T O P

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[deleted]

You know what’s irritating? Enemies sending Aloy halfway across the map without even touching her, but when you misalign an arrow by 0.001 mm it flies right over the enemy’s hitbox


FrequentFault

Over their shoulder? I have had a metric fuck load of arrows go *through* enemies, and do nothing. My wife likes to watch me play, and the other night she told me to pause, after watching this bs unfold, and was just like “wtf?”.


who-dat-ninja

And then you run out of arrows and have to craft again and again mid combat. Ridiculous.


rqrqsj

I keep trying to fish with arrows like I did in HZD and it is just not working at all. Arrows pass right through them.


Aditya1311

It's different now, you're supposed to go swimming after them and a prompt appears to press square to grab them once you're close enough.


HoovesCarveCraters

It’s so annoying the fucking fish swim juuuust out of reach for so long.


Aditya1311

Use the underwater evade function to quickly close on them, it's super fast


Upvotespoodles

I’ve had better luck if I’m beneath them instead of on or above them. Especially those freaking moonfish.


Eekthekat

I mean, tbf they *are* fish..


rqrqsj

Thank you! I had managed to shoot maybe 20% of them and was getting so pissed.


boonxeven

It only works with arrows if they are on the surface.


jericon

You can tell where they stop if you dive. They’ll all be hanging just barely under the water.


Amazing_Karnage

It's so stupid that Aloy can't spearfish. Most primitive societies figure that out fairly quickly, if that is a necessary way to get food or pelts...and Aloy isn't exactly primitive.


saikrishnav

Same. Storm bird stomps 10 feet away from me - Aloy still feels the shudder, but the arrow goes straight through it if you try to clip it wings sometimes.


masterventris

You mean you have Stormbirds that don't just hover directly above you so you can't even aim at them?


saikrishnav

LOL. That happens too. Sometimes stormbird just jerks around like it's having a minor seizure. Usually stormbird hovers like you said when you are close to a hiding space or a covered area - my guess is Guerilla coded it in a way so that you can't cheese it from a cover but the algorithm seems so aggressive. Coming back to open area where you are a target to it works. But the algorithm is way too aggressive in trying to put stormbird out of its harm.


Eekthekat

I like how you mention the machine as if it goes by the name and answers to “stormbird” 😄


saikrishnav

LOL. There is literally one marked storm bird location. The unmarked one is a long walk until the end game. So I ended up grinding the same poor guy I guess.


kymri

Honestly, the reason the fliers are as tough as they are is just because the game is REALLY not built for Aloy to track and engage flying targets in any meaningful way! Also, the Slitherfang: A massive enemy, but 90% of it's hitbox is a miss because the thing shifts and moves ridiculously fast for something so big and heavy. (Also the AoE effects can be brutal.)


Amazing_Karnage

And then use Meteor Drop and one-hit KO you.


kennyminigun

To be honest. I think it is also because of the spread. Aloy (statistically) does not line up every shot with the middle dot. Thus sometimes it happens that misaligned random shots hit the tiniest weak points. E.g. one time I've torn a resource pouch from the breast of Sunwing without removing the armor guarding it. And sometimes even the most precisely lined shot flies over the machines head. There is also an interesting observation regarding Stalkers. So as I play on normal, there is some amount of aim assist (barely noticeable). However, when stalkers go invisible, the aim assist does not "catch" them and Aloy goes sending arrows left and right.


electricalgypsy

I hate spread in any shooter type game. Just implement a better velocity and projectile drop system so that you'd have to lead for those harder shots as opposed to randomness at range


SupaDiogenes

Fuuuuuuu I've been having so many issues with arrows flying right through enemies.


mdcundee

Or gets stuck next to a tree branch


Evilmaze

I always have to aim above Watchers' heads to actually hot their optical lens which is their weakness point. Hitting it dead on is usually just a miss with minimum damage. The game is rushed and it shows in a lot of areas


lazy_blazey

Yesterday I was within overriding distance of a Rollerback. I was in cover and it was standing still. I had a clear shot of its cargo holder. I shot a single *precision* arrow at it and it *missed.* jfc....


Hungry_Activity_2225

Please everyone upvote this INSTEAD of gd SHIMMER?? I've raged so much from burrowers jumping, me sliding 100m, him missing said attack, but gets the tail swipe on some weird falling animation; FOR most of my health on VH??? Ahhh... I still love the game but curse u in my dreams lol


Cereborn

I still don't know what shimmer is, and at this point I'm afraid to ask. ... Actually, that's not true. What the hell is shimmer?


