Fix all the range bugs with basically every monster in the game. Seriously.
Fix your range bugs.
Their range is fairly broken as well.
I remember them nerfing the skeleton's h2h range. I wish they would to that with the retrodes..
Don't forget Alpha Wolvers and their third bite attack has extended reach, about 2 times longer than animation (basically they bite air and hit you). Mostly happens when I try to run away from them in a straight line - third bite is like an instant-hit ranged attack, hits me even though I'm quite far from the monster.
I remember them nerfing the skeleton's h2h range. I wish they would to that with the retrodes..
Fought a Retrode lately? They've recently gotten a serious nerf in how quickly they can turn to attack and are several times easier to avoid.
Have I mentioned how much I love you at times Dirt?
@everyone else in thread
A lot of the monsters do have an increased hit box. That is true from what I've tested at least in regards to wolvers/slimes. But the overall difficulty of the mobs are indeed lower than they were before. Retrode turn rate, Skeleton turn rate/range etc. The monsters hit box was approximately one block away, the size of that block is about the length of the tile in the ATH. It's just about doubled. Attacks seem to hit further, maybe it's a lack of animation to show the correct lunging distance but it seems to be the case more or less for the slime/wolver monster families. As for Mecha-knights that may just be a problem with your lag and not being in the correct place due to latency issues. Just adjust for the moment and wait until they either animate it correctly or reduce the hitbox. Now that you're cognizant about the change you can adapt to it.
-Repartee
no those mecha knights swing much further than thier animation on thier last swing of the three hit combo. It can hit you from 3 times the distance of where the sword ends.
I agree that mecha knights third swing (same as alpha wolver's third bite) has 3x distance compared to its animation, in the least.
I wouldn't call them "bugs" so much as either "lag" or "sloppy animation work." I know for certain that some enemies, like Mecha Knights, have a swing that far outreaches their animation, and has nothing to do with lag. That is purely 3R's fault, and they need to either fix the animation so it shows some kind of shockwave extending twice the length of the reach of their swing, or change the reach of the swing so that it only goes as far as the animation.