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Archimedes5000

Archimedes5000

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Archimedes5000
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  • @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1114238#Comment_1114238

    BBQ is pretty overrated IMO, a better aura perk would be Bitter Murmer, Hex: Retribution when its out, or I'm all ears. They do BBQ's job much better, and if you need bloodpoints I'd use offerings, Won't get 100% in everything, but if you have a killer who's power dependant like Huntress or Wraith then using a few devious offerings will build up bloodpoints fast.

    You forgot Hangmans Trick

  • @Hoodied said:

    Sole Survivor is a benefit only obsession perk, even though it does not work for some reason.

    but the Obsession does need a perk that punishes the obsession more as almost no perks afflict the obesssion in a bad way.

    Being an obsession or not does not affect Sole Survivior in any way, hence its not included. I was talking only about obsession exclusive effects, and honestly it has more advantages than disadvantages and it makes no sense.

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1114105#Comment_1114105

    If someone wanted to use Frenzy for traveling lmao, due to the long stun you go further by just walking... (Without addons ofc)

    I think the point is that you cant see the marks so you cant use it to travel

  • With current hitboxes? No

    He is severly underrated, and honestly thi is the killer I was waiting for (precision based + loop countering + mind games), but the hitboxes make him unplayable. And NO, Im not talking about lags. Looks at the picture below and decide for yourself if a "precision based killer" will work or not.

    QAHEO2AJYWSH.png


  • @SunaIIanu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1114020#Comment_1114020

    The term "Moonwalking Legion" was applied to every Legion that used a method to break chase to down a survivor, even though you are right, technically it wasn't Moonwalking, but almost every Moonwalking Legion I faced (and for the most part there were exactly two kinds of Legion at the time, Moonwalking and Mixtape) was running bloodhound.

    Please, explain what part of looking at bright red blood pools on the ground and following them involves skill, I'm really curious.

    I guess changing a Killer instead of a mechanic is simply easier. Obv they changed Legion to much and stuff like the hit missing penalty shouldn't be a thing.

    I know, you won't agree with me, but in my opinion it was a mistake to add Legion to the game. A Killer that can ignore the strongest defensive mechanims of survivors is hard to balance and BHVR had already problems with that in the past.

    By skill I meant genuine moonwalking, this exploit is based on ability to drop chase without moonwalking and is caused by broken chase mechanic.

    I dont think it was a mistake, its just that devs handled it terribly.

    Its true that Frenzy makes chases easier, but the only thing that was needed was a requirement that would FORCE Legion to injure multiple people with his power.

    So even thought he would have a huge advantage over each survivior, he would have to catch ALL of them to gain real benefits and at least more than one to not get punished.

    This would be extremely fun to play (running at high speeds while using tactic to force surviviors together), while not being too strong (winning a chase agains 1 survivior would rather punish you than reward). This is why I actually LIKE the "miss=lose power" part of the Legion but also hate the "hit to lose 100% Frenzy".

    Also, running way faster than surviviors doesnt have to mean its easier. Its way harder to hit while running at high speeds, and if some penalty for steering badly was added (like Billy) it could also be balanced out.

    TL;DR: Legion could be a fun killer, and wasnt a mistake, devs were just too lazy designing his power.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1113151#Comment_1113151

    It was a needed nerf, it created infinite loops on several maps and it was far better than any other Exhaustion perk.

    Balanced landing was stronger because it has more harsh trigger conditions. I think that they should have fixed bad loops instead of nerfing one perk, stagger animation is not that long at all.

    IMO its not worth using BL now, its so inconsistent because of random maps , and now there isnt even anything worth it to compensate.

  • @SunaIIanu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1113637#Comment_1113637

    Have you heard about the Perk "Bloodhound"?

    The typical moonwalking Legion would equip it and just look at ground (which will also stop the chase) and follow the blood. Lucky break didn't exist so the only "counter" to that was nö mither.

    Well thats not moonwalking but well, broken chase mechanic. Im not saying that it shouldnt have been changed, because it was dumb, but calling it no skill brainded exploit is not right.

    And well, devs didnt even think of fixing the chase mechanic at all, they just removed everything that could abuse it...