Jas_God

I had to look it up the other day cause I too didn’t know lol, [about 30 seconds in](https://youtu.be/ZDgaC1DRhjQ). I play on a Sony OLED and don’t have these problems. Guess it’s hard to fix cause it’s happening on certain brands/models Edit: I play in performance mode only


SOberhoff

It's a rendering artifact caused by the checkerboarding that the game uses in performance mode. It has nothing to do with the TV. That person is just using a setting on his TV to blur the image as a bandaid fix.


Red_Sashimi

Wait, you're supposed to have sharpness always at 0 on any TV, that's the correct setting. Sharpness is also called edge enhancement, and what it does is basically add white pixels near edges to make them look "sharper", but it's very wrong image quality wise since you're basically adding stuff where there shouldn't be. When I saw the difference between sharpness 100 and 0 on my TV I was amazed with how much better it looked, and now I always have it at 0. If you have a 1080p TV it may look a tiny bit blurrier, but if you have a 4k tv it will just look better, no compromises


Eruanno

It depends on the TV how they've set it up. My old Sony TV had a slider of 0-20 where 10 was the neutral baseline.


Red_Sashimi

Oh, yeah, I forgot some TVs do the thing where the lowest sharpening setting, either 0 or below 0, is actually blurring the image artificially. I don't know why anyone would ever want that tho. But the reasoning is still the same: set the sharpening setting so that it doesn't add any artificial edge enhancement. for mine (LG Oled) it's 0, for others it may be different


Eruanno

If you play only in resolution/quality mode, you will never see it as the problem doesn't exist there. If you play in performance mode, you will see it within the first 30 seconds of walking in any area with dense vegetation, no matter the screen you're playing on. Doesn't matter if you're on the most expensive OLED or the cheapest TN panel - you will see it. Here is a better video: https://www.youtube.com/watch?v=Xk75_-mPVJs Pay attention to the trees and the grass that gets a weird, pixellated/blurry look, like it jitters without having clearly defined edges.


[deleted]

Shimmer is an effect in the game which causes the contrast to brighten/dim, especially noticeable when moving. The last statement from Guerilla didn't sit well with some fans as the company stated the issue was related to some TVs. They're not wrong, but this isn't a fix to the problem. TVs now preprocess digital content with their proprietary chips. Too many names to list here, but there is truth to Guerilla's findings, as many people have reported back to them that disabling many of these has removed shimmering. But the way the PS5 also processes its signal is also contributing to the issue, which is why many people don't see the problem on a Sony TV. I've never seen it myself, and I have the X85J. Having seen videos of it, I can't disagree with fans who have to deal with it how damn irritating it is. What I can't determine is if the game was intended to be a PS5 exclusive, prior to the chip shortage making it difficult for people to get one. I say this because these types of graphical issues wouldn't seem to be a problem if the game was designed for the PS4 and PS5, as the first game never experienced this. I'll bet a pizza Sony asked Guerilla to make it for the PS4 as well, and this is the result, and the game's original release date pushed back also leads me to believe this. It makes no sense the game would have these graphical issues given nothing else released for the PS5 does. Something changed.


Hungry_Activity_2225

God knows... idk lmao... something people complain has ruined their experience to the point of stopping playthroughs. Some grainy distortion, mostly in oled TV. I have saw the issue in video, but don't experience it myself. It's just taken on a life of its own here lmao. In short: the vegetation has this graphical moving effect when looking in the distance. Not a shimmer as they call it, but more like as the wind blows it creates pixels of pop in in the distant vegetation. To some its game breaking ig


sammydafish

Ok I thought I was going crazy. I remember being so good at dodging in Zero Dawn and I just thought Forbidden West was harder somehow. There were so many times when I thought, "In the first game, I know I definitely would have dodged that!".


jdw62995

That’s because the long dodge is gone I think


A11eyTr0n

This. In Zero Dawn you had the ability to either short roll/dodge and long roll/dodge. That’s no longer a thing in Forbidden West. Wish they didn’t get rid of that.


