It's actually pretty simple, if the game determined you were in range when the enemy rolled and attack and hit, you're hit. It doesn't matter if you think you moved out of range in time.
they should make it so you have increased dodge or a chance to dodge when running away from a monster currently performing an attack, obviously your doing a maneuver to avoid combat, that should count for something, this way you only dodge some attacks, and it doesnt turn into a dodge all, but it still serves a purpose.
<<<< balance master, solving problems through middle ground, and logic.
spiders @ cydaea... they are just so op, im like 15m away and still they can hit me as dh
Those are bugged as far as anyone can tell, and not the same as the issue the OP posted.
Actually...that's exactly the problem as I'm describing it. And I've noticed it quite often. The little spiders are fast-moving melee attackers who can swarm you and be in your face within seconds. Also they tend to pop out of eggs and surprise players. When they run up to you and you run away, you still end up getting hit because of the intended design.
Other monsters it's especially noticeable with:
- Zombies
- Skeletons
- Grotesque
- Lacuna huntress leap attacks
All of these creatures attack really slowly. Because of the nature of the way this game was programmed, you can literally be 2 inches away by the time the attack connects. Try this yourself in act 1 at any difficulty. Walk up to a zombie and then walk away. Notice how delayed the attack mechanic works. Observer your latency when doing so to confirm it's not lag. Now do the same in inferno, and if you've ever found yourself unreasonably frustrated from playing inferno this might help you understand why.
It's intentional that once a mob "locks on" and start the swing animation, you're bound to get hit no matter how far you run. So when you saw they raised their axe (QQ executioner) you're already going to get hit no matter how hard you try to run. This is likely implemented to avoid abusing slow animation to never get it by stutter stepping nonstop.
Some mobs, however, have a giant attack that targets THE GROUND instead of you. Examples are dark berserker, the fallen overseer, or butcher charge up attack. These are meant to be dodged so you can easily avoid them.
It's intentional that once a mob "locks on" and start the swing animation, you're bound to get hit no matter how far you run. So when you saw they raised their axe (QQ executioner) you're already going to get hit no matter how hard you try to run. This is likely implemented to avoid abusing slow animation to never get it by stutter stepping nonstop.
Some mobs, however, have a giant attack that targets THE GROUND instead of you. Examples are dark berserker, the fallen overseer, or butcher charge up attack. These are meant to be dodged so you can easily avoid them.
Then what's the point of moving at all? If you can stutter step shouldn't you be able to avoid damage? Why not make some animations faster? Or if it's a slow, high damage attack you should be able to dodge it or die. How about Diablos regular melee swing? This attack isn't slow and if the attack will hit halfway across the screen then why have it as melee? Get rid of the melee attack and change it to a ranged attack. The real deal is: the game wasn't properly tested and is the worst product I've ever seen from Blizzard ,
If the game wasn't called Diablo III it would have been labeled as a failure and nobody would defend it.
Not sure what to add to this. I definitely prefer that this worked differently, but I've somehow managed to enjoy the game (on both SC and HC), while playing an immense amount of hours over the past two months.
I'm hoping that they get to fixing downright bugs and issues like rubberbanding, and hopefully something will be done (although I doubt it) to alter the game system in such a fashion that being hit from across the screen isn't nearly as common as it is, or was.
It's the game design. They said a long time ago that they felt dodging in and out of melee wasn't fun or interesting. So they made it near impossible. Apparently, being hit from 20 yards away is fun and interesting, though.
what the hell are you guys fighting about, the game is freaking easy, i beat it with 5 classes on inferno and i didn't use RMAH. I just farmed gold, didn't get lucky either on drops. i play 5 hours a day after i come home from work.
i agree that this game sucks not because of your issues but because it's not challenging at all.
Blizzard's idea of "fun and interesting" is pretty much the exact opposite of what is truly fun and interesting.
-Rubberbanding into molten/plague/arcane sentries/desecrate = fun and interesting
-Dodging like a pro and getting hit from 15-20 yards away = fun and interesting
-Getting level 63 items with stats below level 33 items = fun and interesting
-Socketed amulet/ring = fun and interesting
-Bows with strength or plus to witch doctor skills on them = fun and interesting
-Shields with +demon hunter skills = fun and interesting
-Barrels, chests, armor stands or other doodads giving nothing whatsoever worthwhile = fun and interesting
Anything boring, nonsensical, stupid and anti-fun = fun and interesting.
i remember bashiok replying (during beta period) that this hit detection is intended. he said that it would be too easy to just avoid getting hit if you just run away from the animation
I read that too, somewhere on mmo-champ. Still got the link somewhere?
yeah anybody who says this is right just because it's intended to be this way, how do you explain the phenomenon of PATCHING!? when they correct a mistake they made, and things become better for the player, everybody rejoices. as far as i'm concerned, i deserve 100% control of my character, and as an aussie who is already FORCED to play with more than 200ms at all times, the hit detection is absolutely fucked. you should be able to dodge attacks. it should be skill based. D2 hit detection wasn't this fucked and you still couldn't run to bosses without getting raped unless you had teleport, because you would just get swarmed, that is how you solve the problem, and that argument that 'you would be able to run to the boss without fighting' is essentially kaput.
