[quote]The chest hitbox is not reflected properly by the weakspot visual.[/quote]
It does. Shoot the yellow. Is it hard to hit? Yeah, definitely.
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Their animation canceling needs to be fixed
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They only cancel animations if interrupted.
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Their projectiles clip through surfaces and hit when they shouldn't.[/quote]
They have tracking that’s too aggressive, but they’re not clipping through stuff.
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Their grab attack catches you out of mid air
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Being in the air doesn’t mean you’re safe.
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Their grab can glitch and lock you into third person with complete loss of control[/quote]
Never seen this ever happen.
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If interrupted when grabbing a player, they randomly ignore the stagger and animation cancel into a slam with no wind up, resulting in situations where a player would've been better off being drained and released.
*Tormentors are a challenging and fair enemy unit when things DO work as intended though.[/quote]
Also never seen this happen. The biggest bug I do see with tormentors is their drain no longer dealing damage.
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To narrow down your explanation You're saying it's all a skill issue and you're not wrong🤣🤣🤣
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Edited by ACROCANTHUS: 3/27/2025 8:29:03 PM[quote]If interrupted when grabbing a player, they randomly ignore the stagger and animation cancel into a slam with no wind up, resulting in situations where a player would've been better off being drained and released[/quote] This one 100% happens sometimes. I cannot count the amount of times I've been dropped on a few health only to immediately be slammed to death before my guardian can move. It doesn't seem to happen on the Nether boss though. As for being safe in air, I agree that you aren't safe in the air, but when the grab attack is a horizontal swing of his melee weapon, I shouldn't be getting grabbed when I'm above his head. (This also goes for ground slams. If I'm above the boss' head. I shouldn't be taking damage from a boss stomping the ground)
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[quote][quote]If interrupted when grabbing a player, they randomly ignore the stagger and animation cancel into a slam with no wind up, resulting in situations where a player would've been better off being drained and released[/quote] This one 100% happens sometimes. I cannot count the amount of times I've been dropped on a few health only to immediately be slammed to death before I can react. It doesn't seem to happen on the Nether boss though. As for being safe in air, I agree that you aren't safe in the air, but when the grab attack is a horizontal swing of his melee weapon, I shouldn't be getting grabbed when I'm above his head. (This also goes for ground slams. If I'm above the boss' head. I shouldn't be taking damage from a boss stomping the ground)[/quote] I mean, the air grab thing is just a limitation of their animation. The animation is not perfectly representative of their range. Not really something exclusive to tormentor grabs though. Personally I’d add attack location and size indicators like what Witness and Rhulk have to other enemies.
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I'd be fine with an indicator, though I'd personally prefer a hitbox for the attack that matches what it actually looks like. Definitely more than tormentors with strange hitboxes vs animations, but that's definitely the WORST one.
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[quote]I'd be fine with an indicator, though I'd personally prefer a hitbox for the attack that matches what it actually looks like. Definitely more than tormentors with strange hitboxes vs animations, but that's definitely the WORST one.[/quote] Well the animations surrounding the attacks do match their radius, but that’s only after the attack is done. The grab attack is obviously an exception since it isn’t aoe, but for stomps and slams, they’re very much already matching.
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This is true, and you can learn and bait those slams and attacks. I find often staying right on the edge of that range is the best tactic for fighting them... because they don't do the purple cloud then. I generally use architecture... to keep them at that optimal range. If you have a sword and hold guard as they grab you, you'll take no dmg from the grab. I've only had 2 issues... network lag, some jutter. And once, just recently... in Expert Nether... something happened after I broke the crits where I was doing yellow numbers in the 100s... the fight took me 20-30 mins. I still played it out, lost all my rezs. Anywho, Ts are a little spammy... I don't see a major issue though.
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For stomp attacks, the graphics do match yes. My issue with them is more that I think it's unreasonable for a boss stomping on the ground to be dealing damage to a player well over their heads.
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[quote]For stomp attacks, the graphics do match yes. My issue with them is more that I think it's unreasonable for a boss stomping on the ground to be dealing damage to a player well over their heads.[/quote] Well the idea would be a “shockwave” causing the damage. Which I think is okay depending on how high up it does. I can’t exactly think of an enemy that I have a problem with how high it goes. What I do have a problem with is how everything has essentially the same kind of melee attack/stomp effect. I would rework enemies close range attacks to be more varied and different from each other because the current system is overly punishing to close range builds in high end content, removing the incentive to use many of the tools we should have available. Imagine if you could jump over one enemies attack because it comes out of the ground. Or you could crouch to avoid another because it doesn’t touch the ground. Or if instead of being 360 effects, you could move left or right to avoid. Maybe you have a teammate use a sword or glaive to block the attack for the team, negating the damage for everyone else. Melee the enemy at the right time and parry the attack. Stuff that changes how you approach the fight based on the enemy you’re fighting. The issue with this kind of stuff in Destiny is almost never that it’s too hard or unfair, but rather it’s boring and rigid.
