I think most peoples problem with aim dressing is... -
That it appears to activate when you would've gotten a hit, even in occasions when you would of missed (at the end of a lunge, or at the start of a m1.)
This is shown most clearly when someone stands behind a slight object (lets say the wall of the shack, peaking their head around, yet with their collision pill on the other side) and the killer swings at a hit, and the Aim dressing activates, but the swing hit box obviously doesn't activate on them as whilst its within range, its on the other side of an object (Which is fair, you can't exactly hit through a wall.) This can also happen whilst just within a killers vision (ie notably when a survivor 360's) or at windows, when a killer can swing through the window if its you know dead on and the survivor is standing at it, but not when there a bit to the left or right of it.
Aim dressing then feels like an aimbot, as its dressing the aim to hit the survivor (in a position they cannot be hit) due to it being over the survivor in a position where they would normally be able to be hit, in circumstances where they cannot.
this also might play into latency where the aim dressing might perhaps activate, yet the swing hitbox is already out of reach. simple optimisation fix of code if it is this.
Basically i feel most peoples problem with this is that it feels like the aim dressing activates first (Which you know it would as its based around the animations to "curve" them towards hitting the survivor" whilst from a technical standpoint it should act second, as if the killer is out of technical range for the hit, it shouldn't curve. for the most part this acts fine and isin't a problem in a 50 ping/latency game. but in a game of 150^ it can cause visual issues beyond what its trying to address due to the fact that some hits between the killer and survivor rely on 1/4 of a second reaction time (like when a dead hard dodge is involved, or a slick window vault etc).
TLDR: Aim dressing is a fine and useful thing, but due to latency, ping, visual fov, and objects protecting hitboxes, it can appear to attempt to grant hits that wouldn't actually hit, when in reality its really just trying to show you hitting the survivor whilst they are already either out of reach, or on the other side of an object.
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