Maximus7
Maximus7
About
- Username
- Maximus7
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
It shows you don't black pip but your rank doesn't change at all. It doesn't punish survivors when the killer DC's other than loss of offerings.
-
The 2.2 PTB had this right: the attack would ignore the unhooked survivor and hit the savior. Now the unhooked survivor tanks the hit, which is ridiculous.
-
Wraith rework didn't fail, they wanted him to be add-on dependent. Without add-ons, he's still trash.
-
@Freudentrauma I'd actually love to see that be its new effect. Just no timer on it would be a great buff.
-
The only second-chance perk killers have is NOED, and even then that can be cleansed. It's a dumb perk for killers who already have insta-downs, but bad M1 killers (Freddy, Pig, Trapper) probably need it (Pig definitely needs it).
-
Idk, I just wish crutch perks on both sides were just removed. NOED isn't fun, but SB, DS, and Adrenaline are definitely not fun either. At least killers only have one "crutch" perk, and even then, it's only a crutch on a killer who doesn't need it (killers with insta-down as a power and/or can end chases quickly like Nurse).
-
She's now one of the hardest killers but more like high-mid tier, kinda like Myers (except she can't snowball as hard but is more consistent overall). She's the most mindgame-heavy killer and requires ears (like the person above mentioned) and outwitting your opponent. I suggest Rancor, Ruin, Sloppy, and Nurse's as a good build for her, Rancor gives you more tracking while phasewalking and Nurse's is amazing to use on her since it activates before her terror radius does. The other two perks are to slow the game down. MYC, BBQ, and M&A are also good perks on her.
As for add-ons, the amulet and the saya are the best imo. The saya gives her a crazy windstorm-like effect out of phasewalk and the amulet is basically her Carburetor Tuning Guide.
-
Honestly, this perk should be on a counter system. It would give killers flexibility on when to use it and make it so they don't have to ignore other survivors after hooking someone to make use of the perk. If it was on a counter system, it could be a fantastic gen-slowing perk that could even possibly be seen as an alternative to Ruin for killers like Spirit and Wraith who can use their buffed-up map pressure to go to a gen and stomp it to the ground.
-
The map is survivor sided because of how damn big and cluttered it is. There are still some damn good pallet looping spots on the map. I honestly wouldn't mind the same looping-oriented gameplay if it meant that Blendettes couldn't just crouch and pass off as a damn bush all the time lmao.
-
I still wish it just acted like it did in PTB where it just hit the savior instead of having the unhooked survivor tank the hit. Being farmed is unfair, but at the same time, the killer deserves something more than a survivor just tanking a hit.
-
Spirit's cooldown got reduced to 15 seconds with patch 2.2.1, hell yeah
-
@The_Fallen_Utopia said:
@Maximus7 both of those set ups sound good to use. Thanks. I'm still trying to get bbq at the moment but not had the luck to get it yet. As for Make Your Choice I think it helps keep people off gens a bit more and get a free down every now and then. People with the exposed effect on them generally hide until the effect expiresFor that purpose, I'd rather use Sloppy Butcher. Causes them to spend more time healing themselves and less time on generators. Especially if you can get a good slug going, it can cause the game to slow down to a crawl.
-
Autodidact sucks unless the killer has Sloppy Butcher, then you'll almost always get it to at least 4 stacks and it'll bypass Mangled like crazy.
-
@SpiritFeng said:
The spirit is extremely weak against a decent team in red ranks.Not gonna lie, rank means nothing other than how big someone's ego is. But I see what you're saying, really good teams will gen-rush her. But this is a problem shared by every killer other than Billy and Nurse, and even then, Billy will be gen-rushed on bad maps for him, like Lery's and Haddonfield.
-
The PTB had this right where the attack just ignored the unhooked survivor and damaged the savior. This helped prevent really bad unhooks from being easy to make. The way it is now with the unhooked survivor just tanking a hit is actually ridiculous. And the timing is actually very unclear, I'll wait for the survivor to have their feet touch the ground and they'll still tank a hit.
-
A fun meme build to do is Enduring, Brutal Strength, Bamboozle, and Fire Up with double Shadow Dance add-ons. You incinerate pallets and delete windows. It's Delete Everything Wraith.