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A shockwave does make sense to a point, but there are definitely some bosses, mostly colossus bosses where I'm almost twice as high as they are tall and I still go from full health to red and sent flying in 1 stomp. Not all bosses have such a ridiculous stomp, but there are definitely some that do. Another one is the SD final boss with his suspending slam. I get that it's an energy burst, but it's one he throws into the ground and I've been suspended at max jump height even when I jumped off the rafter by the drink symbol. That's just a tiny bit too much height for an attack he throws into the dirt. [quote]What I do have a problem with is how everything has essentially the same kind of melee attack/stomp effect.[/quote] This is definitely something I also consider a big issue. Nearly very single boss has the same melee besides servitors, subjugators, and tormentors. And some leave a fire pit that still damages me for like 2 - 3 seconds after I leave. [quote]Imagine if you could jump over one enemies attack because it comes out of the ground. Or you could crouch to avoid another because it doesn’t touch the ground. Or if instead of being 360 effects, you could move left or right to avoid. Maybe you have a teammate use a sword or glaive to block the attack for the team, negating the damage for everyone else. Melee the enemy at the right time and parry the attack. Stuff that changes how you approach the fight based on the enemy you’re fighting. [/quote] I like a lot of the ideas in here. Give them a actual punch you can parry or duck. A stomp you can jump over. A jab you can sidestep and counterpunch to stun them for a moment All that sounds way more interesting than what we have now. [quote]The issue with this kind of stuff in Destiny is almost never that it’s too hard or unfair, but rather it’s boring and rigid.[/quote] Yes, I agree here. A lot of destiny content is "hard" because it's annoying instead of actually challenging. The reason I usually don't solo dungeons more than once is because I just don't feel like taking 2-3x as many phases. I get bored of an encounter before I clear it. And I wouldn't hate tormentors so much if it wasn't just a matter of exploiting their AI and plinking away at them because my fusion and rockets deal like 10% of their normal damage.
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[quote]A shockwave does make sense to a point, but there are definitely some bosses, mostly colossus bosses where I'm almost twice as high as they are tall and I still go from full health to red and sent flying in 1 stomp. Not all bosses have such a ridiculous stomp, but there are definitely some that do. Another one is the SD final boss with his suspending slam. I get that it's an energy burst, but it's one he throws into the ground and I've been suspended at max jump height even when I jumped off the rafter by the drink symbol. That's just a tiny bit too much height for an attack he throws into the dirt. This is definitely something I also consider a big issue. Nearly very single boss has the same melee besides servitors, subjugators, and tormentors. And some leave a fire pit that still damages me for like 2 - 3 seconds after I leave. I like a lot of the ideas in here. Give them a actual punch you can parry or duck. A stomp you can jump over. A jab you can sidestep and counterpunch to stun them for a moment All that sounds way more interesting than what we have now. Yes, I agree here. A lot of destiny content is "hard" because it's annoying instead of actually challenging. The reason I usually don't solo dungeons more than once is because I just don't feel like taking 2-3x as many phases. I get bored of an encounter before I clear it. And I wouldn't hate tormentors so much if it wasn't just a matter of exploiting their AI and plinking away at them because my fusion and rockets deal like 10% of their normal damage.[/quote] Yeah, the ranges can be extreme on those stomps. I actually like the suspending slam. Not because it’s particularly well made, not because it actually different compared to other bosses. Sad that Destiny is in a spot where that’s all it takes, lol. Fire pit stomps are pretty dumb since it’s just the same stomping attack with fire that continues to burn you when you’re far away. None of the ideas I listed were even original. It’s something that’s been in gaming for decades. I don’t know why they nailed it with Rhulk and then never did it again. Rhulk has attacks that are mapped out on the ground, allowing you to dodge. While he has an aoe attack, you can pay attentions and dodge it. You can run strategies where one player grabs aggro, either by avoiding him or tanking him. Any bosses since had that? Closest is the witness, which has you jump or walk lest and right.