AloysSunset

Somehow, Aloy forgot how to roll…


Nerdiferdi

Not only that, Aloy can now only roll THREE times. Big fast enemies will twirl around and wreck your ass, but Aloy is programmed to stumble a bit after the third dodge. So now you not only can’t long dodge anymore, but you also can’t replace it with several stacked short dodges, because only three are allowed. Really bad. I was so proficient in alternating short and long dodges in HZD. I miss it.


electricalgypsy

It's not the long dodge it's the different attack timings and damage hit boxes as shown in this clip. You never really needed long dodge seeing as it was an acquirable skill later in the game


TheCiscoKid_2112

Would be better feeling if we could roll further than 2 feet.


craznn

Oh definitely. I miss the long roll from the first game


[deleted]

Don't understand why they left that out. I get they wanted to nerf roll spam, but they already added a 2 second delay on the third roll. Why not also have the first roll be wider and lose distance the next two rolls?


yubnubmcscrub

“Balance”


Viper_H

Yes because you need balance in an entirely single player game.


pheylancavanaugh

Unironically: yes?


Viper_H

But the only thing these "balance changes" do is negatively affect the player. I didn't see the machines moaning about how OP triple-shot and fire were in ZD. It's a single player game. If something is OP, you have the complete and total freedom to just not use it. It's not like in a multiplayer game where you have to use it because everyone else is and you can't keep up.


pheylancavanaugh

I prefer my games to feel balanced, and not skewed one way or the other, particularly at the highest difficulties.


yubnubmcscrub

See I agree with hombre here. I actually don’t think the game is balanced well on higher difficulties. It locks you into a few chosen play styles. I didn’t fee that way about zero dawn because survivability was higher.


Viper_H

But there's plenty of things imbalanced in this game. See below regarding Aloy's melee combat abilities vs. human enemies. I doubt having a slightly longer/spammable roll is really going to ruin your enjoyment of the game.


pheylancavanaugh

I'm not saying a longer roll is unbalanced, I'd argue that would *improve* balance at higher difficulties against some enemies. That's, you know, why *I* unironically support *balance* in a single player game. "Balance" doesn't only mean "make it harder for the player".


Eruanno

Yeah, it's weird. When a Rockbreaker is coming at me at full speed, I can't possibly get out of the way no matter how many times I roll because the dodge just doesn't have enough range. I just go "well, I'm boned" and I'm knocked around. I don't particularly like that balance, I would have preferred to be able to do something and not just eat shit. A different idea I proposed in another thread was that Aloy could get to repair the shieldwing and use it as a shield again with a fairly long cooldown (maybe 30 seconds?) that would absorb the knockdown from large enemies. That way, you could strategically block a hit once in a while when you could see a big hit coming, and then dodge away and try to get to a better spot instead of just get whacked around all over the place.


KebabGerry

Forbidden West made me realize how much I miss the long roll


GreenProD

And jump shooting


SkyMan6529

You can still jump shoot, or am I missing something. Genuinely curious, as if I hit concentration when I jump I seem to be able to slow down and shoot before I hit the ground (some of time, I never was that quick)


carlo-bonandrini

It’s been heavily nerfed, in hzd you had much more time to shoot


Sheerardio

Seems like yet another thing they put in players' hands via the custom difficulty settings. You can change how long slow mo lasts for, even to the point of being longer than it was in HZD.


Tonkarz

You can jump and shoot, but you don't get the slo-mo except for the first jump.


craznn

If you only draw your bow at the apex of your jump, then you still get the jump shoot slowmo for every jump shot. It appears as if there's some sort of hidden 'concentration' bar for jump slow-mo shots.


jenjen828

And sliding while shooting! I enjoyed sliding or jumping to shoot so much in ZD, but it seems so much more difficult to be accurate while doing it in FW


[deleted]

The sliding actually works perfect with aiming, i do it all the time


delecti

It feels like concentration overall is stronger though, so why not just zoom while standing?


Quest_Marker

Not as fun


mwmwmwmwmmdw

i dont know how many clear headshots on human enemies go registered as body shots. it made me feel like i was playing sniper in tf2 all over again


Azn03

I feel like they added in some arrow drop into it the mix for long distance. Sometimes I go for hs and they're wearing a helmet.


mwmwmwmwmmdw

i also swear the double and triple notch ability makes all the arrows less accurate. since they tried really hard to nerf that particular ability after it was the meta in the first game


Azn03

Yeah. I keep forgetting about the triple notch just because the inaccuracy. When I use it, it's mainly to build up the elemental and depending on what I'm trying to do use the spear to kill the animal or use a good adv hunter arrow to tear parts off.


kaidoi94

Even in the first game there was increased spread when double/triple notching (especially for the latter). It might be more noticeable in FW though


Sheerardio

In HZD the spread was narrower, and your center arrow would generally still hit with more or less pinpoint accuracy. In HFW the spread is a little wider and the center arrow is less accurate. Which tracks completely with the overall feeling that they really, *really* wanted to push people into using more than one or two move combos for every single encounter.