-
I'm having success with BBQ, Ruin, Brutal Strength, and either STBFL or Sloppy Butcher. As for add-ons, any combination of Windstorm, Swift Hunt, and Shadow Dance seem to be amazing. I right now still do Swift Hunt and Windstorm but for different reasons. Also, if/when they revert the pallet stun hitbox changes, I would take off either Brutal for Enduring or put Enduring on as the 4th perk instead of STBFL or Sloppy Butcher.
Depending on your playstyle, Make Your Choice is also insane on Wraith, but I don't usually drop everything to go back to the hook because someone proc'd it. -
Spirit is actually weak right now, but her main problem is the cooldown on her power is way too long. 20 seconds wouldn't be a problem if you could use her power without having to wait for it to fully recharge, but since you do, it's actually insane how unforgiving her power is. Change the cooldown, fix the sound bug, make Father's Glasses base, and allow her to see auras from aura-reading perks at base. With those 4 changes, she immediately becomes a high-tier killer and one to be truly feared. Right now, she's anywhere between low and mid tier; nowhere near as bad as Freddy but is about as bad as Leatherface in my opinion.
-
Ok, gonna say this here: rank literally doesn't matter. I've hit rank 1 as both multiple times and I notice no difference other than egos and queue times. You can disagree with me on how good or bad Spirit is, but saying you're a rank 1 killer main doesn't validate your argument at all, because after doing the same thing on killer rotation and as survivor multiple times, I've noticed absolutely no differences between the ranks in terms of ability (except for brown and yellow ranks, they're mostly noobs or haven't played in ages).
-
@Williamz said:
@Maximus7 said:
This is gonna be a long as hell post, you have been warned.
I loved patch 2.1.2. It was far from perfect, but it felt like the one big patch that showed BHVR was noticing that the game needed more balance than it had in patches past. However, too many problems with this patch show me otherwise. Here are the issues I have with the patch and solutions for them:- New hatchet hitboxes. I've already talked about these all over the forums, but I will say this that is new: If the survivors' hurtboxes were altered to where each limb and their head had individual ones, the hatchet hitbox change would make a lot more sense. Right now, the survivor hurtbox is way too small and leads to hatchets literally phasing through their arms, legs, and heads.
Her hatches need to be fixed. It's usually during animations where they are going through survivors.
- Spirit is too weak. She needs major buffs to her power. This includes less cool down, seeing blood at base, and seeing auras from aura-reading perks at base in her power. Also I know it's a bug, but being able to hear a directional sound when she's using her power makes it way too easy to avoid her when out of a chase. Right now she's not good at all.
Spirit is slightly lacking but she is still doing fair. I've listed some suggested changes here.
- The new map is pretty damn bad. It's too cluttered, too big, and too survivor-sided with a ton of safe looping spots. Solution to map design is what I'm least confident on, so my best idea for this is to get rid of some of the bushes where it is so easy to just disappear into.
It's still pretty early on but I'm leaning towards it being a killer map than a survivor map. There isn't too many pallets and there is no real potential infinities on it either. Seems it's more a chase and hide orientated map.
- The Wraith buff was amazing overall, but he really needed old purple Windstorm at base. Other than that, good stuff.
Wraith is now a strong killer with that decloak boost and addon buffs.
- Map design. Fractured Cowshed was edited well now that the barn isn't an insta-loss infinite. But maps like Haddonfield, and Lery's are still littered with safe spots. There need to be less safe spots on all of these maps (and in Lery's case, less RNG).
Fractured Cowshed still has a borderline window infinite on one of it layouts and so does Rancid Abattoir. These are seriously bad map for killers.
- Speaking of hooks, invulnerability to the unhooked survivor. In the PTB, attacks that would hit the unhooked survivor immediately after they got unhooked would hit the savior instead. This was perfect. Now the unhooked survivor just tanks the hit, which is ridiculous. The PTB version of this needs to be brought back.
I agree on this. I preferred it this way. If you are going to dive a hook when the killer is still near it should be on you not the victim. The reason I think they changed it back was borrowed time became redundant.
Borrowed time is one of the main reasons why survivors have nothing to fear in this game. It needs to be brought up fully in a discussion rather than just here. There is only one way they can change borrowed time. It gives a speed boost of 150% for 5 seconds (same as adrenaline) once unhooked and hides scratch marks for 6 seconds.
