just by how and when you get hit. If you get hit before you start rolling you rolled too late. If you get hit at the end of your roll, you rolled too early. And if you are really struggling, the game gives you the option to make that easier rather than doing more damage.
@@alter6243 SL1 DS2 really teaches how to dodge properly. Like not dodging straight into thrust attacks or along with horizontal attacks. I agree, the s in DS3 and Elden Ring are just too generous for my taste as well and teach players that the dodge button is just a mindless invisibility button and not something that requires some thought as well.
Completely disagree, it just seems like such a pointless thing to add to the game. It also makes pvp more annoying because you never know how much s your opponent has
You have changed my opinion on ds2. I have never played it but i have played all the other fromsoftware souls games.i thought ds2 was gonna be shit and filled with annoying encounters but after watching some of your videos im excited about buying it and playing it
DS2 is crazy fun with friends. i normally play with friends and the summoning mechanics are pretty good. soul memory is never an issue if we play the game together and the "small soap stone" lets you summon in areas that youve already killed the boss in. that comes in handy a lot because DS2 encourages you to go back to older levels for items, secrets or more bosses!!
"Boosts ease of evasion[...]". Like... what else does he want? An Excel spreadsheet in the character stats?? Also sometimes I noticed that he starts rolling WAY too early. Just react to enemy swinging the weapon, not during the wind up lol.
Once talked to a Mauler fan who explained that the issue was that "What counts as being 'evasive' is unclear". But like, it's a face button, my guy. There's no way it meant "makes your taunts faster, so you can duck under attack better", or something.
I hope this video series is the beginning of the pendulum swinging for this game. Also, correct me if I'm wrong, but I'm pretty sure in DS1 you can't apply fire (such as using charcoal pine resin) or any magic to a zweihander or any great sword. If that is the case, I find DS1 to be a downgrade because not only was it something you could already do in the original Demon Souls, but it was a feature that was re-introduced in DS2! Edit: CORRECTION! I was COMPLETELY wrong, you actually CAN apply resin or any magic to zweihander and some other greatswords. The only reason I haven't edited out that part of the comment is that so the context of the responses below make sense.
@@orionstokesweiss2344 After reading your comment, I immediately went to go test it to make sure. You're right. Sorry for the misinformation. To think that I went through three playthroughs and didn't figure out that I could've used that this WHOLE time? Wow, I'm an idiot. How I missed that or what led me to think it wouldn't work is beyond me. Anyways, thanks for the correction. Future playthroughs will be better now.
@@wanderingknight7777 This gave me such a genuine chuckle. I appreciate people who can both be confidently wrong and come around gracefully once the truth is pointed out. Have a week as pleasant as you are
@@orionstokesweiss2344 "Have a week as pleasant as you are" You want to know something funny? Coincidentally, I'm actually on a week vacation as we speak, and it just so happens to be going pleasantly. So the posting of your latest comment is perfect timing! 🤣
MauLer drives me nuts with most of his criticism. Let’s pretend he’s correct here and DS2’s hitboxes are wonky and inconsistent: If you keep getting hit “unfairly”, wouldn’t you try something different? I feel like MauLer’s DS2 videos aren’t as much an exploration of the game’s weaknesses as they are demonstrations of his own inability or unwillingness to adapt. I dig how meticulous you are in debunking the oftentimes ridiculous criticism DS2 receives. Little details, like the hitbox overlays here (and the backstab overlays from your last video), help your viewers make visual sense of what is happening and why. I dig your work, and this video is especially captivating. Big Ups! I wish you the absolute best.
I've always found it funny that the very same people who don't have the mindset of "if something didn't work, try something else" also usually don't level "adaptability". Can't be just a coincidence.
24:01 Thank you. This is my favorite part of any of your videos, and you said everything that needed to be said. It says boosts evasion, how is it "deliberately obfuscated from new players"? He's acting like the stat description said "Go faster" or "Alan please add text", and it's just bluntly honest about what it helps you with.
Yeah that part was fun. I nearly couldn't believe what I was hearing. In the 5th video of this series you can see his stat screen at 0:51 with 40+ VGR and base ADP and at 1:46 you see him with 50 VGR, 40 END, 60 STR, 40 END and base ADP He finished the game while completely ignoring a new stat, so he had to accuse the game of deliberately hiding what this stat does instead of admitting to himself that he never read the description and that he played a RPG wrong. He wanted to play as a shield-less glass cannon that relies on rolling as the primary way of evading damage, but did not level up the stat that states that it makes rolling easier. And that's apparently the games fault for not holding his hand more, even though it already provided him with more explanation than he could have expected from a Souls game.
@@Domo3000 Exactly. Souls games are already pretty obscure in their initial, in game, presentation of stats and how to play. This is more than you normally get. These people forget that DS1 required you to just figure out what the different roll speed thresholds were, unless you googled it (iirc). And I love to see the receipts man. I'm 100% sure that's what happened; just a failure to read, and coping afterwards. I remember going through the stats first time, seeing ADP because it was new, reading the description, and then deciding with about 10 seconds of thought that I would level it and Dex, and go shield-less this time, based only on what the description said, the fact the stat was new, and the fact I played with a shield in the first game. As you say, I didn't need to be a genius gamer to figure that out, and at the time I was a massive noob to the series. The only argument or push back I've heard about this, from a Mauler fan, was that it's "unclear what actions constitute being evasive", which is only true in the sense that it didn't specify "rolling and backsteps", but I don't think it requires any thought to realize what they mean. Dodging is controlled by a face button, and there's no way a normal person would assume it meant that it sped up taunts that were useful for dodging attacks, or something else that's roundabout or dishonest. PS: watching these really makes me want to make a martial arts, power-stance character. The attack-dodging you showcase is so insane.
@bartholomewpicca9899 Yeah, I've always been critical of how vague fromsoft games can be, like how to know the true scaling of something you need to Google. But people like mauler don't complain about that, until you have something which isn't vague at all (adaptibility) and he starts seething about it
4:55 hey, at least that silver knight cant charge his attack from 100 meters like his comrade from ds3, when spear sometimes teleporting faster then knight itself for a frame. Also i believe spear wielding soldiers in Forest of Fallen Giants has the same similar hitbox as silver knights from ds1 and ds3. 16:13 honestly, all those clips clearly shows how roll direction matters, he just roll into hit without having decent Agility or rolling in the same direction with hit, instead of backwards or opposite direction.
In regards to rolling directions I didn't want to be too mean, but I could have complained so much more about his gameplay in so many of the clips. Why would he even included so many clips that actually just show him being bad at the game? He rolls along with swing attacks to maximize the time he stays inside of the attack. He rolls towards shockwaves and acts surprised that he ends up inside them. He dodges too early and into an attack and wonders why he gets hit. And then he does the exact same thing twenty times in a row, like for his 2 minutes or so of Sir Alonne grabs. At some point he should realize that he could do something different to deal with it instead of just complaining that it's broken.
2:20 Specifically, the fall attack I prefer a larger hitbox, it is incredible how many times you fall touching the enemy with your body but you do not hurt them and you are exposed
I will admit that plunging attacks often don't hit when they should for me. It's very common for the weapon to just go straight through enemies. It's one of the few significant player character hitbox issues i will concede on, it's frustrating
Yeah that's something I will have to investigate for a small video. It looked to me like he started to late and just pulled up his weapon, and then he touched the ground and it played the end of the animation. I tried to do that as well, but for me that also dealt damage. But maybe I didn't time it correctly or it's caused by something else.
@@Domo3000That's honestly the only valid complain about DS2 hitboxes in relation to other souls titles. The plunging attacks seem genuinely broken and only work half of the time. But every other hitbox mistake is present in DS1 and 3 (although 3's hitboxes are overall marginally better, and Sekiro and Elden Ring and further refined them.)
The Fume Knight slap could be excused if the animation actually showed some kind of energy behind the motion. The animation here is extremely weak, which doesn't suggest that he's actually slapping you. I could excuse it if it had more clarity. Stronger posing, snappier timing, some wind trails etc. Also, while it's true that the evasion part about ADP is mentioned, where is it mentioned that it speeds up your estus flask animation? That's not excusable.
