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Carnifex hitboxes and inconsistencies very frustrating

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a month ago
Dec 4, 2024, 7:35:34 AM

particularly in the church fight in the campaign, but overall it has a lot of weird things going on. In the church room, even after statues are knocked over they seem to still have some hitbox because when trying to dodge over the remains I hit a wall. 

Most attacks have very tight dodge timings and are much later than you would think-- which I suppose could be intentional but it ends up looking really weird because it looks like you are getting hit by the attack. I noticed for his jump, you pretty much have to wait until the carnifex is just about to land-- any earlier and you take damage. Maybe it's just me but it seems like the visuals and the hitboxes do not line up which makes it really unfun as a first experience imo and even when done right it feels weird. 

But one thing that particularly bothers me is his inconsistent patterns with very very fast moves mixed in. When he does side swipes, sometimes he will do one that is very quick that is pretty much impossible to dodge. 

One trick people may know is getting in close on his side, parrying the two side swipes, waiting for him to dig in for a ranged attack and dodge to the side. repeat. this does work MOST of the time. but I have died because he has decided to use his charge attack when I am right next to him and it is impossible to dodge. I think there is some area in front of the actual visual model that can hit you, otherwise I have no explanation for not being able to dodge this. Sometimes also if he hits the first one it will knock you back far enough that he will be right on top of you as you try to get up and he charges the 2nd time. The 2nd time is really unnecessarily punishing as it feels like he is getting a free hit on you. 

I have beaten carnifex without taking hp damage on angel of death difficulty, but it is not something I can repeat with any kind of consistency because of his weird mix ups. 


Maybe it's just me but if anyone has the same experience please leave a comment or lmk what u think, I hope focus will see this one and take it into consideration. 


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a month ago
Dec 4, 2024, 4:10:45 PM

Yeah at this point I'm just shooting it at range it's really hard to melee fight it and you don't even get gunstrikes for it when you parry. Much better to kite, dodge, and gunstrike it to death.

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a month ago
Dec 4, 2024, 5:50:24 PM

Till now ive been really fortunate to find people really proficient to melee large foes. They're too quick for me to. 

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a month ago
Dec 6, 2024, 12:33:46 AM

Bunny314 wrote:

particularly in the church fight in the campaign, but overall it has a lot of weird things going on. In the church room, even after statues are knocked over they seem to still have some hitbox because when trying to dodge over the remains I hit a wall. 

Most attacks have very tight dodge timings and are much later than you would think-- which I suppose could be intentional but it ends up looking really weird because it looks like you are getting hit by the attack. I noticed for his jump, you pretty much have to wait until the carnifex is just about to land-- any earlier and you take damage. Maybe it's just me but it seems like the visuals and the hitboxes do not line up which makes it really unfun as a first experience imo and even when done right it feels weird. 

But one thing that particularly bothers me is his inconsistent patterns with very very fast moves mixed in. When he does side swipes, sometimes he will do one that is very quick that is pretty much impossible to dodge. 

One trick people may know is getting in close on his side, parrying the two side swipes, waiting for him to dig in for a ranged attack and dodge to the side. repeat. this does work MOST of the time. but I have died because he has decided to use his charge attack when I am right next to him and it is impossible to dodge. I think there is some area in front of the actual visual model that can hit you, otherwise I have no explanation for not being able to dodge this. Sometimes also if he hits the first one it will knock you back far enough that he will be right on top of you as you try to get up and he charges the 2nd time. The 2nd time is really unnecessarily punishing as it feels like he is getting a free hit on you. 

I have beaten carnifex without taking hp damage on angel of death difficulty, but it is not something I can repeat with any kind of consistency because of his weird mix ups. 


Maybe it's just me but if anyone has the same experience please leave a comment or lmk what u think, I hope focus will see this one and take it into consideration. 


Hello Brothers,


Brother Nephyrael here, from Focus Support. On behalf of the Emperor, we would like to thank you for your feedback and the words you send us. We know that we can always improve in the aspects that you mention to us, such as the mechanics and movements within the game. These comments help us a lot to understand your experience with the gameplay. We want everyone enjoy this game. Rest assured that your comments are heard, we are constantly hearing your feedback and suggestions for the future of the game. 


This suggestion has been forwarded, and will be considered for implementation. Keep an eye out for any updates on our official channels!


Emperor Protects!

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a month ago
Dec 6, 2024, 2:16:36 AM

Yeah it does feel pretty off, I often play the Tyranid hivemind mission and in comparison I never feel like it's consistent against the Carnifex's gameplay.

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a month ago
Dec 6, 2024, 1:00:45 PM


Nephyrael wrote:

Hello Brothers,


Brother Nephyrael here, from Focus Support. On behalf of the Emperor, we would like to thank you for your feedback and the words you send us. We know that we can always improve in the aspects that you mention to us, such as the mechanics and movements within the game. These comments help us a lot to understand your experience with the gameplay. We want everyone enjoy this game. Rest assured that your comments are heard, we are constantly hearing your feedback and suggestions for the future of the game. 


This suggestion has been forwarded, and will be considered for implementation. Keep an eye out for any updates on our official channels!


Emperor Protects!

I would also link this issue to the more general issue that difficulty ratings are used as a linear scale of progression rather than a comfortable bracket of playability. This involves all aspects of the game where you have the progression linked to the same enemies becoming harder and beefier along with your weapons (but not your armor or HP), rather than having more variety of challenging enemies and leaving those from the lower difficulties the same throughout the levels. Meaning I dont think scaling a gaunt (for example) health and power attack to the difficulty setting is a good idea, id rather have a gaunt be a gaunt and have beefier enemies the more you ramp the difficulty up and the better equipped you become to face them.

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a month ago
Dec 7, 2024, 7:27:04 AM

​I completely agree! Scaling the same enemies to match difficulty often feels artificial and takes away from the immersion. It’s much more satisfying to encounter a variety of enemies with distinct strengths and weaknesses as you progress. That way, difficulty feels more natural, and you get a real sense of growth as you adapt and upgrade. A gaunt should stay a gaunt—introducing tougher enemies as you level up makes for a more rewarding experience. OneBloodRewards

Updated a month ago.
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