

The fight is not as bad as people make it out to be, but it is not well-tuned either. It made me sad about having swapped out of dex/faith. Teal deer: I feel like casters will have a much easier time with this fight.

I also had an attempt where she didn't stop attacking in phase two and it was just endless rolling and chaining until I eventually ran out of stamina. There was one attempt where Malenia used Waterfowl Dance three times in phase one if there's really a cool-down, she literally did it the moment the cool-down was up every time and I died on the last one. It took a few attempts that were ultimately very much down to RNG (Tiche not getting hit too much, Swarm of Flies knocking Malenia out of Waterfowl Dance a couple times, etc.). After that I spammed Swarm of Flies over and over hoping for stun locks at the right time. Started the fight with infinite FP physick, summoned Tiche (who lasted much longer than the now dumbed-down mimic) and opened with the ice dragon incantation as soon as Malenia engaged Tiche. I used the Radagon talisman for quick casting. I had enough faith with the talisman and rune arc to double-fist Frenzied Flame Seal and Dragon Communion Seal and actually use incantations. I just beat her about 10 minutes ago as a strength/arcane build on my last rune arc. She does it more frequenty in the second phase, but her defense is lower, she has less health, and going offense is a good tactic. And when she jumps, you should be able to run away from the first combo and roll through the next ones. If she hasn't done waterfowl for a longer while, you should play it safe and attack once, and immediately back off - she casts it even at medium range so if you are in her medium range already and she's not doing it - it means she's up to something else and it's safe to attack again. You can interrupt her waterfowl cast by a stagger, but the window of opportunity is very short - like 0.5 second when she "kinda crouches" right before jumping in the air.

If she does it at <50% the first time, you should be able to kill her before it happens again. Her internal cooldown is quite long, but if she does it fairly quickly (at like 70+% of health) there is high chance she might manage to cast it once more before transition to phase 2. In her first phase, she can do waterfowl at any point <85% health.

Bullets that penetrate the neck into the head will now count as headshots. Added a new hitbox type for necks and applied it to the existing neck hitbox on character models.Improved vent destruction sounds and increased audible distance.Increased resolution and character of reverb effects to better reflect surrounding map geometry.Prime accounts will now receive a warning in a Competitive lobby when they enter matchmaking with other Prime accounts whose Trust Factor may impact their matchmaking experience.If a bomb would both explode and be defused at the same exact time, it will now be considered defused.Bomb logic now runs every tick when it is close to exploding or being defused, addressing some rare cases where an extremely close defuse would still result in the bomb exploding.
#LET IT DIE PC HITBOXES PATCH#
The full changelog for the patch can be found below: Bullets that hit the neck hitbox first but would also go on to penetrate the head hitbox, now count as a headshot, when they would be counted as a body shot in previous versions of the game.Īmong other changes, Valve has also made picking up weapons using the "use" key more reliable and lowered the volume of ambient sounds on Overpass, including the sound of the train that passes through the map. Valve has now added a neck hitbox, which will "make it more intuitive to tell when an attack from behind will result in a headshot". The vent exit on Nuke no longer leads to the B siteĪ significant change has also been made to the way headshots work when firing at someone from behind.