  • @Rezblaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/1113869#Comment_1113869

    Well, firstly, no, defending gens isn't the killer's main objective. The Killer's objective is to kill survivors. Defending gens is simply required to prolong the match so that the Killer has a better chance to kill them before escaping. But it is not the Killer's primary concern here; it doesn't matter if you do zero gens or all the gens, in ten minutes or in three; what matters is if the Killer is able to sacrifice Survivors. His entire gameplay is centered around that concept. It DOESN'T center around gens, they just happen to be an obstacle. So right there your fundamental belief about the Killer's objective is flawed, and therefore so is the rest, but I'll address it anyway:

    NOED does have a requirement; it requires you to be in the late game for it to activate. The survivors' objective is -already done- when it activates and it risks the Killer losing on his own. That's the sacrifice it takes to get such a powerful perk. And that's WHY its so powerful; because its only active during 10% of the match. The other 90% the perk is sitting in a corner.

    Additionally, DS and Unbreakable as a combo does grant a guaranteed health state. But it also absorbs two perk slots for things that would actually be more beneficial. DS and Unbreakable are fine, even though the DS condition may be a little lengthy. Its a meme combo that's easy to read. Not sure why that's being seen as an issue here; its a perk for a reason. DS isn't an issue because it requires a survivor to already be hooked to punish a killer for being greedy; it wasn't okay before its nerf because it punishes the killer for simply playing the objective. Unbreakable punishes the killer for slugging, and can only be used once. Both of these conditions are avoidable, and both require the survivor to utilize a perk slot.

    No, I agree that effect of NOED is balanced, its just that it can be abused by campers and tunnelers. Objective of the killer is to kill, but he has to hook as many times as possible. Thats why camping and Moris make you depip.

    So my idea to nerf NOED is simple, just make NOED only usable on surviviors you have hooked before (like Moris) It would force killer to not camp if he wants to use NOED. And it would not affect NOED as an endgame perk at all.

    DS is broken. It does not activate only when the killer is tunneling or is too greedy, it triggers all the time. For example the person with DS can do gens right in front of you and you cant do anything about it, because they will just hide in a locker or have Unbreakable equipped. Not to even mention situations when there are multiple DSes active at the same time. DS should deactivate when you are not tunneled.

  • @Rezblaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/1094833#Comment_1094833

    This is objectively false.

    NoED rewards the killer for playing with three perks the whole match like a clown that he is, in order to reward him for late-game. It doesn't reward failure because he is actively making an effort to -prepare for the late game- via perks. You may as well remove Fire Up and Bloodwarden since they both activate or reward the killer for 'doing poorly'. Except you completely ignore the concept of Early Game, Mid Game, and Late Game and instead presume that all perks need to be active in Early Game to be fair.

    DS isn't a reward for failure either, as a Survivor has made the preparation for that event by using a perk slot, even if it isn't guaranteed to be used in the match.

    If using a precautionary tactic is "rewarding failure" then idk where you've been the last decade or two of video game development. Games and systems have this type of mechanic all the time.

    Again, playing with NOED is not playing with 3 perks, NOED gives you over 80 seconds worth of gen slowdown, this is comperable to other slowdown perks in the game.

    NOED rewards failure, defending gens is your objective. Betting on the "last chance" is not bad by itself, but NOED requires no tokens/stacks to activate, so there is no difference of you played well or not, camping 1 person all game gives you the same NOED as getting 11 hooks and 3 kills.

    Both DS and NOED reward you when the other side does their objective. DS rewards you when the Killer gets many hooks in a short amount of time. Also you are guaranteed to to use DS, as you can just force it by doing gens/gates in front of the killer. Pairing it with Unbreakable gives you a guaranteed health state.

    And yes, Fire Up also rewards failure, except this perk has way weaker effect than NOED.

    Blood Warden does NOT reward failure, it rewards you for hooking someone during EGC, and this is a success, not a failure

  • @Coder said:

    https://forum.deadbydaylight.com/en/discussion/comment/1113637#Comment_1113637

    At this point I have no idea if you're trolling or you don't know what a moonwalking legion was.

    You mean moonwalking so that bleed out timer doesnt pause?

  • @gatsby said:

    Not really. Because you have to take a hit to use it. Sprint Burst is on demand every 40 seconds and you can use it to avoid hits in the first place

    Exhaustion Perks avoid damage. This perk makes the best of a bad chase. And you can only use it once per chase like exhaustion perks since you can't get hit twice without being downed most of the time (unless you have mettle or styptic)

    No, but the effects are the same as that of exhaustion perks.