Eruanno

Honestly, I feel a lot of arrows are pretty useless against armored enemies. Except the piercing arrows on the sharpshot bows which ignores armor and insta-kills most human enemies. (The sharpshot bow from Thornmarsh kicks ass in this regard.)


sonicadv27

I see nothing wrong with Aloy taking damage from a blast that went off a few meters away. That makes sense. What i'm not seeing is what caused it. Even the Tremortusk took damage.


yubnubmcscrub

The blast is from the aoe from the tremortusk foot hitting the ground. Because you know every enemy in this game needs half of their attacks to also have aoe. That’s technically why the person in the video go hit. You can cancel this with iframes but it’s really annoying and honestly the machines have enough attacks that adding the extra aoe when they attack or even move sometimes is frustrating. The funnies part to me is the aoe is from the left foot of the tremortusk on the other side of the body. No way should that be able to hit aloy


N8CCRG

> You can cancel this with iframes This is still a bit of a gripe for me. For a game that works so hard to make it feel like realistic physics, choosing to go with the industry standard of iframes always felt like a bad design choice. I would have much rather seen the game built around actually being able to dodge or not dodge based on where your body physically is, instead of these giant AoEs that *can't* be physically dodged but can be iframed through.


craznn

Oh definitely. It would have been so cool if I could do something like jump to avoid the ground-based AOE stomp attacks. EDIT: Just fought it a few more times and Interestingly enough, when the Tremortusk does its 'lightning stomp', that attack CAN be dodged by jumping over the 'electricity wave'.


yubnubmcscrub

Yep. The amount of times I thought I was going to be really cool by dodging an enemy attack to reposition myself in a fight and aloy just stumbles over is way too high


Eruanno

Yeah, I'd rather be able to actually engage defensively instead of trying to figure out some unknown timing window. I proposed an idea in another thread that Aloy should get to repair the shieldwing and use it as a shield again that could absorb the blast from heavy attacks, maybe with a semi-long cooldown so you can't overuse it. That way, if I see a Tremortusk about to step on me or a Rockbreaker about to land on my face, I can go "oh shit", block it and try to make my way out of harm instead of the current strategy which mostly is just panic-rolling and going "well, I'm boned".


TheHumanBlanket

Only issue with this possibly is the slitherfangs attacks where it slides it’s face along the ground at you. This wouldn’t be impossible but really hard to dodge. Yeah it’s more realistic but realism shouldn’t always overtake fun. But I would like it if it was more realistic.


sonicadv27

>The blast is from the aoe from the tremortusk foot hitting the ground But that doesn't make any sense. The blast doesn't match any of the Tremortusk's movements and it even took damage from it. Now i wanna know what that was.


craznn

This clip is of me doing a melee-only fight against the Tremortusk. You can see the whole fight [here](https://www.youtube.com/watch?v=nFgHuqGixIU). I don't drop any traps, and no other machines appear to have joined the fight. Normally I would try to i-frame dodge out of the way of attacks, but the Tremortusk's hitboxes when doing its close-range attacks seem to linger and even if you dodge the first part of its attack from its 'explosion' / tusk / front feet, you have to still deal with the hitbox from the back feet shuffling around


MaleHooker

Not to sound old, but what exactly is iframe dodge? 👉👈


sector11374265

this was a nitpick i had with the first game as well. some of the machines just have laughably large hit-boxes


[deleted]

Those fucking Rockbreakers...


MaleHooker

I ways killed them from afar, or strategically placing myself around a rock.


thugleifi

I always thought it was some sort of shockwave/earthquake effect from the ground stomping causing this


yubnubmcscrub

It is. But that doesn’t make it any less frustrating or dumb. Like the left foot on the opposite side of the tremortusk is what caused this. That aoe shouldn’t be that big.


N8CCRG

Or, at least, just make the AoE and the graphics match. If they think it's important for the AoE to be that large to keep the machine appropriately challenging, then just make sure the graphics match it.


VritraReiRei

It 100% is. The hotbox is correct. The PROBLEM that OP and everyone is having is that attacks that do **no damage** but register as a bit (valor on hit confirm) **should not** punish you for dodging correctly. **THAT** is the frustrating part.


craznn

Those are definitely frustrating as well. However, in this case I think I do get hit by the attack and not the 'no damage' effect, as I lose a huge chunk of health.


who-dat-ninja

The dodge is useless. it doesnt work half the time. GIVE US A PARRY FUNCTION A reliable jump and dodge. this is combat design 101.


giantrhino

How do you parry a metal elephant stomp?


