Problem: So I understnad not wanting it to hit through walls and all that but in it's current state it feels pretty rough especially when on different elevations (like stairs) and when the enemy is slightly behind a corner. Part of the problem is simple that the hitbox originated from drifter himself so the camera angle is a bit misleading in that regard but in some instances I can still shoot someone with the primary fire but miss with rend.


For these i started Up close then simply backed up and did not change the angle and it hit from further away

Potential solutions: well you could simple remove the geometry blocking aspect, for balancing sake you could have it so the hitbox is generally smaller but realistically this is probably not a great solution since if you get hit behind a box or wall it's not gonna feel fair on the receiving end.
I get the feeling the that the hitbox is segmented already and if the hitbox collides with geometry it simply stops in its tracks, but if it was just one big hitbox then i get the feeling this problem would be significantly worse than it is. I would think splitting the hitbox into smaller segments would help a decent amount, especially the top and bottom portions of it so stairs aren't as much of an issue
or maybe its because the hitbox is like a scattershot of hit scans, and since the animation is like a curving slash it just feels inconsistent


For these i started Up close then simply backed up and did not change the angle and it hit from further away

Potential solutions: well you could simple remove the geometry blocking aspect, for balancing sake you could have it so the hitbox is generally smaller but realistically this is probably not a great solution since if you get hit behind a box or wall it's not gonna feel fair on the receiving end.
I get the feeling the that the hitbox is segmented already and if the hitbox collides with geometry it simply stops in its tracks, but if it was just one big hitbox then i get the feeling this problem would be significantly worse than it is. I would think splitting the hitbox into smaller segments would help a decent amount, especially the top and bottom portions of it so stairs aren't as much of an issue
or maybe its because the hitbox is like a scattershot of hit scans, and since the animation is like a curving slash it just feels inconsistent