    And healing without Sloppy Buther takes less than 40 seconds.

    And it doesnt cause exhaustion so you can use BOTH this, and lets say Sprint Burst.

  • But basement is not supposed to be "risk-reward" for the killers at all..

  • @annoyed_no_update said:

    everyone is too busy completing all 5 gens in 6 minutes rather than cleansing totems - honestly NOED should be built into every killer at this rate.

    So basically big indirect buff to camping? Id rather not.

  • So passively triggered exhaustion perk that ignores exhaustion...

    If it was 0.50/0.75/1.00s then maybe, but 3 seconds is the same as exhaustion perks

  • @Coder said:

    https://forum.deadbydaylight.com/en/discussion/comment/1113234#Comment_1113234

    You think a moonwaking legion is outplaying you? You new to this game or something?

    Moonwalking is not the most skilled technique out there, but If I as a survivior couldnt win a chase against a killer that walks backwards and cant see me, then I would make me rethink my skill lol

  • @Uniquecalin said:

    Hello everyone :D

    First of all I am not pro or good either. I am kinda noob as killer and I use to play more of my playtime survivor as team with Friends to enjoy good moment. Or good death, point of view (^_^)

    But I start to levelup and play killer, because being in the head of the ennemy is the best way to learn ! Of course I get bully many times but it help me to step up as survivor then.

    Sooo I kinda like to play as the Demo because he is cute and I like the serie where he came from. But I was really.. like really disappointed by his addon. I dont get it.

    Why freddy the Shape Huntress trapper ETC they all have so good addon specialy red one. And the demo got those ??

    Ok I am not pro so I cant play well vs good team (I am like green/purple) but I offen go vs red rank who destroy me. I try to fill the hole with usefull addon and perks who help me. But with the demo I had to admit my only recourse is my poor skill. And I get bully again and again..

    I dont mind to loose if I learn something. But I struggle with demo and not with other killer.. I understood he needs great skill but for new killerplayer like me it's discouraging.

    I am piss off too because I love the new skin of him but I didnt buy it because I didnt play him anymore.

    Anyway I am not here to stupidly complain. I know I am not that good and the problem come from my lack of skill with him but I can't figure it out alone so I come here hoping for advice ^^

    Have a nice day all ! :D

    Uniquecalin

    PS : sorry for my english.

    Yes, most of his addons are bad. Rat Liver is his best addon, so use it. When you get VERY good at using portals, some of the portal addons can be useful, but of you are noob then they will not help you much.

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/1113495#Comment_1113495

    Every new killer is tested in a PTB. Devs listened to feedback and changed one of his add-ons (the one that made Shred break pallets, which is now basekit). He's not a bad killer by any means, as long as you know how to play him.

    He is not bad, but his addons definitely are bad.

    Even Billy/Bubba have green+yellow as their best combo, Demo has a freaking brown addon lol

  • @Carlosylu said:

    LMAO! I just made a post about me and my SWF using BT... It's called "Stop face camping..."

    I read your post about camping, but it had nothing to do with anything explained in this post.

    Not camping/not tunneling doesnt change that these perks are strong (even too strong) in endgame. Actually not tunneling lets surviviors save DS for the endgame, so tunneling is way better counter to DS

  • @ABannedCat said:

    If you get facecamped 5 games in a row, I have the suspicion that you are doing something to intentionally tilt or piss off the killer. I near enough never get facecamped, even when I run the killer for 4-5 generators.

    He just said it. He looped them for 4+ gens. But its still a bit strange, normally killers do drop the chase... Well if they got offended by Tbagging then its their fault, but if OP used OoO then its understandable.

  • DS? Its unfair for the whole game, not just endgame

    BT? Yes, its kind of unfair in the endgame, but other than that its very balanced and it stops camping, it can also be quite easily countered, so I think its fine. Although if someone proposed a tweak that would slightly nerf BT only in the endgame, then I probably wouldnt be opposed to that

  • @violetcherries said:

    https://forum.deadbydaylight.com/en/discussion/comment/1113454#Comment_1113454

    You can avoid this DS/BT endgame scenario very easily.

