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I actually think the hit volume based damage in both makes this rather untrue. Both Souls games and SF have moves where damage happens completely incongruously to the animation. This is partly what makes both ‘hard’ because there is this piece of hidden knowledge that when you first encounter it seems really unfair because you get hit by attacks that look like they missed. It’s somewhat remedied in fighting games because they incorporate practice modes that expose all the hidden state.


It’s not really “completely incongruous” though?

Big haymaker swings deal massive damage. Or a jab/stomp from a gargantuan creature. Small/quick attacks from small creatures deal small damage.

What’s the problem?


I would say that to a casual observer, i-frames (invincibility frames) from dodge rolling are not intuitive. Why would an attack clip through them just because they rolled? (or in the case of Elden Ring, mounted or dismounted their horse)

It feels very intuitive when you've played games that include mechanics like that, and there are more and more games that implement it nowadays, but if you've never seen a game with i-frames as a core combat mechanic, I'd imagine it can be very jarring.


>Why would an attack clip through them just because they rolled?

See, I actually do find that a very intuitive situation, and not because I have a great grasp of i-frames, but because I'm not really thinking of "Why" questions. I'm just focused on the spectacle in front of me, with no regard for the underlying set of rules that produced it.

I might just be atypically disposed to enjoy watching things without needing to understand them.


The thing I said, that you get hit by attacks that don’t visually connect.




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