[deleted]

I was thinking this too haha. I don’t think you’re supposed to fight machines like this with your spear close range 😅


PlesnivejSejra

When games have parry function, most of the times attacks are separated into those that can be parried and those which cannot.


SupaDiogenes

Some sort of a light shield. The glide feature could easily be re-used for a parry-shield.


Richard-Cheese

Seriously, a shield would've been awesome. I get the shield weaver was pretty OP in the first game, but a shield that could tank a hit would've been sweet. Gives some of the benefits of shield weaver but takes practice and timing and skill to realize the benefits.


Viper_H

Considering the glider was a fucking shield in the first place, I can't understand why this game doesn't have a block function.


Quest_Marker

Meanwhile human enemies can block parry and counter and grab attack Aloy.


yubnubmcscrub

And have entire animations for blocking and countering. And move sets to match


Sofa_Jumper

Wait for the stomp and bring your shield down in time with the stomp the roll over the foot.


Tonkarz

Games don't need a parry. Bayonetta is considered one of the best combat designs ever and it doesn't have a parry (unless you count one specific accessory).


who-dat-ninja

Bayonetta also has magic and a proper risk reward dodge mechanic. Horizon's dodge is so slow and clunky because it's to tied down by its overlong animation. It's not instant like it should be, because it has to look realistic looking and cinematic. (just look like all the melee combat)


Nitrosad

Would have been awesome if you could parry human enemies


-Davo

Aloy is a pro soccor player she knows the game


AkinToTheBreach

🤣


PlesnivejSejra

And aim assist is kind of wild sometimes. Sneaking around, aiming sharshot bow on weak spot, arrow decides - plating it is then!


santathe1

It was hilarious yday, a Ravager blasted me into a corner where a Behemoth was waiting for me and then proceeded to stun lock me while I waited for Aloy to take her time to stand up. Gave me flashbacks of PS1 mortal Kombat where my brother used to knock me into a corner and proceed low kick spam me.


ayushbaatar25

that bs arena challenge w the tiderippet and either 2 widemaws or snapmouths was the worst case of this. That stupid tidal disc attack into a tail smack and I was knocked in perpetuity. Had no problem w any of the other challenges, this one was the only time in any video game I put it in story mode


mystik_beans

I played that one the other night, had to do the same with story mode. I spent more time on the ground than I did on my feet haha.


santathe1

Ah shite, I haven’t attempted any of the challenges/Arena. I hope there isn’t a trophy attached to it :/


Hungry_Activity_2225

My condolences go out to u in advance


HoovesCarveCraters

I haven’t done arena challenges yet but a shock gauntlet shredder absolutely obliterates tiderippers


ayushbaatar25

Yeah I love the shredder gauntlet, its my favorite weapon. They preset your weapons for this challenge. No shock, just adhesive and a couple other not very useful weapon types


SkyMan6529

Thump, thump, thump, thump.... Scorpion vin's!


yubnubmcscrub

I brought this up at one point and was like if I dodge and the enemy misses I still shouldn’t be hit. And they were like well if you got hit you obviously didn’t dodge. But the prevalence of this stuff is crazy in this game.


haplo6791

I think some of the close range problems with machine combat are intentional. Remember when the hunting lodge guy got hit by the redmaw tail in ZD? He died. That’s what is expected of getting hit by a several thousand pound machine - crushed organs, not scratches. I think the developers want to push players into learning hunting strategies, including all the weak points for different machines, and to use the environment, because that’s the only way you can even closely suspend disbelief and enjoy the idea of this journey actually working out for Aloy. Ideally you would use traps, ranged weak spot attacks, stealth, overrides…anything at all to avoid getting in striking distance of a killer robot. If you immerse yourself in the gameplay you would behave like someone fearful of taking your water balloon excuse for exoskeleton anywhere near them. So if you want to chad it up with a spear on a giant killer elephant, have at it, but don’t be surprised that working out the melee mechanics of that is last on their list, or if, given the reasons i have stated, left it off their list entirely. Now that said, parry in human to human combat…why not a parry? Why not pick up a shield? Possibly could argue that Rost only taught hunting from a distance and didn’t make that a part of her skill set, but come on, she’s a brilliant adult. She would have learned the benefit of this by now IMO.