    It's simple... just don't get to endgame.

    I always get a 4k before all gens are done, it's not that difficult as long as you're playing at the rank you're supposed to be.

    Have you ever heard of this thing called hatch?

    Also according to devs, 2k is the most balanced result, this means endgame should happen fairly often. Not to mention current gen speeds. So "just dont get to endgame" is not an option.

  • @Mastropiero said:

    https://forum.deadbydaylight.com/en/discussion/comment/1113279#Comment_1113279

    To me the clown is a very good killer, I almost always get 4k with him, (I never use Legion) and that Leatherface can pull you in one hit seems strong to me

    Now this is wierd, almost whole community agrees that Clown is the weakest killer lol.

    His power is easily countered by dropping pallets, and even when used perfectly, it doesnt make chases that much faster. So basically his power isnt even that good at doing the only thing its good for.

    Letherface is also very weak killer, but his power is the most dangerous in the game. The problem is that you will never have a chance to use it to its full potential. So yeah, Letherface is extremely dangerous, but only if you are a potato

  • Pig had nice late game pressure, but later changes indirectly nerfed her, leaving her with only downsides.

    1. Traps are too random
    2. Her crouch sucks as a stealth ability (weapon sheathing sound and the roar)

    Thats it basically. Her power is just too weak compared to other Killers.

    Trapper also has not too strong, RNG based power, but his traps help in chases even in the worst case scenario.

  • @Mastropiero said:

    https://forum.deadbydaylight.com/en/discussion/comment/1113262#Comment_1113262

    Well, but it is very weak compared to other paid killers 🙃

    Not only paid characters, she is weak killer in general

    She is not as bad as Clown or Legion, but she definitely is not much better than them.

  • Wait, so this was the BL nerf? Lol

    They could have just made all vault buffs killers have also applicable to the fall stagger lol. Not to mention that Killer has more airbone control.

  • @Its_Vigo_Here said:

    You

    https://forum.deadbydaylight.com/en/discussion/comment/1110392#Comment_1110392

    You are lying, If you wanna De-rank you DC Or sit in the corner. Making people take longer to do gens is just a bad way to derank. This nerf is also pointless and not needed. I've already explained several times, playing the game with out a 4th perk is a big deal and if you played killer you'd know it.

    There are people who camp just to ruin fun for others, just look in the forum and tou will find more than a few.

    This nerf is not pointless or not needed, you meet campers/tunnelers quite often, you would know if you played survivior.

    So again, this nerf I proposed would change NOTHING in high ranks, it would only make NOED campers possible to counter. So YOU lose nothing. Absolutely nothing. Why would you be against a change that doesnt affect you or anyone with IQ higher than a potato?

    Again, using NOED is not playing without 4th perk, NOED gives you 80-120 seconds of GEN SLOWDOWN. This is comparable to Thanatophobia.

  • @Decarcassor said:

    How would you even buff the Legion ? Currently they are a killer who get a near unavoidable first hit wich can potentially be chained to every survivor and make them waste time mending on top. Then Legion has to work on basic killer skills alone to get the finishing blow.

    We learned from Old Legion that making Feral Frenzy lethal even if its not very efficient, is frustrating to the survivors, because it is allmost unavoidable. Moonwalking survivors to death while hilarious, was not healthy for the game either.

    The things Legion could use right now are moslty QoL changes. Why do they lose part of the Feral Frrenzy bar when hitting a survivor with their basic attack, since they can't knock them down with FF anyway ? Why is their Deep Wound 30 seconds long, when every other instance of DW in the game is 20 ? And why do Frank's Mixtape and Stab Wound Study still exist in their current form when its been made pretty clear that the devs don't want survivors to die from Feral Frenzy ?

    Also some perks that are currently "basic attack only", could be changed to work with FF.

    Changes theses things and Legion will be a fine killer.

    How would you buff Legion? Give him reduced reduced fatigue for every hit in that Frenzy.

    This way Legion satys the same 1v1, but his 1v4 interaction gets buffed, and he can get an easier down if he menages to injure multiple people while in frenzy. So basically, bad plays stay the same, good plays get rewarded.

    Also, fix the hitboxes and remove Aim Dressing. Nothing is worse than missing Frenzy hits (or Blink lunges as Nurse) because of a stupid system made to cover up bad hitboxes.

