Huntress hatchet hitbox

Its not talked about it enough, it so stupid and im glad im a killer main, but when i do play survivor, it just feels so wrong and it aint lagg...


image.png

And on top of that, she got buffed.

Comments

  • aint no way thats definitely a ping diff, plus the survivor hit box is way more wack than huntresses (while injured its completely disconnected from most of your upper half)

  • @Ginnypig said:

    Its not talked about it enough, it so stupid and im glad im a killer main, but when i do play survivor, it just feels so wrong and it aint lagg...

    https://us.v-cdn.net/6030815/uploads/RLT3I7D04L9W/image.png

    And on top of that, she got buffed.

    Often the issues with any ranged killer, but especially Huntress, is how rough ping & latency make hits feel.

    What the surv sees on their screen is a third of a second to half a second layer than that the killer is looking at, even with wonderful Internet and good ping. Same thing when getting hit through a pallet despite getting the stun. Or vaulting a window maybe taking a step or two, and still getting hit. Latency.

    With Huntress it can feel like she is throwing homing beachball-sized hatchets.

  • Trickster and Slinger existing kind of undercuts the argument that ranged hitboxes can't be made accurate to the size of the projectile. If she's going to keep her unnecessary buffs, fixing her hitboxes would be a fair trade. Would result in her being less frustrating and confusing to learn for both sides. It would also make throwing over objects less weird.

  • Last time they tried to fix that Huntress was left basically unplayable. It is best to leave it as it is.

  • image.png

    Please excuse my bad paint job.

    So survivor hitboxes are pill shaped (not cuboid like my drawing, 3d is hard) and when standing still cover the entire survivor and a little above. When running the hitbox is pushed back a bit to about the survivors crotch and to around the furthest ankle. What this means is that the hit box trails behind the survivor a bit.

    The Huntress hatches are more spherical in shape covering the entire hatchet and the air around it.

    So now when we look at your screenshot, that is a miss even with my drawing. However the game prioritizes killer interactions and then when including latency, that spherical hitbox most likely just clipped the top back part resulting in the hit. This is more a latency issue then anything else.

    I'm also getting major déjà vu and feel like I've seen this exact screenshot before.

  • While I do agree the autohaven Buick sized hit box is annoying sometimes its kinda necessary, when the ping is really good her hatchets aren't hard to dodge but when the ping is bad it's best not to test your luck and try not to put yourself in a position where you're leaving it up to ping whether you got out of the way or not.

  • @ohheyitsbobcat said:

    https://us.v-cdn.net/6030815/uploads/C4RQOD0II1Z9/image.png

    Please excuse my bad paint job.

    So survivor hitboxes are pill shaped (not cuboid like my drawing, 3d is hard) and when standing still cover the entire survivor and a little above. When running the hitbox is pushed back a bit to about the survivors crotch and to around the furthest ankle. What this means is that the hit box trails behind the survivor a bit.

    The Huntress hatches are more spherical in shape covering the entire hatchet and the air around it.

    So now when we look at your screenshot, that is a miss even with my drawing. However the game prioritizes killer interactions and then when including latency, that spherical hitbox most likely just clipped the top back part resulting in the hit. This is more a latency issue then anything else.

    I'm also getting major déjà vu and feel like I've seen this exact screenshot before.

    screenshot iss from my match today

  • Yeah, I wasn't trying to say otherwise, just deja vu from other threads like this. I hope your future matches go well! ^_^

  • As huntress is a ranged killer, there's no validation, so it makes sense to look weird. Unfortunately, there's no way of doing a "hatchet validation", as it would look extremely unfair for the killer.

    @Mercês said:

    "Stun validation has been added to the hit validator. If a Killer has a pending stun on the server, the server will reject the hit. This will be most noticeably in situations such as a Killer who is attacking at the same time a survivor is throwing a pallet, and it should reduce instances where survivors appear to take damage after stunning a Killer."

    I work in the field, so let me explain on a technical level why it looks so weird but why this change is necessary.

    The most awkward situations happen when:

    -----------------------

    FIRST SCENARIO. KILLER HAS A LOW PING, BUT ATTACKS ALMOST AT THE SAME TIME.

    (*) The server queue look like this.

    [Survivor A] [13:32:12:14] [Pallet drop] [Location X] (*1)
    (Outcome) [Killer] [Status update] [Stun]
    [Killer] [13:32:12:18] [Hit register] [Survivor A] (*2)
    

    I'm supposing that killer's ping is 20ms, while survivors' is 30ms.

    (*) The survivor perspective look like this.

    [Survivor] [13:32:11:44] [Pallet drop] [Location X] 
    

    Note that survivor (in real time) dropped the pallet at [13:32:11:44], with the 30ms delay, the server received that the Survivor dropped the pallet at [13:32:12:14] (*1).