- Pallet stun hitboxes. The problem beforehand with them was it would stun killers way too off to the side. Now, they still do but rarely stun killers directly in front of the pallet unless they are at the apex of their lunge. This should be reverted and looked at so that you don't have dumb hits from the sides but you can actually stun the killer when they're trying to attack you through the pallet.
It does seem like the hurtbox of the killer shrinks while lunging. Needs more investigation.
- For Huntress's hatchets, the survivor's hurtbox stays upright at all times , even when vaulting windows and pallets. Which is why hatchets now phase through their legs and heads when they vault windows and pallets. The way they should change it is like how fighting games have hurtboxes, where there's individual ones on the head, torso, each thigh, each bicep, each forearm, and each calf. Then you'd have to edit where the hurtboxes go during every animation. This might be too much for the devs to do, but this needs to be done if the hatchets are going to keep their current hitboxes.
- If Spirit has a few changes like the ones I proposed, I feel she would be amazing. Right now she's lacking in my opinion.
- The new map has a lot of looping spots and hiding locations that just completely mask the survivor. It's honestly so bad for killer.
- Again, with add-ons, Wraith is good now. Without them, he's still lacking.
- Rancid wasn't edited as far as I know. And Cowshed is still bad for killer but nowhere near as bad.
- Borrowed Time is fine where it currently is at. It's a good counter to patrolling and a good anti-tunnel perk. However, with the new unhook changes it's really strong as it can lead to situations where the survivor tanks a hit then tanks another one before going into BT state.
- It's not that the hurtbox of the killer shrinks while lunging, it's more edited and moved to match his right arm going for the lunge. However, the big noticeable change is the size of the pallet hitbox, which from what I've heard is a bug and not intended.
-
@Acromio said:
5 The Hillbilly chainsaw fix only affected the hits that survivors would have dodged by circling into something. You can still miss solid hits here and there and when they El Sprint Bursto away from you.6 The Nurse wasn't buffed at all. If anything, she's been shadownerfed. Now there's a [BAD WORD] ton of dead zones that she cannot blink through, especially on the Game and that mess known as the new map.
9 Hook invulnerability needs to be removed altogether. Unhooking a survivor was already braindead easy because of swivel hooks, conga train lines, Borrowed crutch and so on.
10 This is actually how pallets are supposed to be. They aren't meant to stun the killer from four feet away, around corners and through walls. Now they just need the time-window putting to when the pallet actually drops and not the whole length of the animation.
SB is another issue altogether, but as for the rest of the Billy stuff, I've noticed nothing about him negative compared to the last patch.
Nurse, I just saw the terrible dead zones on Gideon, but other than that, she has less fatigue on her first blink. Which is kinda ridiculous.
BT isn't a crutch since it got nerfed a while ago. I again would like to see what they did in the PTB brought back instead of what it is now.
No, pallets still stun you way to the side but rarely ever stun the killer if they're directly in front. It's really weird, and from what I've heard is a bug. -
@Crythor said:
6. The fartigue is not changed at all!But they introduced a giant blink death zone on the game map so its a nerf.
The fatigue on her first blink only definitely got reduced. That was the big shadow buff.
But watching the video in that post you included made me realize how messed up that is. She was overpowered on Gideon, but damn, that's too ridiculous of a nerf.
-
@Acromio said:
5 The Hillbilly chainsaw fix only affected the hits that survivors would have dodged by circling into something. You can still miss solid hits here and there and when they El Sprint Bursto away from you.6 The Nurse wasn't buffed at all. If anything, she's been shadownerfed. Now there's a [BAD WORD] ton of dead zones that she cannot blink through, especially on the Game and that mess known as the new map.
9 Hook invulnerability needs to be removed altogether. Unhooking a survivor was already braindead easy because of swivel hooks, conga train lines, Borrowed crutch and so on.
10 This is actually how pallets are supposed to be. They aren't meant to stun the killer from four feet away, around corners and through walls. Now they just need the time-window putting to when the pallet actually drops and not the whole length of the animation.
- SB is another issue altogether that has plagued this game since its release. However, I haven't gotten a false chainsaw yet since the new update, so not sure about the rest of your comment from my experiences alone.
- I have not played Nurse on Gideon yet, so I have no opinion there.
- BT isn't a crutch ever since its nerf tbh, but it is annoying when the exit gate is right next to the hooked survivor and it's open. Again, the way it was in the PTB was perfect, but they decided to change it for god knows what reason.