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I would like the suspending slam a lot more if it didn't always catch me while I'm flying way over his head like an eagle. It's cool in concept, but more than half the time it hits me I end up thinking. That did NOT just hit me from all the way down there. We did have gaze from nezarec, but no one uses it because you can just hide on the plates. We definitely deserve a lot more interesting bosses, attack patterns, and arenas. Argos' arena from eater of worlds is still one of favorites in the franchise.
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Edited by jhermannITJ: 3/27/2025 8:58:12 PM[i]"Imagine if you could jump over one enemies attack because it comes out of the ground. Or you could crouch to avoid another because it doesn’t touch the ground. Or if instead of being 360 effects, you could move left or right to avoid. Maybe you have a teammate use a sword or glaive to block the attack for the team, negating the damage for everyone else. Melee the enemy at the right time and parry the attack. Stuff that changes how you approach the fight based on the enemy you’re fighting".[/i] Imagine? This how I fight Tormentors. In a crew or solo. What's your cadences?
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[quote][i]"Imagine if you could jump over one enemies attack because it comes out of the ground. Or you could crouch to avoid another because it doesn’t touch the ground. Or if instead of being 360 effects, you could move left or right to avoid. Maybe you have a teammate use a sword or glaive to block the attack for the team, negating the damage for everyone else. Melee the enemy at the right time and parry the attack. Stuff that changes how you approach the fight based on the enemy you’re fighting".[/i] Imagine? This how I fight Tormentors. In a crew or solo.[/quote] Tormentors do not have varied attack types that require dodging in different ways. It is not possible to parry an attack nor it is possible to crouch user one, nor is it possible to jump over one. Their melee attacks are 360 radius attacks.
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Edited by jhermannITJ: 3/27/2025 9:08:27 PMOmg. You're so wrong. I jump over them all the time, I parry their attacks with swords and glaives. You can't crouch to avoid a melee swipe, but you can slide under the projectiles. The best thing you can do is **** with its pathing. So, changing direction... jumping over them gives you opportunities to dps even close to mid-range. I'm learning so much about you recently. Imagine, lol. Literally describes how I fight Tormentors at GM deltas. 😇👍💠
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[quote]Omg. You're so wrong. I jump over them all the time, I parry their attacks with swords and glaive. You can't crouch to avoid a melee swipe, but you can slide under the projectiles. The best thing you can do is **** with its pathing. So, changing direction... jumping over them gives you opportunities to dps even close to mid-range. I'm learning so much about you recently. Imagine, lol. Literally describes how I fight Tormentors at GM deltas. 😇👍💠[/quote] You cannot parry tormentors. You can block attacks. That’s not what a parry is. Sliding under a projectile is not what I said. You can jump way over them to avoid slam radius? But that is also not what I described. You can do that with every boss stomp type attack.
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Edited by jhermannITJ: 3/27/2025 9:27:15 PMA parry is a block into a counter called a riposte as well. And yes, I do that. I do block, but I also parry. There is not a stun mechanic for parries. We have parry perks, En Guard is a parry perk. Unstoppable force is a parry perk. Flash Counter was a parry perk, now a blocking perk. And not "way" over... I will bait the jumping rush. But I also jump over them. I ascension over them.
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[quote]A parry is a block into a counter called a riposte as well. And yes, I do that. I do block, but I also parry. There is not a stun mechanic for parries. We have parry perks, En Guard is a parry perk. Flash Counter was a parry perk, now a blocking perk. And not "way" over... I will bait the jumping rush. But I also jump over them. I ascension over them.[/quote] A parry is an actual mechanic. One that has been a staple in games for decades. It is even a mechanic in Destiny. You blocking to tank an attack and then attacking is not a parry. Once again, nothing you described relates to what I said.
