Fear_source19
Fear_source19
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1172646#Comment_1172646
I don't really see what DS, SWFs, and DH has to do with hitboxes.
Dead Hard maybe, but that mostly has to do with Dedicated Servers and not the hitboxes themselves. But still, I don't see what this topic is about anymore.
https://forum.deadbydaylight.com/en/discussion/comment/1172666#Comment_1172666
I thought this post was supposed to be about hitboxes...?
You’re right my bad. I got to thinking about it, and i felt it needed to be said. My mistake guys
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Then there’s of course the mori, that totally negate DS, And adrenaline. Several other perks that the killer can negate, one doesn’t even have to negate, DH oh and worried about inner strength perfect perk for that, and not to mention you’re full health and he can down you in one hit.
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@Raptorrotas said:
September 2019 Peanits did some good explanation on hatchet hitboxes in a similiar thread, good thong i favorited it:
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Regarding hatchet hitboxes: They were changed to not be spherical a while back, but the change needed to be reverted (as others have mentioned in the thread). I'll have to bust out my amazing drawing skills. This is what the hitboxes look like:
https://us.v-cdn.net/6030815/uploads/951/064VTXBXO9FV.png
The survivor has a "capsule" shaped box around them. This determines where they can run and whether or not the killer can hit them. This hitbox does not change, the only exception is that it's a little shorter when you crouch. If it did change, it would cause all sorts of issues in a chase. You would be bumping into stuff constantly.
The hatchets, on the right, have a spherical hitbox.
Why?
https://us.v-cdn.net/6030815/uploads/865/1H6FXDEB7NWL.png
When a survivor is injured, they're slouched over as they run. In the example above, you can see what that's important. The hitbox of the hatchet overlaps with the hitbox of the survivor, so the hatchet hits.
Now if you were to make it more closely match the size of the hatchet, you'd end up with this:
https://us.v-cdn.net/6030815/uploads/179/71B2V2F3VHJ5.png
In spite of the hatchet going right through the survivor (visually), it does not touch the survivor's hitbox, and so the hatchet would miss. We have tried this change and the past, but it was reverted because it caused a lot of issues like this.
To go back to the first hit, this is the scenario that played out:
https://us.v-cdn.net/6030815/uploads/108/GSA2X94XI4KT.png
This is what the killer sees. It looks a little weird because of the survivor's animation, but the hitboxes overlapped. But then you need to factor in latency:
https://us.v-cdn.net/6030815/uploads/840/FOJAHZN0WKOD.png
This is what the survivor sees (with what the killer sees faded out). Latency sucks, you can't really get rid of it. It's a fact of life with online games. There's always going to be a slight discrepancy in online games. Since the hit is currently handled on the killer's end, even 100 ping can make a difference. (Survivor running at 4m/s x 0.1 = 40cm difference between what the killer sees and what the survivor sees.)
The ultra short version: Hatchet hitboxes can't change unless the survivor hitboxes are completely reworked, but latency is also in play
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My own opinion is that capsules are better for melee. Check the images with injured survivors, killers would only be able to hit those below their waist or ass. To hit anything above waist, killers could only melee in touching distance.
For survivors to get accurate hitboxes, a LOT of base variables or mechanics would need to get changed. (As example Killer speed and melee range, imagine the riots)
See I know all this. My opinion on it is unchanged, i for one do not believe it’s very good, even a comment here stated this particular hitboxes isn’t necessarily for accuracy, because this game isn’t an FPS. True enough, but there is some strange hitboxes that if they would work the kinks out. Like for instances a fast vault, should never lose... sure if you gobble over it like a dumbass by all means, you deserve to lose it, you’re still given a marker for the killer. And if you’re worried about not winning against fast vaults anymore just use I’m all ears perk. And then on to DS, both the perk and the servers. DS shouldn’t have a time limit should still only activate after being unhooked, but it would also stop slugging, they’re gonna have to either immediately pick you up or let you sit there, and have DS until they do, this may seem over powered but it’s immediately off set by the skill check. Now the dedicated servers are atrocious, I swear by dead hard, I’m not sure how recent dedicated servers are to the Xbox, but in the past week DH has ultimately been absolutely useless to me, now before dedicated servers DH worked famously, there is however one issue that I have and that is, if using it to make the extra lunge to a vault it slows you down, now even normally I’d never expect to make a vault to begin with my point is, why does DH cost me that vault, if anything it should give it to me. You all are coming across extremely biased, i realize I’m probably the same way. Just I’ve played enough to honestly see these hitboxes as a one way train for the killers, and I realize this game wouldn’t ever be easy to make fair, seeing as how they are 1v4 but damn at times does it seem entirely stacked in the killers favor. I mean, even the DEV have made it that way, that is the MAIN reason there is no in game chat, not because it would destroy the players experience, it would in the DEVS mind give survivors an unfair advantage, and they know SWF is a thing, that’s why the hitboxes so heavily in favor of the killer, that’s why DS has a timer
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1168047#Comment_1168047
I think he's just slightly faster not much. But he only has 1 shot before he has to slow down even more than her. She has 5(6,7) shots before reloading and can hit from a distance (even through pallets). Deathslinger can only damage through pallet not down.
