The chest hitbox is not reflected properly by the weakspot visual.
Their animation canceling needs to be fixed
Their projectiles clip through surfaces and hit when they shouldn't.
Their grab attack catches you out of mid air
Their grab can glitch and lock you into third person with complete loss of control
If interrupted when grabbing a player, they randomly ignore the stagger and animation cancel into a slam with no wind up, resulting in situations where a player would've been better off being drained and released.
*Tormentors are a challenging and fair enemy unit when things DO work as intended though.
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I'm currently trying to get the Barrow Dyad catalyst. The quest wants you to do expert Nether using only a glaive or shotgun, and a sword, plus the Barrow Dyad itself. No way to stop overload champions with your weapons. It's infuriating but that's not the point. My first attempt put me in the Trenchway. I did all the encounters fine and grabbed some decent boons, I even got two extra revive tokens, putting me at 11. I began the fight with the tormentor boss and destroyed all of the adds and started picking away at the boss's health. It's health is WAY too high and it hits way too hard. I took me over 45 minutes just to kill the boss, and I was down to 0 revives moving to the next area. Also, if you die while the grim healers are out, it will spawn you all the way across the map on the other side of the chasm, forcing you to run all the way back to the boss arena, while the boss heals. If the grim aren't out, you respawn in the boss arena with no issue. The tormentor boss is far more difficult than any of the other 3 bosses in the Nether, regardless of difficulty, primarily just because it has what feels like 3x or 4x the total health, can heal, and cheeses you with spawn locations. I've experienced many bugs with this boss too, in the past. I'm glad the bug that caused you to fall through the map when it grabs you seems to be fixed. I've also had it where you can continually damage the boss but its life bar doesn't decrease at all. I hope that's fixed as well. Bottom line is, 45+ minutes for a single boss encounter is ridiculous, especially with a restricted loadout, all to obtain a catalyst. Just let me run the Exotic mission on master difficulty instead. lol.
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If you have any of the Root of Nightmare raid weapons and the exotic Microcosm and Conditional Finalty they do extra damage to tormentors and subjugators
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Exactly as bungie intended them to be, same as overloads and adds that shhot around walls. Bungie doesn't like cheaters unless it's temporary doing it.
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I’m sure they fix it when they fix overload captains
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"The chest hitbox is not reflected properly by the weakspot visual." Fair. "Their animation canceling needs to be fixed" Never encountered it but sure. "Their projectiles clip through surfaces and hit when they shouldn't." It does have sharp tracking. Always has. Though if it's coming through visual walls......they're probably not solid. Which isn't just a tormentor issue.......it's a design issue. "Their grab attack catches you out of mid air " If you're in range. Naturally it should. "Their grab can glitch and lock you into third person with complete loss of control" Seen this happen. It needs fixing. "If interrupted when grabbing a player, they randomly ignore the stagger and animation cancel into a slam with no wind up, resulting in situations where a player would've been better off being drained and released." Bad luck of the draw but they function correctly afterward right? They've been out for some time now. Much like champions. The knowledge out there is available.......all I've got left to add is. If you're up close and personal deliberately.......that's a very bad idea.
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Edited by Spam, Kell Of Hunter Dodge: 3/28/2025 12:01:04 AMSpam, Kell Of Hunter Dodge
the goofiest halo player - old
The tormenter is just their to look cool edgy and menacing Sometimes i want them to grab me… -
I agree with all of this, but my only push back is tormentors should be able to grab you in mid-air if it’s still within range of their grasp. If you’re attempting to flee and just get a little higher than a bunny hop - you messed up and got got. With all these criticisms listed, I still really enjoy tormentors and still think brigs, tormentors, hive-guardians, etc. are far superior to the boring champions we had prior to them.
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Most of all they’re just a pain to deal with. And the ridiculous health pools don’t add anything to the difficulty. Just makes it absolutely tedious. In the Nether, I’m always down to using primary ammo and I have to wait for more ads to spawn in because otherwise I would have to shoot at the thing for an hour.
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[quote]The chest hitbox is not reflected properly by the weakspot visual.[/quote] It does. Shoot the yellow. Is it hard to hit? Yeah, definitely. [quote] Their animation canceling needs to be fixed [/quote] They only cancel animations if interrupted. [quote] Their projectiles clip through surfaces and hit when they shouldn't.[/quote] They have tracking that’s too aggressive, but they’re not clipping through stuff. [quote] Their grab attack catches you out of mid air [/quote] Being in the air doesn’t mean you’re safe. [quote] Their grab can glitch and lock you into third person with complete loss of control[/quote] Never seen this ever happen. [quote] If interrupted when grabbing a player, they randomly ignore the stagger and animation cancel into a slam with no wind up, resulting in situations where a player would've been better off being drained and released. *Tormentors are a challenging and fair enemy unit when things DO work as intended though.[/quote] Also never seen this happen. The biggest bug I do see with tormentors is their drain no longer dealing damage.
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You act like we don’t do that stuff to em
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Strand & stasis subjugator ultimates clip through solid objects and suspend/freeze you. Tormentors and subjugators both need some tuning or something to fix the nonsense through solid objects
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The thing that bugs me most about Tormentors are their tracking projectiles. I swear those things have Truth rocket level tracking. When I was doing solo Expert Nether, I had to face that guy in the third round. Thought I found a good training spot where he couldn’t get me. I watched him miss three rounds of projectiles, and then 10 seconds later, I got hit by the shots he missed raining down from the sky and got deleted. Happened several times to me.
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Their projectiles go through everything in the room. There is no cover, not even behind a barricade! [quote][/quote]
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i do think there could be some aggro changes honestly it feels like they spam a lot more than subjugators and hive broods
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My strategy with tormentors is to strafe a lot when you get the cue that he’s going to jump up and do his slam. I find jumping to the left or right gets me out of the attack zone better than backpedaling. When it comes to the range attacks I jump out of the way, if I’m at range. When he shoots the projectile at me is when I jump. Some classes are much easier to do. When he goes to do the grab move, he’ll turn reddish. That’s when I jump to a higher area that he won’t get to. There are some things he won’t jump to.
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I know when they have the “dome” shield not to mess with them. Other than that, I’ve never figured out when not to super them. Is there a foolproof way to not waste your super?
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I feel like the suppression they do shouldn’t disable your movement ability (like hunter jumps titan strafe or warlock glide) but the abilities are suppressed a little longer so it’s still fair
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They should be renamed to: Tormentor, Envoy of Telesto
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Edited by Guardian,Archon Of Light: 3/27/2025 9:10:13 PMGuardian,Archon Of Light
ErisLoverLivingVicariouslyThroughDrifter - 4/1/2025 4:17:37 AM
The only time a Tormentor is a challenge is when using non precision weapons like GLs, Swords and Rockets This season though with linears and particle deconstruction , they are a joke