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Edited by jhermannITJ: 3/27/2025 9:53:05 PMYes, it does. It's a concept that derives its origin from actual combat. A block immediately into a counterattack, with perks like En Guard and Unstoppable Force. That IS a parry. I do jump over them. And btw, not talking strongholds either... I do all you imagined, lol, on my Hunter. Except the crouching... ducking attacks. The only time I run is the short enrage sequences, where they glow red... or if I'm weak, obviously. I'm still interested in what your cadences are. Do you know what is an indicator for me? In real life, are you scared in the pocket... in the clinch, and how is your footwork? In fighting games... it's Footsies, not the game... the term given to range of opportunity management amongst hitboxes. We're ultimately talking about hitboxes and playing "footsies"... viable efficacy within those ranges, against a Tormentor. I play footsies with Tormentors very well, imo. 😇👍💠
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Edited by Bore: 3/27/2025 11:07:10 PM[quote]Yes, it does. It's a concept that derives its origin from actual combat. A block immediately into a counterattack, with perks like En Guard and Unstoppable Force. That IS a parry. I do jump over them. And btw, not talking strongholds either... I do all you imagined, lol, on my Hunter. Except the crouching... ducking attacks. The only time I run is the short enrage sequences, where they glow red... or if I'm weak, obviously. I'm still interested in what your cadences are. Do you know what is an indicator for me? In real life, are you scared in the pocket... in the clinch, and how is your footwork? In fighting games... it's Footsies, not the game... the term given to range of opportunity management amongst hitboxes. We're ultimately talking about hitboxes and playing "footsies"... viable efficacy within those ranges, against a Tormentor. I play footsies with Tormentors very well, imo. 😇👍💠[/quote] That’s not what parry is. A parry in the context of a video game mechanic is a timed move where you nullify or reflect damage. This is a mechanic that is also present in Destiny. Blocking with a sword or glaive is just blocking with a sword or glaive. Guard and counter =/= a parry. I will forever be amazed by the incredibly poor reading comprehension you’ve displayed here. Why bother replying at all if you clearly didn’t understand the topic of discussion?
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Edited by jhermannITJ: 3/27/2025 11:32:59 PMNullify yes... reflection of dmg was the video game simulation of what a counterattack immediately following a block is. Sometimes it reflects dmg, often though it just allows for (+) in transition. You'll hear fighting game players say it, "Is that parry (+) on block"? That means will it chip? Lol. How do you keep challenging me on things like this. This was 10 years of my life. Not every parry, or parry mechanic is created equal. Sometimes, it will do an auto-attack... sometimes it stuns or briefly pauses the scripting. Sometimes, it can prevent an input of an opposing Human player. Sometimes... it reflects dmg. Sometimes... it provides for an "attack of opportunity". And again, both unstoppable force and en' guard are parry perks. 😇👍💠 You know what another indicator is? Constant over quotes ending with insults & misdirecting to semantics. I did understand. We're talking about "footsies" with a Tormentor.
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Edited by Bore: 3/27/2025 11:39:24 PM[quote]Nullify yes... reflection of dmg was the video game simulation of what a counterattack immediately following a block is. Sometimes it reflects dmg, often though it just allows for (+) in transition. You'll hear fighting game players say it, "Is that parry (+) on block"? That means will it chip? Lol. How do you keep challenging me on things like this. This was 10 years of my life. Not every parry, or parry mechanic is created equal. Sometimes, it will do an auto-attack... sometimes it stuns or briefly pauses the scripting. Sometimes, it can prevent an input of an opposing Human player. Sometimes... it reflects dmg. Sometimes... it provides for an "attack of opportunity". And again, both unstoppable force and en' guard are parry perks. 😇👍💠 You know what another indicator is? Constant over quotes ending with insults & misdirecting to semantics.[/quote] Read the conversation you joined. Read it very slowly. Is what I said in my lost of features what you’re talking about? You can try all you want to say blocking and then attacking counts as parrying. Personal incredulity of reality is your right. Laughing at it is my right.
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Edited by jhermannITJ: 3/27/2025 11:51:34 PMFirst ignorance, semantics of misdirection and insults. Now nonsense. I responded to multiple comments... the first was about hit boxes. The second was about tactics you were imagining that already exist - respective hit boxes and attack scripting. And now we're here again... me... some casual nobody 😜 vs. a bunch of totally legitimate contest emblems. Perspectives, I guess, lol. If I have ANY ego... it's for moments like this. It's an interesting study in human behavior. Because you're holding grudges and even when I agree with you... still find a reason to be antagonistic.
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[quote]First ignorance, semantics of misdirection and insults. Now nonsense. I responded to multiple comments... the first was about hit boxes. The second was about tactics you were imagining that already exist. And now we're here again... me... some casual nobody 😜 vs. a bunch of totally legitimate contest emblems. Perspectives, I guess, lol. If I have ANY ego... it's for moments like this. It's an interesting study in human behavior. Because you're holding grudges and even when I agree with you... still find a reason to be antagonistic.[/quote] Once again, blocking is not parrying. No, there are no mechanics for attacks that you jump over or crouch over. Read slower please. You are not being insulted. You are being laughed at though. It does not take much effort to read before you reply.
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Keep at it. You'll fit in that suit eventually. How do you say I'm not being insulted and then immediately follow it with an insult? 😂 I read everything. We're talking about Tormentor scripts and hitboxes... you imagined advanced scripts like burrowing that would validate footsie play. It's already valid. The fist comment was also about hitboxes.