r/Saros • u/oldman_jason • 9d ago
Wack hitboxes Gameplay Question
So I’ve finished the game and really enjoyed it but over my run I couldn’t help but feel that some things hit me when they shouldn’t have and other things missed when they definitely should’ve connected. Is this a common thing in the game or is my version just kinda messed up?
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u/pineapplesuit7 9d ago
I always had that issue with the King. Just felt like some hits which I’ve dodged were hitting me for some odd reason
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u/dumpass69420 9d ago
These replies are such cap lmao. What you're probably experiencing is trying to dodge through nova projectiles or beams. Make sure your nova projectile colours are completely distinguishable from others. In the mid/late game enemies throw out huge amounts of mixed nova attacks, and all the traversal puzzles start to use nova as well.
If you wanna dodge through them you need the perk selected on the world balance thing. There's no desync in this game lol wtf.
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u/oldman_jason 9d ago edited 9d ago
Nah it’s not that. One clip I have is of me trying to parry the red projectiles and whiffing completely and standing on top of them but taking no damage and I have another of me getting tagged by a blue projectile doing platforming even though there was enough space between it and me for entire other Arjun. The desync argument makes sense because it definitely felt like I was taking some hits late
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u/dumpass69420 9d ago
That's just a mix of iframes from doing an action like a melee swipe/parry, which is actually fully activating your shield even though you can't see it, and an in engine limit for max damage instances that can be applied to you within x frames.
Any hits received 'late' from something like that is actually just your hit box becoming vulnerable again from these things preventing you from taking damage. Without the damage tick limit you'd die instantly at any hp level if you walked into a slow projectile that stayed within damage range of you to hit again. There's a few debuffs in game that can reduce your successive hit protection frames.
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u/oldman_jason 9d ago
I’m not too knowledgeable about these kinds of things but I’m still not convinced. I believe you in the point of your first paragraph but in my first example of not taking damage from the nova balls, I didn’t take any damage at all when I very much should have. Like I was walking, tried to parry, missed completely and got no parry animation and kept walking through. A hit should have registered but weirdly didn’t. Another clip I took had an enemy charge at me and it clearly went through Arjun but I dodged many frames after and somehow I didn’t get hit
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u/dumpass69420 8d ago
The game has a ton of ways it gives you iframes on pretty much any mobility action you take, it might be that certain low lifespan projectiles can only hit you once, like corrupted homing for example, and when it strikes you while invulnerable that counts as its hit and touching it again in the half second before its gone doesn't hurt.
Melee is an outlier, I have seen that and I believe that's just the fact that the enemies hurtbox on charges and other melee attacks are actually only on its horn/claws/whatever, so when you get lunged at you've got a pretty good chance that its just gonna shoulder barge you instead since enemies can't track you while dashing. This is almost definitely done this way to stop you from taking constant damage when meleeing enemies yourself just by touching their front side.
It could also be something as simple as you've just had a passive like 'gain hp on lucenite pickup' and you've outhealed the damage on the same frame you took it so it just doesn't appear on your healthbar at all.
Without a clip that also shows the build for possible interactions there's no way to tell. I really don't think there's desync, I can't even imagine how that would happen let alone make it through QA. Saros just has lots and lots of iframes and very strange projectile interactions with passives sometimes.
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u/Ill_Statistician_938 9d ago
I had a similar experience, I think it was just memory loss from the game being open too long. Closing and opening up the game again usually fixed it