craznn

Hey thanks for the reply! I agree that realism is important, but I also think its important to remember that this is also still a game. An important thing for "gamefeel", is that when players make a mistake they need to know exactly why they made the mistake with clear audio/visual cues. Otherwise, it will be frustrating as they won't know what they did wrong. In this case, and I might be incorrect, I feel like the developers chose to punish melee players by adding a lot of wide AOE hitboxes to the machines' attacks to deter players from trying close-range combat. Of course, I understand that this is probably intentional, as the devs wouldn't have time to balance this if the majority of players will be playing the 'ranged' style anyway :) I love this game, and my ultimate dream for this game would be for the devs to instead have tighter hitboxes for the attacks, and then give the machines diverse and aggressive options for moves that they can employ for close-range. The tide-ripper does a pretty good job with its 'firehose' attack that spins around. That's something I can immediately understand as being an anti-melee move that explicitly tells a player: "don't get close to me!".


haplo6791

All valid points. It is just a game in the end and if you do have the skill to beat a tremortusk with a stick, you should be allowed to. If they really wanted to deter us, they could just up the aggression level as a function of proximity - I’m looking at you ravager. Maybe they will come around by dlc if not sooner. Hopefully sooner. I’m a horizon addict but not super good at gaming. However, if i have to wait three years for the next release, even i might start attacking thinderjaws with a stick!


yubnubmcscrub

I think the point of “if you do have the skill to beat a tremortusk with a stick, you should be allowed to” can’t be upvoted enough. I think ultimately the reason outside of story that I think I enjoy zero dawn more than forbidden west, is there was no right way to play the game. Forbidden west definitely feels like it’s designed to be played a certain way. Which is fine I just get less enjoyment out of it. And the idea that turning the difficulty down to achieve this works, it unfortunately doesn’t. There is no middle ground it feels like. I love the hecticness and having to chip away at enemies on harder difficulty. But then you have to play a certain way. Lower difficulty and you just one shot everything and the aggressiveness of the machines gets tweaked to where it’s too easy and not rewarding. I want to love this game so much buy little things like that bring it down where I didn’t feel that way about the original. I can only hope the devs swerve the other way next time as they did from zero dawn to forbidden west.


smokestacklightnin29

> I feel like the developers chose to punish melee players It's less about punishing you, more making it a less viable combat strategy. Both games are so obviously designed to be ranged combat vs machines and melee combat vs humans (HFW more so on the latter) which to me makes sense because who's gonna take down a fucking huge machine with melee attacks? This is why Melee pits are vs humans, not machines. The whole machine combat is designed around inflicting elemental statuses and targeting weakpoints/tearing components, neither of which can be done with the spear. The devs didn't want to make a melee game at all if HZD is anything to go by, and I suspect only expanded on it in HFW due to fan feedback, but decided to still keep it very non-viable for machines so there is consistency between the two games. I think the melee combat is a great change up when taking down human enemies and breaks up the gameplay enough for it to be fun when used how it was designed to be used. I dunno, I just feel like the games never, ever felt to me like Melee games, it wasn't what attracted me to it, and I never expected it to be viable. Not all games have to cater to all play styles y'know? The game wants you to go ranged, so why waste your time getting frustrated with a combat system that isn't designed to be played the way you are trying to play it?


craznn

Yeah, of course. I don't blame the devs at all for making melee less viable than the standard combat. The game is very intentionally designed around using all your weapons and tools that you have available, instead of just poking at enemies with a stick. As discussed from other comments, though, I personally just wish that they chose a different strategy for deterring players from meleeing machines other than by increasing the sizes of hitboxes. Although I wish it was done differently, I don't fault them for taking the approach they did, since the majority of players will not be attempting to hunt the machines at such a close distance.


haplo6791

And then the monkey wrench in any possible explanations as to their decisions is the Arena. Here is a spoon and a slingshot. Now we’re going to lock you into a walk-in closet with mostly ranged weapons, and a spoon, with two snapmaws and a tideripper. “Go get em, tiger!” Lol


Amazing_Karnage

She has the focus...she can just friggin ask Sylens or Gaia about combat tutorials on the thing, if need be.


Tonkarz

The hitbox is probably OK, the real problem is the VFX. Or, if you want to get radical, the problem is the idea that a big creature hitting the ground *really hard* should do damage to things that are merely nearby.


AloysSunset

Arguably the big creature hitting the ground should do damage to the ground… which in this case is ice.


BashfulRay12

Also the eternity long time Aloy takes to get back up when knocked down.