Yea that slap from fume knight is kinda bs. Not a bad hitbox issue (since the hitbox is fairly accurate, in line with the standard of ds1), but because it shouldn't be there, or at the very least should just do minimal damage and stun you, not give you so much damage. But the fact that ADP doesn't mention that it speeds up your estus flask animation is partially wrong. It doesn't mention that it gives you more s either, but it does mention this: ADP: Raises various attributes to ensure one's survival. Boosts agility and various resistances. AGI: Boosts ease of evasion and other actions. Now "boosts ease of evasion" doesn't really mean much (and apparently this part is about s), and "boosts ease of other actions" again doesn't mean much without context, but if you submit that the first part is referencing better dodges, then you should also admit that this part is referencing better "other actions", which in this case are item uses.
No one going to talk about that Mauler is walking on very thin ice complaining about a DARK SOULS GAME obscuring game mechanics from the player? I swear, most of the mindless DS1 stans are suffering from Stockholm Syndrom…
The fact that Agility told me that it makes rolling easier was already more hand holding than I was expecting from a Souls game, but for some reason he thinks that they purposefully hid this information from players. It's just wild what kind of arguments DS2 haters manage to come up with.
I agree that DS2s hitboxes are perfectly fine. The issue lies with the frontloading of the i-frames (and the lack of them you get at the start in general). As you level up AGL you’ll notice that the hitboxes become perfectly reasonable.
26:10 my friend seems to think the exact same thing. when i told him that shrine of amana can be made easy, he started ranting on about how "it forces the player into a different build", as if there is only one that works. another instance of complaining about something you know absolutely nothing about
@@firenze6478 Equping Yorgh's Ring, equiping any shield with a spell parry, using a shield and using any shield buff spell, sniping enemies from range with a bow/crossbow, sniping enemies with spells seeing as most of them can die to three shots or less of your basic work horse spells like Dark Orb, Great Heavy Soul Arrow, Fireball, or Lightning Spear, dodging through the area seeing as the spells and enemies are easy to predict and make very loud audible cues when close. Just some things off the top of my head to help deal with Shrine of Amana, if you think you're getting bottle necked into one build then you're the one in the wrong not the game
Getting hit with a grab from an inflated hit box is a pretty big feel bad, but like you said it happens in all the games. AND, at least, from a design perspective, I think if grabs were extremely tight hitboxes, they would be pretty bad attacks, and would mostly be used for a free opportunity to engage or disengage. I think slightly inflated grab hitboxes make the attacks threatening enough that the player has to respect it
I know this is late but, “Why not just roll away.” While I can’t quite speak for MauLur but as someone who’s been clipped by numerous of these hit boxes. I roll into the attack because that’s a piece of advice I hear several times with Dark souls. Roll into the attack so you I frame through it.
roll in the direction where the attack is coming so you "i-frame" it through- if it's a sweep attack then it's more reliable, but for a thrust attack you can imagine it yourself a whole "i-frame" to avoid the long weapon's hitbox?!. if that make any sense? of course other to consideration as well as position and distance.
I periodically play DS2 since the release of the game. I don’t remember when exactly at what time and who started this destruction of the game, I never understood why. It seems just fashionable to destroy DS2 just like that. But for myself, I always knew that I was playing a good game.If I received damage, I always thought that I was bad at that moment. Special thanks for showing a giant in a cave with his jump attack and 3hits-combo Fume Knight, I always thought it was a damage from a sword
Ah yes, the so-called uniquely bad hitboxes of DS2, when in reality from soft has never managed to create a game without wonky hitboxes, ESPECIALLY on grab attacks. Just like how some issues DS2 had (like the framerate dependent weapon durability thing) have been reoccuring problems in their PC ports for a long time, we'd get some version of framerate dependent blabla every fucking time in their games, sometimes fixed sooner rather than later. Let me be honest here, From Soft is great at atmosphere and art in the boundaries of what their engine can do, but they really don't have competent coders, which is a reoccuring theme across many japanese studios. Edit: One of the reasons they have to inflate the hitboxes is because their physics engine has to actually register the hits which would not work at the low frame rate the engine runs at for a lot of these fast swings. Continuous collision detection is too expensive especially for the older consoles and doubly so if your code isn't performant. And of course, the hitboxes of player weapons are inflated because otherwise, people would complain because they can't hit shit, rightfully so as you can't aim the way you could in real life. Take Elden Ring Daggers as an example, famous for not hitting shit. Then those hitboxs are reused for enemies wielding the weapons to save development time. Another thing we see is that many hitboxes expand in increments. This is also likely an engine limitation. Often times, physics engines cannot deal with colliders being continuously scaled and the like, it causes issues. As a side note... Mauler calls I-Frames such an important thing in these games. Well, not a single one of the from soft games shows you how many s you have, anywhere. But of course, DS2 is somehow hiding this especially, being the only game that actually implies something like i frames even exist with the in-game description of a stat.
I think the more important lesson is to think about which direction to roll to. MauLer was constantly rolling straight into attacks instead of away from attacks. For the Sir Alonne and Pursuer grabs he always dodged into the attack instead of away from it. For the Smelter Demon clips he rolled along with the horizontal attack to maximize the time he's inside of the attack. I can beat all the bosses hitless (except things that you can't dodge like Smelter Demons fire when standing close to him) at lowest ADP by just dodging away from attacks. So level ADP if you want to just spam the roll button without regards for timing and direction, but you can leave it low if you use shields, ranged attacks or dodge away from attacks.
@@sophieprime4669 strafing is still one of the most powerful things to learn, an attack dodged by rolling costs stamina and delays regen, an attack avoided by strafing regens stamina and can allow counter attack bonus damage
I don't think its that the hitboxes are bad, it's that the animations feel too slow and smooth. A lot of attacks in dark souls 2 don't have as much speed and weight as ones in the other games. There's more travel time. Yes, Dark Souls 1 has a lot of goopy wet attacks, but DS2 has more. Animations are the letdown for me, not the hitboxes. When attacks finish in the other games it either smacks the floor, or there's a sort of bend and stretch snap, that makes the final position feel like a it has inertia. In DS2 its like it just slides into the final position. A lot of these hitbox complaints would go away if the animations were snappier.
A couple of thoughts on that: Your comparisons to the other DS games is accurate, and visualising the hitboxes was a good call. I do however want to point out that unlike Hbomberguys video, Maulers was not a comparative analysis, only one of DS 2 specifically. So other hitboxes in DS 1 and 3 being bad or sometimes even worse is not an excuse for DS 2s bad hitboxes. The comment you made for the Flexile Sentry is irrelevant. The hitbox is shit. The argument is bad design, and it should be an active hitbox in this case specifically. Active swinging is also a good argument, however, the hitboxes very often become inactive waaay too soon. In the clip by Fortea, the Fume Knight's sword still has a lot of momentum; the hitbox should remain active until the blade stops moving. The Baranike Knight you showed is a really good example of the timing being honed in correctly. Hell, if DS war really, reaaally polished, there would even be a damage drop-off corelating to the momentum of the blade, but lets not be picky. The club hitbox you said missed the target is clearly passing through the enemy. Why that is, no idea. Maybe some weird collision interaction with the nearby wall, I can't tell. Grab hitboxes. Let's not beat around the bush; grab attacks are bullshit in EVERY From Software game, they are just much more pronounced in DS2 because more humanoid enemies have them, and also because player animations get priority over the grab animation, leading to weird delays. You can see that Dancer, Gundyr an the Crystal Sage teleport you instantly, so it at least looks smoother visualy, despite still being bs. Sir Alonne's is just the most ridiculous one, both visually and mechanically. But Mauler mentioned as much. Most of the attacks you said hit were all a decent bit away from his character. And for the huge amounts of "foot"... well, thats for the discussion about ADP. And the shockwaves just don't have any buisness being so sizable that you can't roll through them when evading the attack that spawned them. Or dealing that amount of damage. "Could be a bit tighter" Yeah, that laser is like a 10th the radius of that hitbox. That Fume Knight "slap" is ridiculous. That is not a telegraphed attack. There should never have been an active hitbox on his arm. It is entirely impossible to expect unless you A: Experienced it often enough against better judgement came to the conclusion that it isn't a bug or B: View it in a model tool like you are. ADP. It is much too powerful a stat, and any new player would sink in at full throttle if they were aware just how much easier it makes the game. At high end levels, it also provides way too many i-frames, even more than the ridiculous amount DS3 provides. Beyond that, basic combat mechanics should not be tied to a stat. This is not World of Warcraft; your basic toolset should be functional from the get-go, as it has been in every title. Tanks also need i-frames, as blocking bosses is signficantly more difficult than evading them. And just because casters can get their i-frames from another stat, that doesn't change the fact that tying i-frames to a stat is absolute dogwash. And for melee dps... well just get fucked, you don't get to level and see that dps rise as a new player, dump your levels in ADP! All in all, your arguments, examples and explanations for hitboxes were pretty good, though the comparison to other Souls titles was just as unnecessary as it was in both Harris' and Maulers videos; though Mauler was forced to in the first 8 parts because he was responding to Harris. Beyond that, many of the mistakes Mauler has made in his series are very easy to make and hard to recognize, so hard, that the vast majority of the community that actively engaged with the content back when it released wasn't even aware of it. DS2 on its own is a very flawed game. Many of those flaws are overarching problems of the entire DS series, and some of them are fundamental design ideas that just don't work in this game. I found myself shaking my head at Harris' video, and raising an eyebrow or nine during Maulers series. At the end of the day though, DS2 is not a great game. And if your best excuses for its shortcomings is comparing it to the same flaws in its prequel and sequel, than you might as well say nothing. Praise DS2 for bonfire ascetics and power stancing, not for ADP and Fboys.