  • Well, BL is definitely stronger, but there are far less drops than there are windows.

    So Lithe is better.

    If BL gave you reduced stagger even while exhausted, then it would be better.

  • @24Life said:

    https://forum.deadbydaylight.com/en/discussion/comment/1111390#Comment_1111390

    The new layout is great.

    Archimedes5000, maybe it's because you are using an iPhone 5. Ask if mommy or daddy will let you have their upgrade this month?

    And yes, tbh, a lot of your comments sound like whinning.

    Not sure whats the point of this comment now after most of the features I requested were added, or why do you pretend to know what device do I use, how old am I and where did I get the money, and what connection does this all have with the forum layout, but I appereciate the advice.

  • @yadielrodriguez said:

    https://forum.deadbydaylight.com/en/discussion/comment/1111388#Comment_1111388

    Remove sabotage speed and hook recover back fast and it make Breakdown useless which is my favorite perk.

    What

  • I know this sounds like whining at this point, but I think the "back to top" button is a bit too big and should be more in the corner

  • Oh, @Peanits , I just noticed that you cant see the bottom of the page because of the menu. Not sure if there is anything important there anymore, but I think there was something.

    Also there is something wierd sticking out of the menu now.

  • @Peanits said:

    Thanks for the feedback guys. I went ahead and added the navigation back to the bottom (always open).

    https://forum.deadbydaylight.com/en/discussion/comment/1111428#Comment_1111428

    That's strange, I'm able to see it just fine. What phone and browser are you using? I'll look into it.

    Thanks for the fixes!

    Im not sure if its still an issue, as the changes are being made while online, but the notifications sometimes are behind the new menu.

    So the main issues left are: you cant see amount of comments/views on a thread, amount of scrolling increased and there is no "back to the top" button

    @ThisGuuy83 I had the same thing happen to me before (black letters in a black textbox) but now its working properly.

  • @RussianSpyPigeon said:

    Hitboxes are fine to me. You must have a bad internet connection.

    Nah, hitboxes do not work with Deathslinger at all, even if the target is standing still. This has nothing to do with lag.

    QAHEO2AJYWSH.png

    Look at this image and imagine what would happen if you tried to shoot right arm/side of the claudette. Or if you "missed" her head

  • @geishroy said:

    It's not hitboxes, it's hit dressing. Imagine making a FPS character and you have this bad of hitbox/lag. Can't wait for this dumpsterfire to go live.

    Aim Dressing exists solely to make bad hitboxes look acceptable. So yes, its hitboxes fault

  • @FearedbytheGods said:

    Truthfully, its the attitude of killer mains nowadays.

    Having played since release I've seen killer get easier, survivor get harder. FULL STOP.

    Infinites gone, vaulting/perk/map/pallet nerfs, bloodlust added, end game timer added, hatch close added. All this has made being killer easier and survivor harder since release.

    2 escapes, 2 kills is the devs unit of metric. You don’t have to like that but it’s whats given the survivors all their nerks and all the killers current buffs.

    You look at the SB vs. NOED debates that happend at release all those years ago. SB now is mediocre at best where as NOED is still a high tier perk.

    Killers now are up around 70% kills due to the trajectory of the game and the devs metric system, unless you feel their metric system is bad, in which case they can undo all the changes I've just mentioned....

    It's only been recently that killers have started getting push back from devs because the state of the game is disconnecting survivors who know a game is going to end in a 4k so why bother for 3k BP.

    And what do we see? Thread after thread recently of killers whining. People talk about salty survivors alot in this forum but ignore the elephant in the room.

    According to dev statistics, killrate was about 55-60%

    Where did you get these 70%? Or did you mean at rank 20?

  • Yeah, the new layout is way worse.

    Most of the more used options are in inconvienient spots

    Eg:

    1. Menu does not float anymore, you need to enable it at the top of the site, and it closes every time you refresh.
    2. You cant see how many comments/views a thread has anymore
    3. There are less threads per screen (the panel for each thread is higher, so you need to scroll more)
    4. There is no back to the top button, which makes the new menu even worse
    5. Floating "folder up" button is gone
  • I was about to say its fine, but actually its not.

    Every time you want to check your notifications, you have to go to the top, press top-right corner, then press the bell.