    (*) The killer queue look like this.

    [Killer] [13:32:11:58] [Hit register] [Survivor A] 
    [Survivor] [13:32:12:48] [Pallet drop] [Location X] 
    

    Note that the killer hit the survivor at [13:32:11:28], with the 20ms delay, the server received that the killer hit the survivor at [13:32:12:18] (*2).

    In the other hand, notice that the killer received that the pallet was dropped at [13:32:12:48], 50ms after the actual drop, because the server has to receive this input from the survivor (+30ms), and send to the killer(+20ms).

    Notice that more extreme scenarios can happen if the killer has a higher ping than survivor but hits before the stun.

    As you can see, there's no doubt that the survivor dropped the pallet early. Mathematically, this awkward situation will always happen when action_registered(survivor's clock + survivor's latency) < action_registered(killer's clock + killer's latency). As there's no doubt that the survivor dropped the pallet early than it received the attack (in real life time), It's safe to say that (*2) can be safely removed from the server's queue, since it doesn't make sense in our real life time. Unfortunately, doesn't make sense on killer's perspective.

    -----------------------

    SECOND SCENARIO. KILLER HAS A HIGH PING, BUT HITS BEFORE THE PALLET DROP.

    (*) The server queue look like this.

    [Survivor A] [13:32:12:14] [Pallet drop] [Location X] (*1)
    (Outcome) [Killer] [Status update] [Stun]
    [Killer] [13:32:12:18] [Hit register] [Survivor A] (*2)
    

    I'm supposing that killer's ping is 60ms, while survivors' is 30ms.

    (*) The survivor perspective look like this.

    [Survivor] [13:32:11:44] [Pallet drop] [Location X] 
    

    Note that survivor (in real time) dropped the pallet at [13:32:11:44], with the 30ms delay, the server received that the Survivor dropped the pallet at [13:32:12:14] (*1).

    (*) The killer queue look like this.

    [Killer] [13:32:11:58] [Hit register] [Survivor A] 
    [Survivor] [13:32:12:34] [Pallet drop] [Location X] 
    

    Note that the killer hit the survivor at [13:32:11:58], with the 60ms delay, the server received that the killer hit the survivor at [13:32:12:18] (*2).

    In the other hand, notice that the killer received that the pallet was dropped at [13:32:12:34], 90ms after the actual drop, because the server has to receive this input from the survivor (+30ms), and send to the killer(+60ms).

    This second scenario is the unfortunate one. But as you can see, if the killer has such a high latency, the survivor didn't had time to react the attack, or the animation, because it didn't even appeared on their screen because wasn't processed in the server yet. It's the kind of situation that the pallet is fully dropped and you suddenly get down. Makes no sense from the survivor's perspective.

    -----------------------

    People comment and upvote so more people can understand a little more about this. If your hit gets negleted by the server (1) you got stunned before, in real life time (2) you need to call your provider to ask for a better connection, or blame DbD's team for a poor server location.


  • It is intended behaviour. And it is bs.

  • @Ginnypig said:

    Its not talked about it enough, it so stupid and im glad im a killer main, but when i do play survivor, it just feels so wrong and it aint lagg...

    https://us.v-cdn.net/6030815/uploads/RLT3I7D04L9W/image.png

    And on top of that, she got buffed.

    This is a combination of ping, and the hitboxes being slightly larger (for both the survivor and the hatchet) than the model. I'd guess that on that huntress' screen, it was a clean hit, and a pretty tight shot. You have to think that what the huntress is seeing in terms of YOUR position is probably about 50-75 ms behind what you are seeing. So she actually saw you here on her screen:

    image.png


    Without seeing yours and the huntress player's ping its tough to say exactly, but anecdotally i notice my ping is usually around 30-50. Now keep in mind that is round trip. So when you move forward, you see it instantly, but take half your ping, and that's how long it takes for the server to see that you moved, now take half the huntress player's ping, and that's how long it takes after the server gets it, for the huntress to see that you moved forward.


    In general this a problem that many FPS games have. And they have solved it simply by this:


    "It is better to shoot someone on your screen and register it as a hit, even though on THEIR screen, they were around a corner, than it is to deny the hit"

    This is because it feels worse to be clearly hitting someone on your screen and it not count, than it does to experience this. You can disagree with this point, and think it is the other way, but the general consensus among "most" players, is that it feels better to favor the shooter.


    Where this creates a "problem" in DBD world, is that survivors don't get to shoot back, so it feels more one sided to them.

  • From my own observations, I think the size of the hitbox of Huntress' hachets is related to the speed of the hachets and how far away they are thrown. The faster and further away the hachet comes, the larger the hitbox.