Backstabs from enemies, mainly roamers (poxwalkers, groaners, bruisers, shooters) have infinite range if the player is moving away from the enemy while they are in the attack animation. This seems to cause the attack to “lock on” to the player and hit them, even if they are out of reach when the swing comes. This can result in taking large amounts of damage, despite evading the attack.
It’s by design. This little wonderful feature is called rush intervention and it makes enemies lock onto you like you’re a trashmob in World of Warcraft.
Once locked in you can only block the attack or side dodge.
Problem is, it happens when the user is not rushing. This did not occur before the Path of Redemption update, and it is not listed in the patch notes as far as I am aware.
No this 100% happened before and it even happens in VT2. You have to dodge to disjoint certain attacks or they’ll ice skate and follow you. It’s definitely by design, the intent being to not allow you to just walk past enemies to avoid them.
I understand what you are saying. I have almost 1600 hours in this game and 300 in VT2, and I am telling you the range on these attacks has changed since the patch and is much longer than in VT2.
The range of these attacks to my knowledge was always functionally infinite. No disjoint = you get hit. That’s for the specific “catch a guy” animations they have, which they don’t always use. I’ve done a lot of zealot speedrunning stuff and enemies sliding after you to hit you hasn’t changed in my experience
Though this has always been a thing, I can tell that it’s happening to me a lot more than it used after the last patches… along with lag spikes and rubberbanding so I’m guessing it’s related.
Rush intervention is a stupid feature, never stopped a zealot speedrunner, only annoys folks playing the game normally.