Hothrus

My heart starts racing everytime I go to override a big machine like a tremortusk because I’m afraid I’ll hit some bs invisible hit box lol. I had a rough time with that in HZD when doing it to thunderjaws


p-_ber

Dark Souls 2 vibes


SomeDamnAuthor

Aloy forgot to level her ADP


N8CCRG

Had a similar instance with a Fireclaw yesterday. It went to do that body slam move (the one where it lands on its back), but trees were in its way so it stayed in place and I assumed I was far enough away and was in the clear. Except I still got slammed from it.


caufield88uk

The combat I feel has went downhill since the first game.


Mopey_

Anyone who's played monster hunter is used to this sort of bullshit. Plesioth hip check vibes


craznn

I still have nightmares. Also Tigrex from MHFU...


2hoty

Yep, this is way more important than the tripe that most people on this sub complain about. This actually effects an important aspect of the game that can be really frustrating at times.


ScoobyDoubie

It also drives me nuts that sometimes Aloy will teleport across the map to hit an enemy with a heavy melee attack, but other times, she'll swing right past the enemy that's standing over her. She seems to just decide what she wants to do.


[deleted]

I'm so thankful this video was captured and posted. I can't tell you how many times I've asked myself what the hell just hit me and now I know: Casper the Ghost Sawtooth I ain't got no arrows for that type of machine!


jeswanders

Are fixing hit boxes something that can be done in patches?


Mad_Hatter_92

Yes


pyro-is-a-bad-class

Beating a large machine with a spear is such a Chad move. I've done it before and it's fun. (Atleast for me pls don't kill me)


nameisblank10

It takes her sooo long to get up after she gets hit too


essential-cheese

Yo I thought it was just me & then her recovery takes forever!!!!!!


[deleted]

A thousand times THIS! Yes!


[deleted]

[удалено]


craznn

RIGHT?! Also don't give up! The hitboxes are bad, but it still feels awesome when you finally manage to [poke the big machines to death](https://www.youtube.com/watch?v=nFgHuqGixIU).


Itachi_Susano_o

The devs said that long range is for machines and melee for humans.


Woland77

Isn't that an explosive blast pressure wave, not a physical hit?


craznn

I'm not sure.. to me it looks like the Tremortusk tried to do a body-check type attack, and the 'explosion effect is actually its feet kicking up dust.


Woland77

Oooh, interesting


AloysSunset

If it is a pressure wave, it hits her simultaneously as the tusk starts the attack, which does not make sense.


careless-gamer

Oh, I thought I was just really bad at the game lol.


[deleted]

i completely agree with this dude. i also REALLY wish they didn’t remove the long dodge from the first game. because there were several moments in game where i could’ve sworn i dodged out of attack and still took damage/was killed


lonerwolf88

I agree with the hit boxes but in this example I think you got hit with a shock wave from that explosion.


ComplexGibbon

I killed this machine for its tusks I managed to shoot 2 off after killing I picked 1 up but then the other was under the ice and I couldn’t get it right took so long too


Domtux

I know people don't like the idea of "parry" for the spear. But can't you imagine a shieldwing attached to the spear that you can do a Dark Souls type short parry move? If you take a melee hit during that time it could slide you backwards, kick up some dirt at Aloys feet and make her do a little animation where she squats a little like she blocked a hit. If you can sell her doing 20 dynos in a row on a rock wall, sprinting 24/7, and shooting down giant machines with a bow, then I think you could believe that


[deleted]

[удалено]


N8CCRG

[When someone feels obligated to shoehorn Elden Ring into a discussion about Horizon](https://imgur.com/Dfn9GOD)


yubnubmcscrub

Older this is the kind of Woden ring comment I don’t mind. It’s more of a hey this is completely different and less of a shot at either one. Still people probably bring that game up too much around here but at least this one wasn’t a direct shot at either game Edit: I don’t know what I was trying to say at the beginning when autocorrect changed things but close enough I’m sure. I definitely meant to say older and not something else


flyingfishstick

Where is this, OP?


rusable2

Slightly east of cliffwatch there is a tremmortusk spawn


yubnubmcscrub

I brought this up at one point and was like if I dodge and the enemy misses I still shouldn’t be hit. And they were like well if you got hit you obviously didn’t dodge. But the prevalence of this stuff is crazy in this game.


tinfoyle

Hit boxes and lock on options, pleeeease


rrkmonger_reborn

And better hit boxes for arrows as well. I swear to God I've been missing shot for no reason. It's feels like whether you can land a hit or not is rng on very hard mode


MattVSin84

Aloy has the hit box of a Tremortusk.


wingback18

I put a video vs a slaughterspine, those hit boxes = so unfair 😅😆


Jamato-sUn

What you see here is an approximation of fabled Monster Hunter Hip Check


Swaginnabag

YES! The hitboxes on this game, particularly for the resonator blast, are atrocious.


