So a bunch of us are shooting seeds at elongata and our arrows and spells go straight through them a lot.
It causes us a lot of problems.
So a bunch of us are shooting seeds at elongata and our arrows and spells go straight through them a lot.
It causes us a lot of problems.
You have to lead it by a reasonable amount. Either it’s an intended mechanic or the rendering just lags behind the actual hitbox.
The method used the seeds come straight at the group head on, straight line to the everyone. What he’s talking about i’ve experienced too, The arrows/blasts do go straight through the seed.
I was afraid you’d say that. That’s a bummer
I think it could be lag/synch related, i was there during yesterday night run on elongata, and the projectiles were lagging pretty badly for me, they were almost teleporting sometimes… i guess that’s the problem with playing from the EU.
I can confirm that the seed hitbox, like every hitbox in this game, lags behind the visuals. (And don’t get me started on attacks matching attack visual animations, its not good at all).
Also I wonder if seed pods hitting the tank is intended.
If you’re shooting an arrow in a straight line, and the boss shot a seed in that same line from the opposite end, the arrow will meet the seed, it does meet the seed, and it goes through the seed. It shouldn’t matter if it lags behind as they’re on the same line the arrow should meet the “lagged seed” before the visuals in that case. There’s been multiple times where arrows/spells have gone straight through said seed.
I see this as more of an issue with latency than it is with the boss itself. I get this regularly simply shooting at Target dummies where Rune Mage spells phase right through the target dummy whenever latency drops.
I am guessing this is a performance optimization choice. Enabling guaranteed collision detection seems to be performance expensive. So I am also guessing they rather fix the latency instead of enabling a collision detection system that calculates the collision on every occurrence.
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