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But seriously, there's a Dodge Chance stat for a reason. And if you play a glass cannon, stay out of melee range. Though I agree the Wasp bug needs to be fixed.
Locking in the hit at the beginning of a melee animation allows their animators to put in longer, cooler attack animations without wrecking the game play. Without something like it, any sort of longer attack animation can simply be walked out of, which does horrible things to game play.
That said, there should be a range on the melee hits even with the lock-in, so that they can be dodged with skills like Vault and Teleport. While being able to walk out of a melee hit due to really sensitive hit detection leads to poor game play, being unable to Vault out of a melee hit - and taking the hit when 20 yards away - is frustrating and doesn't really add to game play, and should be fixed.
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Those are bugged as far as anyone can tell, and not the same as the issue the OP posted.
<<<< balance master, solving problems through middle ground, and logic.
Actually...that's exactly the problem as I'm describing it. And I've noticed it quite often. The little spiders are fast-moving melee attackers who can swarm you and be in your face within seconds. Also they tend to pop out of eggs and surprise players. When they run up to you and you run away, you still end up getting hit because of the intended design.
Other monsters it's especially noticeable with:
- Zombies
- Skeletons
- Grotesque
- Lacuna huntress leap attacks
All of these creatures attack really slowly. Because of the nature of the way this game was programmed, you can literally be 2 inches away by the time the attack connects. Try this yourself in act 1 at any difficulty. Walk up to a zombie and then walk away. Notice how delayed the attack mechanic works. Observer your latency when doing so to confirm it's not lag. Now do the same in inferno, and if you've ever found yourself unreasonably frustrated from playing inferno this might help you understand why.
http://i48.tinypic.com/4j83ud.jpg
http://i50.tinypic.com/ipd16u.jpg
Some mobs, however, have a giant attack that targets THE GROUND instead of you. Examples are dark berserker, the fallen overseer, or butcher charge up attack. These are meant to be dodged so you can easily avoid them.
Then what's the point of moving at all? If you can stutter step shouldn't you be able to avoid damage? Why not make some animations faster? Or if it's a slow, high damage attack you should be able to dodge it or die. How about Diablos regular melee swing? This attack isn't slow and if the attack will hit halfway across the screen then why have it as melee? Get rid of the melee attack and change it to a ranged attack. The real deal is: the game wasn't properly tested and is the worst product I've ever seen from Blizzard ,
If the game wasn't called Diablo III it would have been labeled as a failure and nobody would defend it.
I'm hoping that they get to fixing downright bugs and issues like rubberbanding, and hopefully something will be done (although I doubt it) to alter the game system in such a fashion that being hit from across the screen isn't nearly as common as it is, or was.
i agree that this game sucks not because of your issues but because it's not challenging at all.
-Rubberbanding into molten/plague/arcane sentries/desecrate = fun and interesting
-Dodging like a pro and getting hit from 15-20 yards away = fun and interesting
-Getting level 63 items with stats below level 33 items = fun and interesting
-Socketed amulet/ring = fun and interesting
-Bows with strength or plus to witch doctor skills on them = fun and interesting
-Shields with +demon hunter skills = fun and interesting
-Barrels, chests, armor stands or other doodads giving nothing whatsoever worthwhile = fun and interesting
Anything boring, nonsensical, stupid and anti-fun = fun and interesting.
The link was right in the OP: http://us.battle.net/d3/en/forum/topic/4427663050#15
But seriously, there's a Dodge Chance stat for a reason. And if you play a glass cannon, stay out of melee range. Though I agree the Wasp bug needs to be fixed.
That said, there should be a range on the melee hits even with the lock-in, so that they can be dodged with skills like Vault and Teleport. While being able to walk out of a melee hit due to really sensitive hit detection leads to poor game play, being unable to Vault out of a melee hit - and taking the hit when 20 yards away - is frustrating and doesn't really add to game play, and should be fixed.