- One of my above responses has my opinion, but tl;dr, the sides of the hitbox need to be shrunk but the front-and-back was perfectly fine in 2.1.2. Also I've heard the way pallets are now is a bug. Right now survivors have to be exactly perfect with pallet drops and even then it sometimes just doesn't stun the killer, which is kinda ridiculous.
-
@TheMadDoctor said:
@Maximus7 said:
This is gonna be a long as hell post, you have been warned.
I loved patch 2.1.2. It was far from perfect, but it felt like the one big patch that showed BHVR was noticing that the game needed more balance than it had in patches past. However, too many problems with this patch show me otherwise. Here are the issues I have with the patch and solutions for them:New hatchet hitboxes. I've already talked about these all over the forums, but I will say this that is new: If the survivors' hurtboxes were altered to where each limb and their head had individual ones, the hatchet hitbox change would make a lot more sense. Right now, the survivor hurtbox is way too small and leads to hatchets literally phasing through their arms, legs, and heads.
Spirit is too weak. She needs major buffs to her power. This includes less cool down, seeing blood at base, and seeing auras from aura-reading perks at base in her power. Also I know it's a bug, but being able to hear a directional sound when she's using her power makes it way too easy to avoid her when out of a chase. Right now she's not good at all.
The new map is pretty damn bad. It's too cluttered, too big, and too survivor-sided with a ton of safe looping spots. Solution to map design is what I'm least confident on, so my best idea for this is to get rid of some of the bushes where it is so easy to just disappear into.
The Wraith buff was amazing overall, but he really needed old purple Windstorm at base. Other than that, good stuff.
Hillbilly "false chainsaw fix". All that happened was his chainsaw hitbox was made bigger. This was completely unnecessary and buffs him too much when he never needed a buff.
Nurse shadow buffs. Why make her fatigue less on her long-range blinks? She's already damn strong at base, and borderline broken with the right add-ons.
Map design. Fractured Cowshed was edited well now that the barn isn't an insta-loss infinite. But maps like Haddonfield, and Lery's are still littered with safe spots. There need to be less safe spots on all of these maps (and in Lery's case, less RNG).
Sneaking in exhaustion recovery upon being hooked. Would be fine if Sprint Burst wasn't a perk. This should be reverted in my opinion, or at least include it in the patch notes instead of just dropping it unannounced.
Speaking of hooks, invulnerability to the unhooked survivor. In the PTB, attacks that would hit the unhooked survivor immediately after they got unhooked would hit the savior instead. This was perfect. Now the unhooked survivor just tanks the hit, which is ridiculous. The PTB version of this needs to be brought back.
Pallet stun hitboxes. The problem beforehand with them was it would stun killers way too off to the side. Now, they still do but rarely stun killers directly in front of the pallet unless they are at the apex of their lunge. This should be reverted and looked at so that you don't have dumb hits from the sides but you can actually stun the killer when they're trying to attack you through the pallet.
I still find this game a ton of fun, but I feel it took too many steps back with this latest patch. I made this post not to complain and say the game sucks now, but to make suggestions that I feel would make the game better than it ever was.
Those are good issues to bring up, although there are some issues I noticed as well.
1:It seems like they broke flashlights a bit in this update. As killer, I had moments where they aren't shining it in my face and are slightly off, yet it begins to blind me. It's weird as the usual tricks like looking up quickly are actually forcing me to look up all the way almost.
2:That pallet buff they did is strangely..inconsistent, it feels like on one end it does help, but on both ends I still have moments where they dropped the pallet but I still got a hit in and times where I hit the space bar and the pallet doesn't drop. I would either prefer they go back to the old way, or try to fix it again as it's just weird. I also agree on the pallet stun hitboxes being off. There were a good amount of killer matches where they dropped a pallet and despite being rubbing up agaisnt it. The damn thing never stunned me unless I was only lunging. I have an issue with it since it makes perks like enduring or spirit fury seem way less useful cause the number of stuns I get has actually gone down a little.
3:...Bloodlust. I understand that they nerfed it cause so many people complained but there's one issue...They nerfed it too much. They happen faster (or so I think) but the speed boost is so damn minimul that bloodlust is actually useless for helping solving loops. I feel if they want it to be useful, they should buff them up a little again...and maybe not have breaking a pallet get rid of all your bloodlust but maybe just one stack. The speed boost isn't great anymore, so why keep the pallet breaking penalty in? I thought the speed boost in the last patch was fine, but I willl agree it was a little bit extreme at stage 3 but that doesn't mean you should of split each boost in half! Now it's useless.