But Mauler did make a comparative analysis. Throughout the video he states that these issues make it the black sheep in the series and he keeps referencing the other games as being better. His video clearly does not exist in a vacuum. Just like he did for hitboxes. He downplayed hitbox issues in the other Souls games and exaggerated them in DS2, so it makes perfect sense to point out that he's wrong about these comparisons.
"though the comparison to other Souls titles was just as unnecessary as it was in both Harris' and Maulers videos; though Mauler was forced to in the first 8 parts because he was responding to Harris" -me, 2024 Again, I don't disagree with pointing out that he is wrong about hitboxes, it was very informative to actually see everything visualized. But, perfectly on theme, just because Mauler made unnacessary comparisons in his video, that does not make it any less of a mistake in your video. From the way he presented his comparisons, it is very reasonable to assume that Mauler was not intentionally manipulating the shown examples, but was not able to tell that most of the one she did show were issues with Agillity, and he did mention that it is pretty hard to tell the difference. That doesn't change the fact that he is wrong, of course.
@@eli-boy7473what? Mauler literally states that hitboxes in ds3 felt satisfying. And yes... if hitboxes are an issue in every single FromSoft game, then it is irrational to highlight DS2's problem. And stop trying to make excuses for Mauler because he was exposed thoroughly for fabricating scenarios to make DS2 look worse than it really was, such as drawing all enemy aggro to make each room look like a gank squad. And virtually all of the clips of him getting hit were because he rolled to the strong side of the enemy attack which any gamer would know not to do. And he refuses to accept that invincibility frames exist at the start of rolls, not at the end hence why he kept getting hit after rolling too early.
@@tempusername-l5d What is wrong with you people? I am not your enemy! " "though the comparison to other Souls titles was just as unnecessary as it was in both Harris' and Maulers videos; though Mauler was forced to in the first 8 parts because he was responding to Harris" -me, 2024" -me 2024. Are you even readin what I am saying?
0:11 to me, the attack appears to be the guy swinging his sword 90-120-ish degrees, and the hitbox might be active when the animation doesn't correctly reflect that imo. Kinda hard to tell by the footage. If the spin attack was a full 360 i'd have to agree.
THANK YOU DOMO3K !! i started replaying the souls games recently and it really put in perspective how ridiculous and unfair some of the criticism ds2 gets is. refuting these garbage claims with actual evidence is beautiful.
I think Adp is a bad stat because dodging is so fundamental do souls games, even mages needs to roll, and in every other souls game you know that if you roll at the right timing you will dodge the attack, in Dark Souls 2 you know that even if you get a good timing, if your Adp isn't high you may get hit, this is one of the few things that I feel like they shouldn't have messed with.
I always thought that putting low adp and tying it to I frames was a way to add a different layer of difficulty to players who want a challenge. If you wanted to an easier playthrough then increase ADP.
Funny that none of the hit box issues in any FromSoftware game have ever affected me. I honestly think that people just claim shitboxes whenever they don’t like something in a fromsoft game.
Today I found out, that Crystal Sage has a grab attack
You also found out that it can reach grotesquely far out. Now you know to watch out for it! (it won't happen)
yeah. i have never seen that attack before.
Impossible
@@goncalocarneiro3043 funnily she got me once with it cause mg build was ass and i was stupid so it took awhile and yeah every DS3 grab is a damn telaport
No better way to to combat hitbox arguments than to show the actual hitboxes and explain what actually happens.
This is great
“You cannot win against people that just wanna complain”
Truest words ever spoken
Most giga chad DS2 defender on the internet
Agreed
xD@@zzodysseuszz
💯
Holy shit that Dark Souls 3 dagger is a great club in disguise
Thank you for doing what I don’t have the patience to do.
At this point I don’t give a shit about what other people say, but seeing DebugManager used to fight misinformation makes me happy
Using your DebugManager to fight misinformation makes me happy!
Ciao bello 🎉
@@AtreyusNinja :)
He is going long to fight against the longman, respects
He still hasn't done an atla video or had a talk with anyone who's actually seen the damn thing.
@@janehrahan5116 He did one with Literature Devil.
It was so fucking garbage.
I mentioned "someone who actually watched it" lit devil didn't see it for several years. If someone who saw it recently and took notes went in, mauler and rag would get so reamed so fast it would be comical
And he's going to fail because this response is terrible lol
Why is it terrible? He is pointing out critics based on gut feelings with actual facts, he even shows stuff that is actually broken like the giants hitboxes, I dont see how it is bad unless you mean that the longest man will make less of this series of videos because he didnt answer all at once
Take a shot every time Domo says Foot.
No thanks
🍶
Miyazaki would be proud.
I honestly love to finally hear from a person that ACTUALLY knows what're they talking about. You're doing god's work for this game's reputation. And Don't you stop man, the content's great.
true
something that people do not seem to realize about ds2 is that sometimes as an attack hits you, the player model does not get knocked back; people think that means they should not have been hit, when in reality, it works to the player's favor because the punishment is just health damage and not also getting knocked. great video as always
Mfw people complain about poise existing, when it's literally 90% of the benefit of heavy armor.
@@janehrahan5116then ds3 completely removed passive poise.
IKR lol, my first reaction to that a decade ago was “oh awesome, even though I failed to dodge I wasn’t stunned, and if I had been I may have died” the game is forgiving af.
“Boosts ease of evasion”
“How am I supposed to know that applies to rolls and back steps?”
Gamer what
I think it’s obvious that it applies to rolls and backsteps, but I do think it’s confusing how it applies. You still have different roll speeds like the other games, but s are influenced by a stat so the player could be left thinking that the hitboxes are bad and finding a comfortable adp level will require trial and error with a stat. The ability to respecc does help a bit with this trial and error, but I think domo is downplaying how confusing and discouraging this is to new players. Also, I haven’t met a single player who doesn’t completely block or reposition. Everyone dodges at some point and if you have low s and limited experience with using them, of course you’re going to get hit a lot when it feels like you shouldn’t. This is one area where I think mauLer may have a point despite his ham-fisted argument.
Maulers not a gamer he has no idea what he’s talking about when it comes to games, he’s always mad about that because Mauler is not a dumb person, but he is woefully out of his depth when it comes the critical analysis of video games and playing them well, and his ego can’t handle that.
Asmongold moment xD
@@hansmoleman2666I didn't know, man, trying to argue this point when the issue with ADP is that it doesn't tell you what it does, evasion can be as simple as roll speed, and s are never mentioned nor observable in the stat screen, there's no feedback as to what the stat does.
Expecting people to experiment with a stat that doesn't explain exactly what it does, that would have very little difference in s in the first dozen levels that the difference could very easily be overlooked, that feels like a bit unreasonable.
This video reinforces my personal dark souls ranking of DS2>DS1>DS3 lol
my SAME ranking... i think we both look at these games in term of replayability too tho, which, DS2 is king for sure.