    Old menu was floating, you just had to swipe upwards slightly and then press the notfication icon.

    New menu is way more annoying to use. Not to mention that the "folder up" button is also gone

  • @SquidFacedMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1110850#Comment_1110850

    I agree with your points but I'd actually like these capsule hitboxes to be in the centre of the character consistently before we advocate for anything adventurous like hitboxes that scale to characters.

    Well, it shouldnt even be a capsule in the first place...

    Centering is not the only issue, it has to change when you are injured or doing gens, currently its the same at all times except for crouching.

    Hitboxes dont match character models at all right now

  • Ooh, ok, you have to press the DBD logo in the right upper corner first, the bar is hidden by default

  • Omg yes, add an ingame timer. It would be absolutely amazing if you could add custom timestamps that are triggered by ingame events.

  • Yeah, its annoying

    Also, how the hell do you check your notifications now?

    And where is the "folder up" bitton?

  • Too bad survivior hitboxes are nowhere as accurates as those holes...

  • @Anverto said:

    I saw the stream and that has nothing to do with the hits that happen because of Dedicated Servers. Things like Hatchets hitting the Survivor, the blood splashes, THEN the Dead Hard animation starts and the Survivor is still up and running. Sure, the hitboxes do work like they said but most problems lead back to Dedicated Servers. They also vastly increased the amount of false hits that happen. They would fix so many problems by just bringing back P2P imo.

    But I guess the discussion about Servers belongs into a different thread.

    Servers definitely play a part in these wierd hits, but as I explained above, hitboxes are flawed so much that there are wierd hits even at 0 latency.

    Devs say that they cant fix lags, so it has to stay as it is for a while, but they could fix hitboxes if they wanted.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1110828#Comment_1110828

    I disagree with your assessment on rate of trigger between BBQ and Hangman's Trick. Yes, on paper, Trick had unlimited uses, but in practice, it is unlikely that you will get many more triggers out of it than BBQ. Maybe there will be a few cases where Trick will pick up Survivors that BBQ misses, but that's it. If you get extra uses from Trick because you had to let go of someone and pick them up again, the penalty of letting them go is worse than the benefit of the extra use of Hangman's Trick.

    With how often sligging is ised now, I dare to say that Hangmans will get at least a few more triggers.

    But the more important part is duration. Carrying survivior takes quite a lot of time, so its way harder to hide from Hangmans than for BBQ

    IMO, Hangmans should show ALL survivior auras in 56 meter radius from the killer. The hook part is unnecessary to me.

  • @SquidFacedMan said:

    https://us.v-cdn.net/6030815/uploads/621/0VYL4UZLLR7W.jpg

    The biggest problem here with the "slashbox" is that it isn't even in the centre of the character. It's behind and to the left. This is probably what is exacerbating "bs" hits. Because while it's working fine, it doesn't visually match what you are seeing on screen (never mind taking latency into account). Can't the boxes be moved so that the majority of it sits consistently within the character?

    https://us.v-cdn.net/6030815/uploads/321/IDF8ZV9OFXP1.jpg

    Taking Claudette above as an example and attempting to extrapolate that onto the image above. Assuming all of these hitboxes have the same centred problem you could probably see why the game thinks this is a hit, taking into account latency on either side.

    https://us.v-cdn.net/6030815/uploads/176/SHFWQATUH050.jpg

    Would the game still have registered this as a hit or a close miss as it should be? Obviously Yui's head here is nearer the left edge of the box but heads will move within that close capsule, when she turns to the right for example she will still be within it.

    As for the significant height difference in the hitbox. Found this scale image online. Obviously the problem will be creating a fair hitbox for the game with great differences in character models with no difference in character ability. Small characters generally have the advantage of being able to hide better, Claudette the greatest example of this. I don't think there is a way to really change this without further biasing smaller characters.

    https://us.v-cdn.net/6030815/uploads/361/WHDDJNZRXR0I.jpg

    Over 1 million hours in paint.

    This whole "biased towards smaller characters" is just dumb.

    Would you rather have working hitboxes and give small characters an advantage, or have unfair game for EVERYONE because bullshit hits.

    Devs are just too lazy to do a proper hit detection, its all just excuses.

    "Aim dressing", huge hatchet hitbox, "fair for all surviviors", these things are all here to justify and hide bad hitboxes.