4:The loop nerfs were not as impactful as I thought, not even bothering to fix a very hellish looping safe spot in haddonfield, there's basically 4 open windows upstairs and one of the first floor that forces you to either follow them threw the window or try to cut them off at the front or back door...which isn't easy as the hedge next to that window has an opening that opens to more loops that can connect back to the house. It was so hellish with the pig that I was stuck on that match....for an hour.
- I haven't noticed this at all except as Spirit, where she's bugged to have the visual effect of insta-blinds back in the old days. Which was really damn weird.
- From what I've heard, the pallet stun hitbox being small as hell is a bug that they intend to fix. Would still like the sides of the hitbox to be shrunk because I've had weird as hell stuns happen when I'm pretty damn far away from the pallet to the left or right of it, but I would like to see the front-and-back hitbox size to be brought back to how it was before this patch.
- Bloodlust nerf was fine for me because I never really needed anything past bloodlust 1. Though I would have loved to see bloodlust 2 remain the same as in last patch but bloodlust 3 be deleted entirely. I feel that would have been a good fix.
- Some maps got edited pretty well, but Haddonfield wasn't edited at all. As I learned yesterday, neither was Torment Creek's infinite, which is ridiculous.
-
So I was busy as hell yesterday so time to respond to everyone's comments in one fell swoop:
@Wolf74 said:
@Maximus7 said:
Map design. Fractured Cowshed was edited well now that the barn isn't an insta-loss infinite. But maps like Haddonfield, and Lery's are still littered with safe spots. There need to be less safe spots on all of these maps (and in Lery's case, less RNG).
Sneaking in exhaustion recovery upon being hooked. Would be fine if Sprint Burst wasn't a perk. This should be reverted in my opinion, or at least include it in the patch notes instead of just dropping it unannounced.
Speaking of hooks, invulnerability to the unhooked survivor. In the PTB, attacks that would hit the unhooked survivor immediately after they got unhooked would hit the savior instead. This was perfect. Now the unhooked survivor just tanks the hit, which is ridiculous. The PTB version of this needs to be brought back.
These are the important points for me.
7. Should also include the mentioning of the nerf to bloodlust, because "reworking the infinites aka long loops" have been the justification for that nerf and actually there are still tons of long loops and/or safezones, but they gutted bloodlust anyway.- and 9. Are just downright stupid. Sorry, but getting a rusty iron hook driven through your shoulder will RELIEVE someone from being fatigued? #########? And this only makes 9. worse, since the survivor can insta SB or DH away to escape completely undeserved by a bad timed unhook, disrespecting the killers presence.
I don't mind the nerfing of bloodlust because I usually never needed bloodlust 2, let alone 3. What I wish happened there was 2 remained the same but 3 was deleted. Bloodlust 3 was just silly. And again, the way they had it in the PTB with invulnerability was amazing, but they decided to make it different for whatever reason. Oh well.
-
That's....actually a really good point. Never thought of that.
-
So it was brought up to me that I was a little demanding in the original post. Edited this to make my tone more open to discussion. Writing isn't my strong suit, so sorry about that.
-
This was the big one I noticed that screwed over survivors. Now killers don't even want to run Enduring because they almost never get stunned. It's ridiculous.
-
This. The new map looks beautiful, but it's so bad balance-wise. It's Red Forest 2.0; too crowded, too big, too safe.
-
So Rancor is actually amazing on Spirit and Freddy. Spirit because it works in her phasewalk, Freddy because it won't reveal him to the obsession if they're still awake. Plus mori'ing the obsession after maxing Remember Me stacks is a great way to secure end-game, especially if one other person is already dead. Otherwise, I'd rather use Bitter Murmur and/or NOED.
Spirit Fury is amazing with Enduring but average otherwise.
Haunted Ground requires you to run either a Keemstar build (all exposed perks) or a Shaman build (all hexes). Otherwise I agree, it's pretty bad. Unless the survivors are stupid and cleanse a lit totem that isn't doing anything.
-
@MegaWaffle said:
@powerbats said:
@MegaWaffle said:
@Jack11803 said:
@Dabrownman1812 said:
Also, survivors won't help you get points, destroy the survivorsIsn’t every single thing killers get points from directly from or caused by a survivor?
