Increased Surv Hitboxes Without Increased Env Hitboxes are bad

WeskerNeedsToDie(1).gif WeskerNeedsToDie(2).gif

His hitbox for survivors should not be bigger than his environment. MF got the phasing through the wall ability. This is a bunch of crap.

Comments

  • The survivor hitbox is a pill shape located partially behind the visual model. Add in some latency and this is working as expected. If the environmental hitbox was larger, he would hit the wall while going parallel to it which would make zero sense.

    image.png


  • It's was just latency, don't be dramatic. You would get hit by a hatchet too.

  • @CookieBaws said:

    It's was just latency, don't be dramatic. You would get hit by a hatchet too.

    No I wouldn't

  • @SuzuKR said:

    The survivor hitbox is a pill shape located partially behind the visual model. Add in some latency and this is working as expected. If the environmental hitbox was larger, he would hit the wall while going parallel to it which would make zero sense.

    https://us.v-cdn.net/6030815/uploads/4K9WMKXU2273/image.png

    Maybe then it shouldn't be behind the survivor model then? ;)

  • Honestly this doesn't really look that absurd. There's most certainly a slight latency hit here where the server thought you were a little bit back and considered the hit fair.

    But you know if you hadn't walked for as long as you did so you could get those 2 flashlight clicks in, you could have sprint bursted earlier and likely avoided this situation.

  • Yes, you actually would.

    @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3175091#Comment_3175091

    Maybe then it shouldn't be behind the survivor model then? ;)

    Please tell me what happens when you have a pill hitbox that is not identical to the survivor visual model and its various animations where the character leans or faces all sorts of ways? Because it means there is bits of "empty space" visually that is part of that pill 'padding' the visual model. So if something contacts that, then it is a hit. Refer to Peanits' explanation of how hatchet hitboxes work in regards to survivor hitboxes here for a better understanding:

    image.png


  • @Crowman said:

    Honestly this doesn't really look that absurd. There's most certainly a slight latency hit here where the server thought you were a little bit back and considered the hit fair.

    But you know if you hadn't walked for as long as you did so you could get those 2 flashlight clicks in, you could have sprint bursted earlier and likely avoided this situation.

    My goal was to get a hole,I wasn't interested in getting the absolute max potential distances in existence.

  • Frame the moment before you got hit when you essentially pivoted around your current location:

    image.png

    The green is the rough survivor hitbox. The purple is the rough environmental hitbox. The red is the rough survivor collision hitbox. The light blue line is the latency variance. It's going to look a bit weirder because you are in third person and thus you are kind of looking from a angular angle downwards rather than parallel to the ground. (The hitboxes are technically pills, but I can't be bothered to draw that in MSPaint since the default shapes aren't close enough. Just imagine a half circle on the top and bottom.) The reason the survivor hitbox is visually far out of the likely actual hitbox is because rather than moving an actual distance away, you essentially swiveled around the edge of that entrance, meaning the hitbox also follows that turn with you. Add in latency, and it hasn't completely made it past the doorway.

    The green lines at the bottom are for showing the "axis" of turning and how the hitbox would have rotated around that axis.

    Explanation.png

    The next picture is a top-down view. The black is the section of that wall, the green is showing the top-down "swivel" of the pill hitbox (which is a circle from top-down) around said edge of the wall. The purple is the environmental, the red is the survivor grab box. Orange is where you were on your end. Light blue is latency discrepancy.

    Explanation 2.png


  • Karma for clicking at the killer, you got what you deserved kappa


    It's weird I've seen this a few times today, It def wasn't happening pre-hotfix but was this also a thing on PTB? It must have been right? It could just be a latency issue but it also seems like the survivor gets sucked/vaccumed into the bound itself. A hatchet would have probably hit you there though, as would a Deathslinger chain but this just looks horrible from surv POV.

    BTW It also looks like this on Killer POV, I saw it happen like three times on Otz's stream today where he'd 'miss' but the survivor would get vaccumed into the bound, it may be worth inquiring if this is a bug or something

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3175097#Comment_3175097

    Yes, you actually would.

    https://forum.deadbydaylight.com/en/discussion/comment/3175101#Comment_3175101

    Please tell me what happens when you have a pill hitbox that is not identical to the survivor visual model and its various animations where the character leans or faces all sorts of ways? Because it means there is bits of "empty space" visually that is part of that pill 'padding' the visual model. So if something contacts that, then it is a hit. Refer to Peanits' explanation of how hatchet hitboxes work in regards to survivor hitboxes here for a better understanding:

    https://us.v-cdn.net/6030815/uploads/QWSP8GDAG4DD/image.png

    Latency favours killers with bad internet but it should be opposite hope they fix it.

  • @Brokenbones said:

    Karma for clicking at the killer, you got what you deserved kappa

    It's weird I've seen this a few times today, It def wasn't happening pre-hotfix but was this also a thing on PTB? It must have been right? It could just be a latency issue but it also seems like the survivor gets sucked/vaccumed into the bound itself. A hatchet would have probably hit you there though, as would a Deathslinger chain but this just looks horrible from surv POV.

    BTW It also looks like this on Killer POV, I saw it happen like three times on Otz's stream today where he'd 'miss' but the survivor would get vaccumed into the bound, it may be worth inquiring if this is a bug or something

    This really was not a thing on the PTB in my experience. It became super common on live and worse with the hotfix.

    Also the amount of people who don't understand I just want to get the killer to slip into the hole is hilarious.