  • @leyzyman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1108980#Comment_1108980

    I would disagree with the statement saying the devs said hitboxes suck.

    From what I heard, the yuh said hitboxes are working fine, but latency is the issue. They plan to do something to fix it. Let's hope it doesn't change to much.

    I think that survivor hitpill is fine, but huntress' throwing axes are kinda dumb.

    GSA2X94XI4KT.png

    This is a picture by devs, that explains bullshit hits with hatchets vs injured surviviors. To me it screams "NOT FINE" but im not sure about you.

    And this is with 0 latency

  • @Snapshot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1110520#Comment_1110520

    What are you talking about? BBQ gives loads of extra BP and is activated on hook, which is far better as while the aura reading is on, you can already move in the survivor's direction. Also you don't need a survivor near a hook to see the aura

    1. BP is irrevelant to perks performance ingame
    2. Hangmans Trick triggers EVERY time you PICK UP a survivior. So BBQ has MAX 11 triggers per game, Hangmans has UNLIMITED triggers
    3. 16m is not "close" at all. This is basically range of Deathslinger's spear. Given that there are multiple hooks on the map, and that hooks are often near generators or totems, we can safely say that Hangmans has at least 80% of the performance BBQ has.
    4. BBQ shows aura for 4 seconds, Hangmans shows for as long as you carry the survivior, so 15 seconds+
    5. So in the end, Hangmans is at least as good as BBQ, while it can be triggered much more often.
  • @Anverto said:

    What most people don't realise is that most of these issues all come down to the Dedicated Servers being bad. And them publicly saying that 150ms is a "pretty good ping" either means that they have no idea what they're talking about or they think everyone is stupid enough to believe that so they won't have to improve the servers. The "short test" is running for several months now and I don't think there are any people that, in hindsight, prefer these dedicated servers over the old P2P way of playing. Not only hitboxes but several bugs occur only because of the server desynch (like Nurse not being able to blink/swing sometimes).

    Anyways, I agree that Huntress Hatchets should have a smaller hitbox, that way hits don't look as bullshitty and you can even do more shots through stuff. Also, on Dedicated Servers Deathslinger should have a slightly bigger hitbox with his harpune than he currently has on PTB.

    Its not all latency. If you watched dev stream about hitboxes, then you saw how the "attack" hitbox (also called "slashable zone") looks like.

    5oylgs12onq31.jpg QAHEO2AJYWSH.png

    So as you can see, this is far from accurate. This gets even worse when survivior is injured, becaise your character model changes, but hitbox remains the same.

    The problem with hatchets is that they are much smaller than a melee attack, so it works even worse. This is the key reason why hatchet hitboxes are so big, as seen on this drawing by @Peanits

    GSA2X94XI4KT.png

    But what about Deathslinger? I dont know how the hitbox of the spear looks like, but its certainly smaller than hatchet, and that contradicts with what Peanits said about hatchet hitbox size.

    1H6FXDEB7NWL.png 71B2V2F3VHJ5.png

    This drawings above show why hatchet doesnt have an accurate hitbox. Basically, the hatchet hitbox is inaccurate to compensate for survivior hitbox being inaccurate.

    But what we have in the second image is exactly what Deathslinger does.

    IMG_20200220_153955.png

    So as you can see, Spear hits are COMPLETELY innacurate. I dont know what the extent is, but it has been proven by many players observations that Spear hitbox (BLUE) is certainly smaller than hatchets.

    Everything above is described in 0 PING scenario. If you add latency, it becomes a nightmare.

    So if you still think that hitboxes are fine, then I dont know what to tell you. Games that are 12 years old can handle better hitboxes, while this game cant? I dont think so.

    It would be cool if devs responded to this, because I think that how Deathslinger works in PTB is in conflict with how hitboxes are handled.

    Basically, the new killer is too precision based to be played on such sloppy hitboxes

  • @TKTK said:

    I hear people say it's not gonna stay the way it is in the ptb, I personally like it and think it would be another viable perk for killers to use. If they are gonna change it I hope they don't take off the aura reading completely.

    It will be changed, its better than BBQ currently, and this is pretty dumb imo.

    I think it should work only in the carrying radius of the killer (56m without Agitation or Iron Grasp)

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