Adding to where he was getting hit there's also an infuriating display of mistimed dodges. He's always at the end of a roll like wth 😅
Yeah I don't understand why so many people just accepted his claims instead of pointing out that he just suffers from severe skill issues
@@Domo3000 because there was a bandwagon of hate for this game.
Basically it started out like this: a bunch of streamers (rather "souls youtubers", streaming wasn't that big back in the day) started playing DS2, and they thought they were veterans and that they were "very good". So when they started getting their ass kicked by the game, it couldn't POSSIBLY be that they needed to learn the new game, no, it definitely meant that the new game was bad (same thing that happened with elden ring dlc, it's apparently a bad dlc because it's much harder, and it can't POSSIBLY be the fault of the elden ring veterans who are perfect at the game, so the dlc must be bad).
The ADP thing also helped put a spanner in things, since those idiots were Asmongold level intelligence, they didn't bother reading the stat description, and didn't bother experimenting with it. So then they had a lot of situations where they misattributed low AGI to bad hitboxes. In fact more than 99% of "bad hitbox" moments in ds2 are just low AGI moments.
So they started a bandwagon of hate, and that put ds2 under a microscope, getting scrutinized for EVERYTHING, even for things that ds1 also did, and even for the things that ds1 did WORSE than ds2.
That's basically the gist of what happened, and it's a shame. Would have been so good if you made these videos 10 years ago at release and fight this bullshit that still perpetuates to this day :D
@@meyes1098this is by far THEE most accurate lore of the " DS2/ER DLC sucks because it's too hard!!! 😭😭" Lol cry babies with ENORMOUS skill issues shouldn't have a platform. Sucks to suck 😂😂😂
DS fandom when DS1/3 has hitbox issues: 😴😴😴
DS fandom when DS2 anything: 😡😡😡
DS fandom when half of DS1 is mediocre at best: 😴😴😴
DS fandom when DS2 isn't 100% a perfect game: 🤬🤬🤬
DS fandom when DS3 has the smallest build variety, least amount of weapons, completely linear levels until half the game, and no color in general but the best bosses (it came out on a newer hardware): 😴😴😴
DS fandom when DS2 has the largest build variety, largest amount of weapons, largest amount of variety in armors and best fashion, multiple paths right from the start, colorful and unique looking areas but not the best bosses in the series (it came out on the PS3): 😡😡😡
@spacecowboy5486 Ds3 feels much less clunky and more smooth than ds2. And the level design in ds3 is definitely a bit better than ds2 And the combat is leagues above ds2, it feels almost exactly like elden ring. But yeah ds2 weapon and build choices are goated
@@Luekirt2 ds3 has the worst level design in all 3 games. It has farron keep
@@yaflah6484 Farron keep is not as bad as shrine of Amanda and iron keep, also that’s just one level. Most of the levels in ds3 aren’t that bad, while most of the levels of ds2 are mid at best
16:58 I didn’t know Miyazaki ran this channel
Foot
@@janehrahan5116 FOOT!!
imagine if this guy knew how to i-Frame an attack instead of rolling a full second too soon and then complain about hitboxes lmao
true
Iron Golem's grab hitbox in DS1 is the worst hitbox I've seen in the entire Soulsborne series
I think the one for Gaping Dragon that does not even have a grab attack animation is worse. He just shouts and then you are suddenly in the grab just because you stood close to his front foot
The new big furnace guys in elden ring dlc also have a pretty terrible grab
A non grab hitbox that’s atrocious would be ceaseless discharges
@@zzodysseuszzHE HAS A GRAB? WHAT?!
The DS2 mimics are equally awful I would say, and there are way more of those in the game.
Foot.
Foot.
Shockwaves.
Foot.
I liked the part most where he complained that agility is deliberately obfuscated because the in-game description only tells you that it make rolling easier, but not the exact breakpoints.
I did not mention it in the video, but DS1 has resistance as a troll stat that deliberately obfuscated the fact that it is useless and gave you no option to reset your stats.
DS2 tells you that this stat makes rolling easier, but he acts as if it's impossible to tell that leveling it up would make your rolls easier.
And aren't Souls games about experimentation and not holding your hands? If rolling feels hard just level up the stat that tells you that it makes rolling easier until it doesn't feel hard anymore.
None of those games tell you the exact breakpoints of poise you need to not get staggered by specific attacks either, but now he wants hand-holding for this stat (but doesn't mention any of the other stats that could have more concrete explanations)
Not only that but in DS2, if you feel you make a mistake with your state allocation, you can use a soul vessel to put points in states that work for you, unlike in DS1, where you are fucked
@@YEY0806 yeah, that's why I never understood those complaints.
Why would the community complain so much about ADP, but not about RES which is much worse as leveling costs a lot more in DS1 and you can't reset your stats.
DS1 fucking over players that read the stat description and think that they make a smart move by leveling resistance: that's okay because Myazaki is such a troll
DS2 fucking over players that just ignore a new stat: that's just unfair. Souls games should hold your hand and tell you that this stat is important!
@Domo3000 it's not even that. It's just people too lazy or stupid to use the help feature that tells you straight up that it makes dodges easier.
@@Domo3000 Res in DS1 and ADP in DS2 have different problems though. The problem with Res is that the value you get from leveling it is largely situational and is almost always suboptimal (though i wouldn't go so far as to call it useless, it does help a little against status effects). The problem with ADP is that if you don't understand it and level it, you're going to have a really hard time until you figure out you need to level that for your rolls to be effective.
I think people complain about it so much because ADP gives different players a hard time in different ways. People coming from DS1, like myself, generally thought of better rolling meaning having a faster roll, so the idea that ADP literally determines your s (which the description doesn't explicitly explain; the in game description is "Raises various attributes to ensure one's survival. Boosts agility and various resistances") wasn't immediately evident. Players new to the series sometimes go a very long time without a decent roll, which can be so frustrating they quit the game before they even realize what was wrong. They don't know what agility means in the context of the game, so the in-game description is almost useless. I honestly thought ADP's description sounded a lot like DS1 Resistance and avoided it at first lol.
Personally, I don't like ADP. Partially because it don't think it's explained that well, most mostly because it's just not necessary. Sure, Resistance in DS1 is just poorly designed, but that doesn't make ADP good. The rest of the souls games play just fine without having to mess with roll s, and having s independent of level makes early game playing a lot more consistent and less frustrating.
Agree about the obfuscated descriptions comment, but I left ADP at 8, respecced to ADP 30 and didn't see any noticeable difference so respecced back to 8 ADP
My Attunement was high enough to put Agility at 99 though. Maybe the extra ADP didn't seem like much because I already had agility at 99. Who knows 🤷
Domo is a top tier souls youtuber
"You cannot win with people that just want to complain"
So accurate, I love what you said.
The grab teleport happens in bloodborne too. I was Livestreaming when a gargoyle at Cainhurst grabbed me from behind him and teleported me in front of him.
yes that's pretty common
I know he was bullshit about the sir alonne grab, i had 10 AGL and still managed to dodge it successfully by simply timing the moment he launches the blade
Yeah it's fun how he acts as if it's impossible to get grabbed several times per battle and that high ADP is absolutely essential, just because he never realized that he could just time his dodges better, dodge away from attacks or simple use a shield.
He really made an hour long video just to convince himself that it's the game that's bad instead of just accepting that he has skill issues
The thing about Sir Alonne grab, Pursuer grab and some others is that the animation is kinda wonky and only starts when your roll animation is done (probably because Fromsoft needed your character to stand upright to have only one variation for the animation of the character getting stabbed, also old (hardware) but the hitboxes are fine for Dark souls standards
@@spacecowboy5486 its more simple reason. DS2 i-frames delaying the grab, while in DS3 all grabs are faster, its ignoring i-frames and grabs has less frames to balance out.
Thats also a reason why ds3 grabs feels more annoying, but less bs.
Yeah, the rolls he showed against Alonne were not timed well and in the wrong direction. HOWEVER, it is janky that the hit on the hilt counts as a grab.
They literally never consider to stop rolling too early or simply learning the timing of attacks. How is it THAT hard for these people? Seriously.
Exactly I still get punished for running to early in elden ring.
They are used to abuse i-frames instead of just not being where the weapon is.