Right except he even reloads at the same speed, and it’s almost impossible to determine when he is going to fire. Making it even harder to dodge, at the very least they should fix window vaults
@Humanarian said:
What is your highest Rank and the game knowledge again...? Because the fact of you complaining about a Low Tier Killer with 110% base movement speed and the slow-working power (reeling) suggest that you still have a lot to learn.
rank 3. 400 hrs. And what would you suggest
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1168475#Comment_1168475
It's mostly latency problems yeah, it doesn't really have anything to do with the hitboxes themselves.
Some would argue that the hatchet hitboxes on The Huntress are busted, but that's another debate in itself. The point is, most hit detection is determined by the hitboxes clashing with each other and the latency in-game. That's why some people get hit over pallets, even though they clearly dropped them at the right time to stun the Killer.
It also has to do with perspective vs perspective, since on The Killers screen they got hit 100%, but to the Survivor it wasn't anywhere near them. But that probably also has to do with latency since I only ever see some "phantom hits" when i'm lunging at a pallet that's being dropped mid-animation.
@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1168475#Comment_1168475
It's mostly latency problems yeah, it doesn't really have anything to do with the hitboxes themselves.
Some would argue that the hatchet hitboxes on The Huntress are busted, but that's another debate in itself. The point is, most hit detection is determined by the hitboxes clashing with each other and the latency in-game. That's why some people get hit over pallets, even though they clearly dropped them at the right time to stun the Killer.
It also has to do with perspective vs perspective, since on The Killers screen they got hit 100%, but to the Survivor it wasn't anywhere near them. But that probably also has to do with latency since I only ever see some "phantom hits" when i'm lunging at a pallet that's being dropped mid-animation.
Yeah. Well that’s all been stated. I think it’s gonna be hard pressed to prove what is latency issues, and what’s a ridiculous hitbox issue.
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1168068#Comment_1168068
The game was fairly balanced up until that point. I never had an easy game as r1 survivor and had fun games as r1 killer where I could play whoever I wanted.
Now my killer range is extremely reduced unless I use unfun perks with boring tactics.
Survivor matches are now much easier than they've ever been for me. I'm very rarely not rank 1 and rarely do I have a match that makes me think that I had alot of fun against a challenging killer.
The problem was with nerfing Ruin was that it wasn't just a big perk nerf to the perk, it was a massive blow to so many killers that it makes them hard to play effectively and efficiently at high ranks.
See I disagree, have ruin, pop goes the weasel, dead mans switch, thrilling tremors . You have a ton of ways to pressure survivors; and lately I’ve noticed that all suvivors always spawn together... that and in boxes only toolboxes and medkits are ever found .
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1168089#Comment_1168089
It can be, especially when we can't actually see the hitboxes. Hopefully the issues will become more clear once they figure out how to minimise the effects of latency in these kinds of situations.
Appreciate the feedback.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1168067#Comment_1168067
That's got nothing to do with capsule hitboxes, and again, sounds like your actual issue is latency. I think you would find the experience significantly worsened if they did introduce character-shaped hitboxes. Those kind of things are only good in precision-based, primarily ranged games like FPS. DBD is not a precision-based game, and those kind of hitboxes tend to be really awful for anything where the combat is primarily melee-based. Not to mention, it would slow the game down a lot and they would need to bump up the minimum system requirements significantly.
If you're interested, they discussed this at length in their most recent dev stream. There's not much I can say here that hasn't already been said better by actual game designers, so I've linked it for you below.
Well. Hopefully you’re right. Seems kinda of hard to determine what is lag and what’s just because of a specific hitbox.
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@Cheers said:
https://gamerdvr.com/gamer/cheerstc/video/90985697
Also the game is survivor sided, and ever since the Ruin nerf (besides me messing with Jane for challenges) I've never gone below rank 2. As for killer my rank has been fluctuating since January.
So one perk rework made it entirely survivor sided? I think you may be being a little biased
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@Fibijean said:
I don't have a problem with them. Capsule hitboxes are not only fine but better in any game where precision accuracy isn't necessary. The problem most people have with hitboxes actually has nothing to do with the hitboxes themselves, but with latency, which is something that the devs are already working on solutions for.
No precision accuracy is where I have a problem with it. So I feel it needs a rework, shouldn’t ever lose a fast vault, we’re already much slower than the killer, and they have passive abilities that’ll allow them. To one hit us.
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@Cheers said:
https://gamerdvr.com/gamer/cheerstc/video/90985697
Also the game is survivor sided, and ever since the Ruin nerf (besides me messing with Jane for challenges) I've never gone below rank 2. As for killer my rank has been fluctuating since January.
So you playing with a team?