  • Everyone is back on Whiskers after the Patch. - And my o my, I haven't star-fished in thin air and around corners so many times. If Whiskers keeps being so common I might make a compilation. It's ridiculous. - Right up there with ping-huntress. At that point it's just gg next.

  • @CookieBaws said:

    It's was just latency, don't be dramatic. You would get hit by a hatchet too.

    Wanted to say the same thing.

    I played Wesker yesterday after the update and the new hitbox was so much better. And no-one was complaining about bs hitboxes.

  • @Halloulle said:

    Everyone is back on Whiskers after the Patch. - And my o my, I haven't star-fished in thin air and around corners so many times. If Whiskers keeps being so common I might make a compilation. It's ridiculous. - Right up there with ping-huntress. At that point it's just gg next.

    Can I see your matches vs Huntress, Nemesis or Slinger too? Because I get hit around corners for ages and I don't even have a bad ping.

    And getting hit around corners like in these clips you showed is

    a) due to latency (you would also get hit by Huntress or Slinger here and exactly like this)

    b) because (like many people said before) the survivor hitboxes are like pillars

    Making his env hitbox any larger would get him stuck everywhere again. Hell, I got stuck on Badham's car mirrors so often it is hilarious.

  • @kizuati said:

    https://us.v-cdn.net/6030815/uploads/PSHG0YAOOQQV/weskerneedstodie-281-29.gif

    https://us.v-cdn.net/6030815/uploads/PSNKPHUC1O81/weskerneedstodie-282-29.gif

    His hitbox for survivors should not be bigger than his environment. MF got the phasing through the wall ability. This is a bunch of crap.

    Dude it's because that's a ping issue it happenes with every killer if the survivor/killer ping is high that's not because of his hitbox

  • Lag. Server said you werent through the door yet, and server is king when it comes to decisions.

  • Well, they've increased wesker hitbox that was totally fine so now relax and enjoy being grabbed behind the wall or obstacle i guess

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3175471#Comment_3175471

    Can I see your matches vs Huntress, Nemesis or Slinger too? Because I get hit around corners for ages and I don't even have a bad ping.

    And getting hit around corners like in these clips you showed is

    a) due to latency (you would also get hit by Huntress or Slinger here and exactly like this)

    b) because (like many people said before) the survivor hitboxes are like pillars

    Making his env hitbox any larger would get him stuck everywhere again. Hell, I got stuck on Badham's car mirrors so often it is hilarious.

    I'm not the OP.....

    Nemisis tentacle has its own funny thing going on anyway. I also hardly encounter slingers (though dodging his projectiles generally feels more like trickster rather than huntress; idk if it is but the harpoon's hitbox seems rather small).

    And just because Whiskers and Huntress are not the only ones landing extremely questionable hits, due to how hitboxes work, doesn't make it alright/a non-issue. They all need fixing. In some cases it's just more obvious and ridiculous than in others.

  • @Halloulle said:

    https://forum.deadbydaylight.com/en/discussion/comment/3175689#Comment_3175689

    I'm not the OP.....

    Nemisis tentacle has its own funny thing going on anyway. I also hardly encounter slingers (though dodging his projectiles generally feels more like trickster rather than huntress; idk if it is but the harpoon's hitbox seems rather small).

    And just because Whiskers and Huntress are not the only ones landing extremely questionable hits, due to how hitboxes work, doesn't make it alright/a non-issue. They all need fixing. In some cases it's just more obvious and ridiculous than in others.

    ups sry, but it still applies.

    And the devs tried to "fix" the hitboxes with huntress back in the day. which made them worse. In German we call this "verschlimmbessert" (lit. "made it worse-better") or "kaputtgefixt" (lit. "broken-repaired"). So they reverted it. And I'm sure they would do something if they could.

    Slinger and Trickster projectiles have at least a very slim hitbox vs environment, but their hitbox vs survivors is normal, because else you would have a similar problem like mentioned in one of the posts above.

  • @SuzuKR said:

    Frame the moment before you got hit when you essentially pivoted around your current location:

    https://us.v-cdn.net/6030815/uploads/7O3TLHTE10MA/image.png

    The green is the rough survivor hitbox. The purple is the rough environmental hitbox. The red is the rough survivor collision hitbox. The light blue line is the latency variance. It's going to look a bit weirder because you are in third person and thus you are kind of looking from a angular angle downwards rather than parallel to the ground. (The hitboxes are technically pills, but I can't be bothered to draw that in MSPaint since the default shapes aren't close enough. Just imagine a half circle on the top and bottom.) The reason the survivor hitbox is visually far out of the likely actual hitbox is because rather than moving an actual distance away, you essentially swiveled around the edge of that entrance, meaning the hitbox also follows that turn with you. Add in latency, and it hasn't completely made it past the doorway.

    The green lines at the bottom are for showing the "axis" of turning and how the hitbox would have rotated around that axis.

    https://us.v-cdn.net/6030815/uploads/3QX78HWG53UO/explanation.png

    The next picture is a top-down view. The black is the section of that wall, the green is showing the top-down "swivel" of the pill hitbox (which is a circle from top-down) around said edge of the wall. The purple is the environmental, the red is the survivor grab box. Orange is where you were on your end. Light blue is latency discrepancy.

    https://us.v-cdn.net/6030815/uploads/4FPFMOUOCO79/explanation-2.png

    Don't forget that perks like SB make it often look that you are further away than you are from the killer's pov because of latency. The distance gets larger. Which is also the reason why you can get hit at the beginning of your SB. And Wesker in his dash at that stage is about 14m/s (350%) whereas SB is 6m/s (150%).