Keep doing what you are doing, I hate Misinformation.
The guy's literally jumping into a monster's mouth and complaining about hitboxes.
istg i could show every single bad hitbox clip from ds1 and 3 to my DS3 fanatic friend, and he would say "wawawa modded hitboxes wawawa".
Can we actually take a moment to appreciate how skillful domo is? All examples of "dodges" from 28:39 and on are insane as they require unimaginable levels of timing and knowledge of the enemies in DS2.
I did not expect to see the fact that DS2 has actually tighter hitboxes than DS3. But nobody complains about that since DS3 gives you the player super generous hitboxes too and tons of i-frames.
Great video! Loving this channel already!
Utilizing Bonefist and Majestic Greatsword Powerstance Movesets this way? .... Shheeeeesshhhh! Domo styling on us!
XXXDDDDD
Another instance of "Longman mad cuz bad, makes it everyone else's problem" it seems.
Him claming that ds3 has almost perfect hit boxes is rich as someone who has over 5k hours in that game alone. I can think of tons of the top of my head that are janky as hell, the darkwraith attack where he slidea across the ground as well as there stabs can hit you while the trail is nowhere near you, the reaching arm hitboxes of the dragon warriors in the dragon shrine area are also disjointed as hell and hit you nowhere near the arm or weapon, i could go on and on and on about it. This guy has no clue. I also wanted too add that dancers grab is more broken and frustrating that 80 percent of what i have ever delt with hitbox wise in ds2.
I also just see a lot of the enemies catching him in his rolls.
He's not just unknowingly showing hitboxes hitting him correctly, but also thinks he's showing off bad examples of the game while they're actually bad examples of his gameplay.
It's pretty funny.
Btw, could you show us the hitbox size on Smelter Demon when it activates the passive slow HP drain?
Yeah I'm genuinely surprised why his video gets posted on Reddit so often as evidence that the hitboxes are broken, instead of people just noticing that he suffers from severe skill issues and telling him to git gud.
Here's the Smelter Demon hitboxes: ruclips.net/video/eY7ERk-fllk/видео.htmlsi=RzgBG6kVC5cbAH04
it would be funny if his audience saw through it, but alas.
@arsenii_yavorskyi "b-but, video LONG!! Therefore he is RIGHT!!"
@@YEY0806 no one says that, the whole longman thing is the retort to the obvious falacy of long = wrong. Following the logic of such critics domo would be wrong here since his rebukes are longer than the sections he is rebuking (however domo is right)
@janehrahan5116 I was being sarcastic about Mauler Fans, some who really think that a longer video means it's better
It's so funny to me that he rolls INTO the shiny glowing sword grabs, instead of doing the smart thing and rolling away or to the side. It's like a moth, drawn to flame. And he can't help it! Most enemies are right-handed (see: Pursuer, Alonne), and he rolls left straight into their swords, but then comes the left-handed Ivory King, and he rolls to the right instead!
He just can't help himself. Even worse are the moments where he just rolls along with horizontal attacks of bosses like Smelter Demon to maximize the time he spends directly inside of the attack.
He just sucks at dodging, doesn't even matter if he dodges into attacks, he times them wrong aswell. You can def dodge most attacks with low adp
He will probably argue that it's an objective fact that Souls games should have baby-easy rolls where the roll button is just an invincibility button that shouldn't require good timing or consideration of the rolling direction
I have 5 ADP and 10 ATT in my current playthough and dodging with my current AGI level feels good, skill issue when I get hit because I get greedy or panic and mistime, it's not necessary to level if you time time correctly and aren't rolling with heavy weight
@@Yarsito exactly, even tho i level adp for the comfort xD
in my new playthrough I always level up adp because of how comforting it is, but when I first bought it for the ps3 i didnt know what adp was so I just beat it normally, its really not an issue considering how forgiving the weight for fat roll is compared to ds1
23:28 Its Actually Funny That You Can Get BackHanded By Raime
90% of people's complaints about ds2 are basically just "I don't like the game so it's a bad game"
You are doing great work man🖤
Whenever I see someone complaining about ds2 I recommend your channel.
I hope that you will get the subs you deserve for this hard work.
Wow, holy Christ, this channel is underrated gem, it should defienetly get more attention. Spot on.
Ps: something about compilations of all dragon-bosses from Souls series appearing in compilation with their boss music while attacking, is really very cool.
Unrelated, but one thing I love about DS2 is that weapon scaling is independent from the weapon base damage, so you can actually have a weapon that deals little damage early game, but surpasses the rest as your offensive stat/s reach their softcap.
The others don't really have that. Ludwig's Holy Blade has the highest scaling of all other weapons in Bloodborne, but it also has a high base damage, so, damage wise, there is no reason to choose the Stake Drive over it.
I'm confused isn't scaling always tied to your stats and the grade of scaling on the weapon in all souls games? Making weapons with higher base states better if they have the same scaling as another weapon?
@@AceBountyHunterRex In the rest of the games, the formula for attack rating is Base Damage + Base Damage * Stat Scaling * Stat saturation (how much of that stat you have).
This means that a weapon with higher base damage will likely do more damage, even if it has lower scaling.
Also, all weapons will get at most double their base damage.
This isn't the case for DS2, for instance, the Bone First has a ridiculously low base damage, yet it has a decent amount of damage thanks to having one of the highest scalings in the game
@@ulaznar so then how does the formula differ in 2 comparatively? Does remove the base damage from the equation?
@@AceBountyHunterRex I haven't checked the formula, but I think it is Base damage + Weapon Scaling * Attack STR|DEX bonus (starts at 50, reaches 200 at max stat)
Well, there are two reasons: moveset and fashion. Especially in BB, moveset is more important than stats
If miyazaki does it, then its fine and ''working as intended''.
ds3 poise LUL
I loved the part where all the comebacks just devolved into "Foot."
That dodge compilation at the end was incredible.
It's crazy how DS2 haters are more obsessed with DS2 than DS2 fans are.
so fooking true xD
So, Mauler wants to I-frame roll everything, with low agility, instead of trying to dodge the attacks.
Mauler: fanatically grasping for any clip of his poor gameplay to call DS2 an awfully made game.
Domo: casually making a bunch of thoroughly researched and well-played clips like a gigachad. Especially, the part with avoiding so many different attacks in DS2 without rolling.
Let alone the thorough slowed demonstration of the Hitboxes in every part of the franchise - so much effort was put into it.
we got these 2 amazing games and people just wanna complain
Powerstance with greatclubs. Don't need to dodge or block if your enemy is a pancake.
youre doing gods work keep it up bro
It’s funny isn’t it, turns out DS2’s hitboxes mostly seem tighter and more realistic, confirmation bias just makes you think they are worse.
I love how he complained about player weapons hitboxes in DS2 lmao
Made me remember one day i was playing with a friend and i hit something out of range, when i told him his answer was "why are you complaining?"
man, i can't stand Mauler
Dodging inwards in DS2 is still good iirc from when I played it, but it's from having better dodge timing. The dodging from them is just horrendous, and then Mauler acts like a more well articulated DSP when punished for bad play.
those slowed down clips of enemy attacks reminds me of the average attack speed of enemies in elden ring
I love your videos are now longer and have more views, keep up the good work.
Gotta say, THIS is an critique with at least a bit of objectivity. You went the extra mile, exposed some of the mechanics for what they are and used the other game comparisons with clarity. Mauler limited his thoughts to his experience with the games to claim he's being objective, doesn't show the game files, doesn't show the actual hitboxes, doesn't do anything besides him playing. He's either being dishonest or he doesn't know what objectivity means.
He’s not a gamer. He can analyse a plot but he has no idea about video games, he is severely casual.
@@hansmoleman2666 I think he can't analyze a plot properly either. His movie reviews go by the same method: forcing the material into your concepts and criteria instead of extracting the concepts and patterns from the material itself. This is what happens when you're obsessed with objectivity, you just throw your personal biases under the rug because you cannot get rid of them. Mauler pretends to be a neutral, "objective" guy, but when it comes to art, objectivity isn't the same as it is in mathematics for example, there's no neutrality and no absolute standard for quality despite all his efforts.
He doesn't understand the concept of objectivity.