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@Milo said:
a killer who has a range, a lunge and is faster than you.
Did you ever play against a Huntress?
Sure have; and when she is weilding her hatchet she is considerably slower, which is fair, but the new killer is just as fast if not faster than her, so it’s no comparison, unless we’re talking hitboxes, than yeah both of them blow it out of the water
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@Cheers said:
They're poor on both sides as all survivors have a circular model rather than one that fits their body.
As a Huntress I've thrown through their head and missed, and then thrown a hatchet that clearly missed them but still hit.
I’ve got about 400hrs, of course most probably have more, but I just completely disagree, I’ve seen more crazy hits than I have seen dodges by the survivor. It’s becoming more and more one sided the more I play, I honestly don’t think a survivor should ever lose a vault, sure if they’re just trying to creep over it then yeah, hit Th em, but a fast vault should succeed every time, I’ve gotten hits as a killer I’m thinking well that’s load of #########. Not to mention the lunge 360 swings, let’s be realistic.
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@BananaBlooD95 said:
https://forum.deadbydaylight.com/en/discussion/comment/1159531#Comment_1159531
If you're caught in an open space with any M2 killer you're dead no matter what. You only want to break the chain if the survivor is already injured and you know you won't be able to close the distance for a hit. The you have two option: chase a survivor at 110% speed or reload and give the survivor even more distance. And what the ######### about being a two hit if you chain someone? Do we play the same game.
Survivor who complain about him and especially those who think he should be nerf clearly don't know how to counter him. Drop pallet early, have a team mate (even downed people block you ffs(or was it a bug in my game)) block you if it's a long distance or you're hurt and he's not or go behind a wall or obstacle.
Sure dropping pallets, work for the time being, but if you drop the pallet he hits you with his chain, even if he can’t finish the you, you need to mend, giving him time to find you, and terrain features only work so long, I’ve had him chain me through a window and still hit me; he needs a nerf; at the very least fix hitboxes, dead hard should still let us dash by killers, It made it a lot more useful, nowadays any killer with half a mind knows you probably have dead hard and just runs at you until you inevitably, therefore making that perk useless, and I think dead hard shouldn’t prevent a fast vault if you’re heading directly to it. And then there’s DS which every killer knows you have, even if you don’t have it. Should take the timer off, still have to hit that skill check. Anyways, survivors need help, were getting slothed
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@inferjus said:
He has a harpoon gun which he can use to shorten the distance between him and survivor in way more efficient way than most of the other killers. He has small terror radius which combined with Monitor and Abuse is as big as Myers' Tier 2. Really, stop complaining that he is slow and focus on his strong sides which you can take advantage of.
i think it’s comical people think he needs to be buffed, I think a nerf is in order, regardless of his speed he is still faster than survivors and his stun?? Just swing before the chain breaks and you’re good... plus, he can have the gun trained on you and still move at the same pace, so it forces you to make specific movements, and you can’t win against the chain, if you’re caught in open terrain; you’re #########, plus it counts as two hits....
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@Sephirothphoenix said:
Hello there, fellow new player (45 hours in). I have noticed that at least 75% of the killers I face have B&C, and every single time they have it, my team gets destroyed. Some person gets hooked early on, and it becomes a chain of unhooking and rehooking. Killers can simply beeline to the nearest person they can see, without them ever knowing. I have had games where I think I'm perfectly stealthed, and I see the killer running over to my hiding spot and immediately attacking me. My teammates think they're stealthed; nope, killer kills them. And hooks them. And sees another person to kill. Repeat until everyone is dead.
Sure, I can do my best to avoid the killer, but when someone else gets hooked, I have to drop everything I'm doing and prepare for the killer's arrival, regardless of whether or not I know he has the perk. Because if I continue doing what I'm doing, the killer will just straight up beeline right towards me and kill me.
This wouldn't be so much of a problem if only the cannibal could use it. After all, if I saw it was a cannibal, I'd know that he would have B&C. The ######### thing is, EVERY killer can have this annoying perk. There isn't even a way to check if they have it! Why? Why have it in this game about stealth? It drives me nuts!
Definitely overpowered, first of all, you can't outrun the killer. Secondly the only real advantage survivors have, is our ability to out maneuver the killer, by quick darting motions in any direction. And that can be eliminated very easily by some killers, especially some ranged killers. First of all, the perk explains with in 45 meters, but yet, can still see me from across the map, and if I'm working on a generator guess what, his destroyed my progress. Its hard to really counter it, honestly. Even with a party, it can still be difficult, first of all, were connecting to the killer, so he already has the better connection. Its just heavily in the killers favor. I know plenty of people are gonna disagree, but I've loaded some serious time in to the game and, I still come across killers that I can hang with, the hillbilly, the nurse with the right add ons, a trapper who knows how to lead his survivors. It can be daunting at times, and don't get me started on playing with random, I win maybe 1 out of 10 games, and that's if I'm doing objectives. I can win plenty if I just hide, but that's not really fun.