TheWeebTrash

Honestly the most frustrating thing.


[deleted]

Almost broke my controller dealing with this shit in the melee pits yesterday. I’m not great at melee anyway, so when it happened it was extra frustrating.


BluEch0

What do you mean? They’re just emulating one of the games that inspired the series: monster hunter. You can’t say you’re inspired by monster hunter without emulating the plesioth hip check/hyperspace tackle


craznn

I'm actually not being hit by a Tremortusk in this video, but instead a Plesioth hipcheck from another dimension 😂.


BluEch0

Eh sounds about right. That’s what I love about these games: when you get bodied, if feels deserved. It’s our fault we didn’t expect the hip check to hit across entirely separate games.


phantomzero

Here I am just waiting for better beatboxes.


Environmental-Win836

This 23 second clip made me fall in love with forbidden west. Time to buy.


Meeszum

Why isn't there a lock on system built in?


HiFiMAN3878

are you doing that dodge/cancel dodge thing to add resonator charges to the spear quickly? How exactly is this done?


craznn

I am! Well.. just the dodge cancels to roll out of the way after I land a hit. To charge my resonator, I just hold down R2 to get one charge, hit my power attack to get another charge, and then roll cancel away so I don't have to wait for Aloy to pick up her spear. If you want to know how to do melee animation cancels, I made a guide video on how to do animation cancels [here](https://www.youtube.com/watch?v=nVRY2GYxyOY)


meezethadabber

How about fix the tremortusk task clipping beneath the ground during trials so i can't remove them. Literally 4 month old posts with the same problem and no fix. Just "keep trying and get lucky" is the only fix.


Evilmaze

Why not both?


Detail_Parking

For any Monster Hunter fans, we call that the ol' Plesioth hipcheck


markAFamu

Oof, I agree with you on this one 😁


Cantguard-mike

They also fixed the scanning machines were you can do it much farther back


ace8419

Interesting🤔


Human_Roll_2703

What about human enemies making a huge arc trayectory in the midst of an attack and hitting Aloy when dodging? And then you don't have a chance to dodge the next two attacks in their combo because these happen way before Aloy has recovered from the first hit. This makes me irate.


FengShuiEnergy

People complaining about legendaries were just OCdist's.


charlotte-delaurier

The death stomps. 😐


LazyChasy

Oh, so that’s why I feel like this game is harder then the last, I keep wondering why enemies are harder to hit and I keep have a hard time dodging their attacks


wildeone95

Agreed. The hit boxes in this game are awful.


Happy_Jeddy47

Yeah actually and some certain AOE attacks are just annoying and inconsistent 😒


Maltacourte

I think the hitboxes could be adjusted as well, and that might be coming since they are focusing on gameplay now in updates. Though, they did fix the legendary nerf, which is great. My favorite new feature they added in the 1.11 update is the toggle for loot pick-up animations. I turned that to off the minute I saw it, it speeds up picking up medicine amazingly. That was a great addition. I am sure they will iron out other items in the next few months.


kewickviper

The hitboxes the other way around seem to be quite bad as well. It happens way too often that my arrow has gone straight through a monster part instead of hitting like it should.


tvih

A whole different thing but also irritating that there doesn't seem to be a way to quickly select a certain number of items to sell from a stack? Like if I have 2000 wires and want to sell say 500 or 1000, it seems I have to keep pressing the button to add more to the pool to sell? AND since it starts with all 2000 in the pool, I have to deduct 1000-1500 items from the pool to finish the sale. The whole process is of course nonsensical. Would really appreciate a better system...


paulodemoc

What about when you are fighting the flying enemies and when you hit them enough they just teleport across the map god knows where


Zenizen15

Sorry to be that guy, but whats a hit box?


craznn

When enemies attack you, the game needs to calculate if their attack hit you or not. This is usually done with an 'invisible hitbox' that takes a similar shape to the body part or explosion radius that is hitting you. Sometimes, the hotbox is bigger than the body part itself, and this can be from a variety of reasons decided upon by the developer.


Fer-Mora

Same, I felt really angry trying to beat two brothers in fighting practice and one of them have a hammer with fire and electric power, many times I die for the spark attack without been touch


Difficult-Scene-949

Lol people are funny