@@meyes1098 yes. In fact, there IS objectivity when it comes to analyzing video-games and movies. But it has nothing to do with what Mauler is doing. Not to mention the abundance of straight out lies and manipulation present in his videos.
@alexvenancio1336 I would say he is capable of also objectively analyzing plots, but his judgement and degree of harshness is insanely inconsistent and a lot of his fans usually call him out and his buddies whenever it is so.
Fuck, those powerstanced caestus clips are mind boggling. Kudos for the patience with these dummerds.
❤
bone fist!
The craziest thing to me about this community is that the same people who complain about ADP or the lack of i frames in DS2 are the same people who complain about other players using summons in Elden Ring. Just like how using summons can build bad habits in a player, always having a super forgiving roll can develop bad habits. Just look at how many times this guy rolls directly into attacks, then proceeds to blame a bad hit box. People only play like this because the DS1, DS3 and Elden Ring roll i frames are so forgiving that players are hardly punished for it. DS2 actually tries to teach the player to not panic roll or roll directly at the enemy. Elden Ring attempts to do the same, but the only way this is attempted is through extremely delayed attacks. When you factor in how Elden Ring enemies react to your button inputs, you won’t know how long the attack is actually delayed for. Compare that to DS2 which easily shows you if you are rolling too early or too late just by how and when you get hit. If you get hit before you start rolling you rolled too late. If you get hit at the end of your roll, you rolled too early. And if you are really struggling, the game gives you the option to make that easier rather than doing more damage.
@@alter6243 SL1 DS2 really teaches how to dodge properly. Like not dodging straight into thrust attacks or along with horizontal attacks.
I agree, the s in DS3 and Elden Ring are just too generous for my taste as well and teach players that the dodge button is just a mindless invisibility button and not something that requires some thought as well.
Completely disagree, it just seems like such a pointless thing to add to the game. It also makes pvp more annoying because you never know how much s your opponent has
I hope you keep using this ai voice it kinda fits really nice.
You have changed my opinion on ds2. I have never played it but i have played all the other fromsoftware souls games.i thought ds2 was gonna be shit and filled with annoying encounters but after watching some of your videos im excited about buying it and playing it
Nice, good luck and have fun!
is thinking for yourself really that hard?
@@roguetwice469 don't be so mean
Nice, hope you enjoy it. It's good to have an open mind.
DS2 is crazy fun with friends. i normally play with friends and the summoning mechanics are pretty good. soul memory is never an issue if we play the game together and the "small soap stone" lets you summon in areas that youve already killed the boss in. that comes in handy a lot because DS2 encourages you to go back to older levels for items, secrets or more bosses!!
this can become a compilation of "foot"
That would be funny to see
"Boosts ease of evasion[...]". Like... what else does he want? An Excel spreadsheet in the character stats?? Also sometimes I noticed that he starts rolling WAY too early. Just react to enemy swinging the weapon, not during the wind up lol.
Once talked to a Mauler fan who explained that the issue was that "What counts as being 'evasive' is unclear". But like, it's a face button, my guy. There's no way it meant "makes your taunts faster, so you can duck under attack better", or something.
i love this channel
I hope this video series is the beginning of the pendulum swinging for this game.
Also, correct me if I'm wrong, but I'm pretty sure in DS1 you can't apply fire (such as using charcoal pine resin) or any magic to a zweihander or any great sword.
If that is the case, I find DS1 to be a downgrade because not only was it something you could already do in the original Demon Souls, but it was a feature that was re-introduced in DS2!
Edit: CORRECTION! I was COMPLETELY wrong, you actually CAN apply resin or any magic to zweihander and some other greatswords. The only reason I haven't edited out that part of the comment is that so the context of the responses below make sense.
I'm here to correct you because you are wrong. Entirely. I can't even find a record of a bug that might have caused your delusion.
@@orionstokesweiss2344 After reading your comment, I immediately went to go test it to make sure.
You're right. Sorry for the misinformation.
To think that I went through three playthroughs and didn't figure out that I could've used that this WHOLE time? Wow, I'm an idiot. How I missed that or what led me to think it wouldn't work is beyond me.
Anyways, thanks for the correction. Future playthroughs will be better now.
@@wanderingknight7777 This gave me such a genuine chuckle. I appreciate people who can both be confidently wrong and come around gracefully once the truth is pointed out. Have a week as pleasant as you are
@@orionstokesweiss2344 "Have a week as pleasant as you are"
You want to know something funny?
Coincidentally, I'm actually on a week vacation as we speak, and it just so happens to be going pleasantly.
So the posting of your latest comment is perfect timing! 🤣
H I T H I S F O O T
I think this video is going to help me dodge better by visualizing hit boxs now
MauLer drives me nuts with most of his criticism. Let’s pretend he’s correct here and DS2’s hitboxes are wonky and inconsistent: If you keep getting hit “unfairly”, wouldn’t you try something different? I feel like MauLer’s DS2 videos aren’t as much an exploration of the game’s weaknesses as they are demonstrations of his own inability or unwillingness to adapt.
I dig how meticulous you are in debunking the oftentimes ridiculous criticism DS2 receives. Little details, like the hitbox overlays here (and the backstab overlays from your last video), help your viewers make visual sense of what is happening and why. I dig your work, and this video is especially captivating. Big Ups! I wish you the absolute best.
I've always found it funny that the very same people who don't have the mindset of "if something didn't work, try something else" also usually don't level "adaptability". Can't be just a coincidence.
24:01 Thank you. This is my favorite part of any of your videos, and you said everything that needed to be said. It says boosts evasion, how is it "deliberately obfuscated from new players"? He's acting like the stat description said "Go faster" or "Alan please add text", and it's just bluntly honest about what it helps you with.
Yeah that part was fun. I nearly couldn't believe what I was hearing.
In the 5th video of this series you can see his stat screen at 0:51 with 40+ VGR and base ADP and at 1:46 you see him with 50 VGR, 40 END, 60 STR, 40 END and base ADP
He finished the game while completely ignoring a new stat, so he had to accuse the game of deliberately hiding what this stat does instead of admitting to himself that he never read the description and that he played a RPG wrong.
He wanted to play as a shield-less glass cannon that relies on rolling as the primary way of evading damage, but did not level up the stat that states that it makes rolling easier.
And that's apparently the games fault for not holding his hand more, even though it already provided him with more explanation than he could have expected from a Souls game.
@@Domo3000 Exactly. Souls games are already pretty obscure in their initial, in game, presentation of stats and how to play. This is more than you normally get. These people forget that DS1 required you to just figure out what the different roll speed thresholds were, unless you googled it (iirc).
And I love to see the receipts man. I'm 100% sure that's what happened; just a failure to read, and coping afterwards.
I remember going through the stats first time, seeing ADP because it was new, reading the description, and then deciding with about 10 seconds of thought that I would level it and Dex, and go shield-less this time, based only on what the description said, the fact the stat was new, and the fact I played with a shield in the first game. As you say, I didn't need to be a genius gamer to figure that out, and at the time I was a massive noob to the series. The only argument or push back I've heard about this, from a Mauler fan, was that it's "unclear what actions constitute being evasive", which is only true in the sense that it didn't specify "rolling and backsteps", but I don't think it requires any thought to realize what they mean. Dodging is controlled by a face button, and there's no way a normal person would assume it meant that it sped up taunts that were useful for dodging attacks, or something else that's roundabout or dishonest.
PS: watching these really makes me want to make a martial arts, power-stance character. The attack-dodging you showcase is so insane.
@bartholomewpicca9899 Yeah, I've always been critical of how vague fromsoft games can be, like how to know the true scaling of something you need to Google. But people like mauler don't complain about that, until you have something which isn't vague at all (adaptibility) and he starts seething about it
"hitboxes have to disappear when the weapon stops its movement or slows down"
Elden ring: "ill ignore that"
4:55 hey, at least that silver knight cant charge his attack from 100 meters like his comrade from ds3, when spear sometimes teleporting faster then knight itself for a frame.
Also i believe spear wielding soldiers in Forest of Fallen Giants has the same similar hitbox as silver knights from ds1 and ds3.
16:13 honestly, all those clips clearly shows how roll direction matters, he just roll into hit without having decent Agility or rolling in the same direction with hit, instead of backwards or opposite direction.
😂😂😂😂😂 the ones on the stairs to anor londo? Lol
In regards to rolling directions I didn't want to be too mean, but I could have complained so much more about his gameplay in so many of the clips.
Why would he even included so many clips that actually just show him being bad at the game?
He rolls along with swing attacks to maximize the time he stays inside of the attack. He rolls towards shockwaves and acts surprised that he ends up inside them. He dodges too early and into an attack and wonders why he gets hit.
And then he does the exact same thing twenty times in a row, like for his 2 minutes or so of Sir Alonne grabs. At some point he should realize that he could do something different to deal with it instead of just complaining that it's broken.
thank you! thank you thank you thank you!
2:20 Specifically, the fall attack I prefer a larger hitbox, it is incredible how many times you fall touching the enemy with your body but you do not hurt them and you are exposed
I will admit that plunging attacks often don't hit when they should for me. It's very common for the weapon to just go straight through enemies. It's one of the few significant player character hitbox issues i will concede on, it's frustrating
Yeah that's something I will have to investigate for a small video.
It looked to me like he started to late and just pulled up his weapon, and then he touched the ground and it played the end of the animation.
I tried to do that as well, but for me that also dealt damage. But maybe I didn't time it correctly or it's caused by something else.
@@Domo3000That's honestly the only valid complain about DS2 hitboxes in relation to other souls titles. The plunging attacks seem genuinely broken and only work half of the time. But every other hitbox mistake is present in DS1 and 3 (although 3's hitboxes are overall marginally better, and Sekiro and Elden Ring and further refined them.)
Jumping Twinblades attacks can hit through walls. Just wanted to say it somewhere.
@@adamiadamiadami 3 hitboxes are worse.
@@adamiadamiadamiSekiro has insanely bad grab hitboxes in fact the worst among fromsoftware games,elden ring is almost as bad.
That sweep quick is so fricking sick. I know what to do for my next Scholar run
The Fume Knight slap could be excused if the animation actually showed some kind of energy behind the motion. The animation here is extremely weak, which doesn't suggest that he's actually slapping you. I could excuse it if it had more clarity. Stronger posing, snappier timing, some wind trails etc.
Also, while it's true that the evasion part about ADP is mentioned, where is it mentioned that it speeds up your estus flask animation? That's not excusable.
Yea that slap from fume knight is kinda bs. Not a bad hitbox issue (since the hitbox is fairly accurate, in line with the standard of ds1), but because it shouldn't be there, or at the very least should just do minimal damage and stun you, not give you so much damage.
But the fact that ADP doesn't mention that it speeds up your estus flask animation is partially wrong. It doesn't mention that it gives you more s either, but it does mention this:
ADP: Raises various attributes to ensure one's survival. Boosts agility and various resistances.
AGI: Boosts ease of evasion and other actions.
Now "boosts ease of evasion" doesn't really mean much (and apparently this part is about s), and "boosts ease of other actions" again doesn't mean much without context, but if you submit that the first part is referencing better dodges, then you should also admit that this part is referencing better "other actions", which in this case are item uses.
Moral of the story: Fromsoft has never been great at hitboxes. Anyone who thinks ds2 is worse than the others is just wearing rose tinted glasses
No one going to talk about that Mauler is walking on very thin ice complaining about a DARK SOULS GAME obscuring game mechanics from the player? I swear, most of the mindless DS1 stans are suffering from Stockholm Syndrom…
The fact that Agility told me that it makes rolling easier was already more hand holding than I was expecting from a Souls game, but for some reason he thinks that they purposefully hid this information from players.
It's just wild what kind of arguments DS2 haters manage to come up with.
I agree that DS2s hitboxes are perfectly fine. The issue lies with the frontloading of the i-frames (and the lack of them you get at the start in general). As you level up AGL you’ll notice that the hitboxes become perfectly reasonable.
finally someone who makes justice to this beautiful game!! ds2 is really the undeniable best game of all time!!
Best Souls 2
"Foot"
Peak comment
26:10 my friend seems to think the exact same thing. when i told him that shrine of amana can be made easy, he started ranting on about how "it forces the player into a different build", as if there is only one that works. another instance of complaining about something you know absolutely nothing about
No other soul’s game forces you to change builds or depopulate an area just to make progress.
@@firenze6478 Equping Yorgh's Ring, equiping any shield with a spell parry, using a shield and using any shield buff spell, sniping enemies from range with a bow/crossbow, sniping enemies with spells seeing as most of them can die to three shots or less of your basic work horse spells like Dark Orb, Great Heavy Soul Arrow, Fireball, or Lightning Spear, dodging through the area seeing as the spells and enemies are easy to predict and make very loud audible cues when close. Just some things off the top of my head to help deal with Shrine of Amana, if you think you're getting bottle necked into one build then you're the one in the wrong not the game
@@firenze6478 Ds3s entire game says fuck you if you try a miracle or sorcery build
@@bajscast that’s a you problem. I’ve done several play throughs unless you mean pure sorcery/faith builds which aren’t viable in any dark souls game.
@@firenze6478 They're perfectly viable in ds2 though...
Thats some great BONE ♂️FISTING♂️ montage
A series of videos, about a series of videos, about a video, about a video.
Getting hit with a grab from an inflated hit box is a pretty big feel bad, but like you said it happens in all the games. AND, at least, from a design perspective, I think if grabs were extremely tight hitboxes, they would be pretty bad attacks, and would mostly be used for a free opportunity to engage or disengage. I think slightly inflated grab hitboxes make the attacks threatening enough that the player has to respect it
I know this is late but,
“Why not just roll away.”
While I can’t quite speak for MauLur but as someone who’s been clipped by numerous of these hit boxes. I roll into the attack because that’s a piece of advice I hear several times with Dark souls. Roll into the attack so you I frame through it.
roll in the direction where the attack is coming so you "i-frame" it through- if it's a sweep attack then it's more reliable, but for a thrust attack you can imagine it yourself a whole "i-frame" to avoid the long weapon's hitbox?!.
if that make any sense? of course other to consideration as well as position and distance.
I honestly think people who complain about hit boxes in this game didn’t level their adaptability enough
They call it bad hitboxes i call it skill issue
I periodically play DS2 since the release of the game. I don’t remember when exactly at what time and who started this destruction of the game, I never understood why. It seems just fashionable to destroy DS2 just like that. But for myself, I always knew that I was playing a good game.If I received damage, I always thought that I was bad at that moment. Special thanks for showing a giant in a cave with his jump attack and 3hits-combo Fume Knight, I always thought it was a damage from a sword
12:35
Aaaaw, yeah, now we busting!
632146P, let's go!
*_We have to go longer_*
Ah yes, the so-called uniquely bad hitboxes of DS2, when in reality from soft has never managed to create a game without wonky hitboxes, ESPECIALLY on grab attacks. Just like how some issues DS2 had (like the framerate dependent weapon durability thing) have been reoccuring problems in their PC ports for a long time, we'd get some version of framerate dependent blabla every fucking time in their games, sometimes fixed sooner rather than later. Let me be honest here, From Soft is great at atmosphere and art in the boundaries of what their engine can do, but they really don't have competent coders, which is a reoccuring theme across many japanese studios.
Edit: One of the reasons they have to inflate the hitboxes is because their physics engine has to actually register the hits which would not work at the low frame rate the engine runs at for a lot of these fast swings. Continuous collision detection is too expensive especially for the older consoles and doubly so if your code isn't performant. And of course, the hitboxes of player weapons are inflated because otherwise, people would complain because they can't hit shit, rightfully so as you can't aim the way you could in real life. Take Elden Ring Daggers as an example, famous for not hitting shit. Then those hitboxs are reused for enemies wielding the weapons to save development time. Another thing we see is that many hitboxes expand in increments. This is also likely an engine limitation. Often times, physics engines cannot deal with colliders being continuously scaled and the like, it causes issues.
As a side note... Mauler calls I-Frames such an important thing in these games. Well, not a single one of the from soft games shows you how many s you have, anywhere. But of course, DS2 is somehow hiding this especially, being the only game that actually implies something like i frames even exist with the in-game description of a stat.
what we learn from this video? LVL ADP
Dodge away when your AGI is low, dodge through only when your AGI is high or you are confident on your skill (I know, mucho texto)
I think the more important lesson is to think about which direction to roll to.
MauLer was constantly rolling straight into attacks instead of away from attacks. For the Sir Alonne and Pursuer grabs he always dodged into the attack instead of away from it. For the Smelter Demon clips he rolled along with the horizontal attack to maximize the time he's inside of the attack.
I can beat all the bosses hitless (except things that you can't dodge like Smelter Demons fire when standing close to him) at lowest ADP by just dodging away from attacks.
So level ADP if you want to just spam the roll button without regards for timing and direction, but you can leave it low if you use shields, ranged attacks or dodge away from attacks.
Learn when to strafe instead of rolling because rolling cost significant amount of stamina unlike in ds3 lol
@@vbrant2705chloranthy ring:
@@sophieprime4669 strafing is still one of the most powerful things to learn, an attack dodged by rolling costs stamina and delays regen, an attack avoided by strafing regens stamina and can allow counter attack bonus damage
I don't think its that the hitboxes are bad, it's that the animations feel too slow and smooth. A lot of attacks in dark souls 2 don't have as much speed and weight as ones in the other games. There's more travel time.
Yes, Dark Souls 1 has a lot of goopy wet attacks, but DS2 has more.
Animations are the letdown for me, not the hitboxes.
When attacks finish in the other games it either smacks the floor, or there's a sort of bend and stretch snap, that makes the final position feel like a it has inertia. In DS2 its like it just slides into the final position. A lot of these hitbox complaints would go away if the animations were snappier.
Now this is some RE-Ception! Domo's Reply to Mauler's reply to Hbomberguy's Reply to Mathewmatosis's video!
A couple of thoughts on that:
Your comparisons to the other DS games is accurate, and visualising the hitboxes was a good call. I do however want to point out that unlike Hbomberguys video, Maulers was not a comparative analysis, only one of DS 2 specifically. So other hitboxes in DS 1 and 3 being bad or sometimes even worse is not an excuse for DS 2s bad hitboxes.
The comment you made for the Flexile Sentry is irrelevant. The hitbox is shit. The argument is bad design, and it should be an active hitbox in this case specifically.
Active swinging is also a good argument, however, the hitboxes very often become inactive waaay too soon. In the clip by Fortea, the Fume Knight's sword still has a lot of momentum; the hitbox should remain active until the blade stops moving. The Baranike Knight you showed is a really good example of the timing being honed in correctly. Hell, if DS war really, reaaally polished, there would even be a damage drop-off corelating to the momentum of the blade, but lets not be picky.
The club hitbox you said missed the target is clearly passing through the enemy. Why that is, no idea. Maybe some weird collision interaction with the nearby wall, I can't tell.
Grab hitboxes. Let's not beat around the bush; grab attacks are bullshit in EVERY From Software game, they are just much more pronounced in DS2 because more humanoid enemies have them, and also because player animations get priority over the grab animation, leading to weird delays. You can see that Dancer, Gundyr an the Crystal Sage teleport you instantly, so it at least looks smoother visualy, despite still being bs. Sir Alonne's is just the most ridiculous one, both visually and mechanically. But Mauler mentioned as much.
Most of the attacks you said hit were all a decent bit away from his character. And for the huge amounts of "foot"... well, thats for the discussion about ADP.
And the shockwaves just don't have any buisness being so sizable that you can't roll through them when evading the attack that spawned them. Or dealing that amount of damage.
"Could be a bit tighter" Yeah, that laser is like a 10th the radius of that hitbox.
That Fume Knight "slap" is ridiculous. That is not a telegraphed attack. There should never have been an active hitbox on his arm. It is entirely impossible to expect unless you A: Experienced it often enough against better judgement came to the conclusion that it isn't a bug or B: View it in a model tool like you are.
ADP. It is much too powerful a stat, and any new player would sink in at full throttle if they were aware just how much easier it makes the game. At high end levels, it also provides way too many i-frames, even more than the ridiculous amount DS3 provides. Beyond that, basic combat mechanics should not be tied to a stat. This is not World of Warcraft; your basic toolset should be functional from the get-go, as it has been in every title.
Tanks also need i-frames, as blocking bosses is signficantly more difficult than evading them.
And just because casters can get their i-frames from another stat, that doesn't change the fact that tying i-frames to a stat is absolute dogwash.
And for melee dps... well just get fucked, you don't get to level and see that dps rise as a new player, dump your levels in ADP!
All in all, your arguments, examples and explanations for hitboxes were pretty good, though the comparison to other Souls titles was just as unnecessary as it was in both Harris' and Maulers videos; though Mauler was forced to in the first 8 parts because he was responding to Harris.
Beyond that, many of the mistakes Mauler has made in his series are very easy to make and hard to recognize, so hard, that the vast majority of the community that actively engaged with the content back when it released wasn't even aware of it.
DS2 on its own is a very flawed game. Many of those flaws are overarching problems of the entire DS series, and some of them are fundamental design ideas that just don't work in this game. I found myself shaking my head at Harris' video, and raising an eyebrow or nine during Maulers series. At the end of the day though, DS2 is not a great game. And if your best excuses for its shortcomings is comparing it to the same flaws in its prequel and sequel, than you might as well say nothing. Praise DS2 for bonfire ascetics and power stancing, not for ADP and Fboys.
But Mauler did make a comparative analysis. Throughout the video he states that these issues make it the black sheep in the series and he keeps referencing the other games as being better. His video clearly does not exist in a vacuum.
Just like he did for hitboxes. He downplayed hitbox issues in the other Souls games and exaggerated them in DS2, so it makes perfect sense to point out that he's wrong about these comparisons.
"though the comparison to other Souls titles was just as unnecessary as it was in both Harris' and Maulers videos; though Mauler was forced to in the first 8 parts because he was responding to Harris"
-me, 2024
Again, I don't disagree with pointing out that he is wrong about hitboxes, it was very informative to actually see everything visualized. But, perfectly on theme, just because Mauler made unnacessary comparisons in his video, that does not make it any less of a mistake in your video.
From the way he presented his comparisons, it is very reasonable to assume that Mauler was not intentionally manipulating the shown examples, but was not able to tell that most of the one she did show were issues with Agillity, and he did mention that it is pretty hard to tell the difference. That doesn't change the fact that he is wrong, of course.
@@eli-boy7473what? Mauler literally states that hitboxes in ds3 felt satisfying. And yes... if hitboxes are an issue in every single FromSoft game, then it is irrational to highlight DS2's problem.
And stop trying to make excuses for Mauler because he was exposed thoroughly for fabricating scenarios to make DS2 look worse than it really was, such as drawing all enemy aggro to make each room look like a gank squad. And virtually all of the clips of him getting hit were because he rolled to the strong side of the enemy attack which any gamer would know not to do. And he refuses to accept that invincibility frames exist at the start of rolls, not at the end hence why he kept getting hit after rolling too early.
@@tempusername-l5d What is wrong with you people? I am not your enemy!
" "though the comparison to other Souls titles was just as unnecessary as it was in both Harris' and Maulers videos; though Mauler was forced to in the first 8 parts because he was responding to Harris"
-me, 2024"
-me 2024.
Are you even readin what I am saying?
0:11 to me, the attack appears to be the guy swinging his sword 90-120-ish degrees, and the hitbox might be active when the animation doesn't correctly reflect that imo. Kinda hard to tell by the footage. If the spin attack was a full 360 i'd have to agree.
THANK YOU DOMO3K !! i started replaying the souls games recently and it really put in perspective how ridiculous and unfair some of the criticism ds2 gets is. refuting these garbage claims with actual evidence is beautiful.
I think Adp is a bad stat because dodging is so fundamental do souls games, even mages needs to roll, and in every other souls game you know that if you roll at the right timing you will dodge the attack, in Dark Souls 2 you know that even if you get a good timing, if your Adp isn't high you may get hit, this is one of the few things that I feel like they shouldn't have messed with.
I always thought that putting low adp and tying it to I frames was a way to add a different layer of difficulty to players who want a challenge. If you wanted to an easier playthrough then increase ADP.
26:39 you didn't have to do him like that
Funny that none of the hit box issues in any FromSoftware game have ever affected me. I honestly think that people just claim shitboxes whenever they don’t like something in a fromsoft game.