That still doesn't mean they helped you get points. I can't tell you how many times I've chosen to let 1 or 2 survivors go simply because the game ended quickly due to DCing or survivor stupidity. Yet I could count the amount of times on one hand that a survivor had that same mercy for me and let me get a kill in a match where I got destroyed.
Play as you want be it merciful or brutal that is your own choice.
I've let myself get sac'd if I've done well and the killer got destroyed because I know how that feels and I try and play honorably so to speak. Something that seems to be anathema to many on here and in game as well.
I almost always let the last person get the hatch as a killer if they didn't teabag non stop and they aren't just afking in the entire match. I can't count how many times I've been told great killer etc for actually trying to let everyone have a good game.
On games where I've 3 or 4k'd I usually get a gg or something along those lines because I go for the unhooker not the freshly unhooked person. They're wounded and will be easy prey later plus that means 2 not on gens.
Exactly my point, far more often than not it's the Killer that shows empathy towards the other players, not the other way around.
My main point was not to blame killers for not letting survivors escape simply because it a BP event or to blame survivors for gen rushing if its a BP event. People will play as they want.
I used to play like this.
Every patch I played before this it felt possible and it felt like it wasn't discouraged.
After this patch, with Deliverance and Rancor, as well as BHVR's responses to what constitutes as "toxic behavior", there's no point to playing nice when BHVR obviously pushes you to play like an #########. Also ruining the most fun killer for me (Huntress) kind of leaves me in an unoptimistic mood about this game and makes me think the devs don't want us to have fun if we play nice.
As such, it's about time to play like a complete ######### to prove a point to the devs. If this is how they want us to play, watch as everyone says the game isn't fun due to the community. And people wonder why killers camp and tunnel, or why survivors t-bag and flick their flashlights.
-
The only thing needed was a rework on Iri Head. Everything else about her was fair. Now they've neutered her and it's ruined the killer, so nobody wants to play her anymore.
-
Most of those hatchets hit because lack of dedicated servers causes latency issues. Most of those hatchets actually look fair even with the old hitbox on the killer's side, but it takes a few milliseconds to update that to the survivor's end due to the killer always being the host.
-
That last part is because the survivor hitbox stays in the same shape but upright, so if you aim at their legs or head while they're vaulting a window or pallet, it goes through their legs/head. Which is abysmal.
-
Like they said, a fix. Kappaxxaggieboyxx said:
Yeah my hatchets are going through arms and heads:/Orion said:This was neither a buff nor a nerf. It's a fix to hit boxes.
-
@Khroalthemadbomber said:
To give an idea of how broken the hit boxes were, I was the Huntress against Yoonz in this clip a while back. Even "I" don't know how the hell this hit him.That one looked like huge lag issues. That would never hit under normal circumstances on any patch.
-
No, this was an intended change. McLean talked about doing this exact change a few days before the patch dropped.
-
@Dabrownman1812 said:
Mister_Holdout said:I don't really like Huntress and even I think she got screwed.
They didn't think it was op, but you could aim behind survivors and hit them even when they are behind cover, the hit boxes are wonkey and will take some time.
Because it wasn't OP. She was never OP unless you combined Iri Head and Infantry Belt (or back before 2.1, double wind-up and Tinkerer). She was perfectly fine, the devs decided to sneak in a hard nerf to her because people like you who couldn't learn how to play against her complained like babies. Good job.
-
The point now is it absolutely has to be hotfixed back to the way it was then revisited in a PTB. Nothing else can realistically be done in a short enough time to satisfy the portion of the community that feels absolutely screwed over by BHVR again.
-
@Naiad said:
For those saying it wasn't in the patch notes. It's definitely there:BALANCE
Adjusted and shortened all Killer interrupt animations
Killers with a 4.4 m/s move speed (The Hag, The Huntress and The Spirit) now lunge at the same speed as other killers.
Adjusted the collision surrounding the Huntress' hatchets so it is more accurate to their shapeIt's possible they might tweak it again if they feel it's still not working properly.
This was included when backlash was gigantic. This was not in the patch notes when 2.2 dropped and McLean even stated in Zubat's chat that he was "95% sure it was implemented but not in patch notes"
-
Both of these are desync issues. The actual problem is no dedicated servers. That stuff goes away when you implement dedicated servers, not adjust hitboxes to be insanely small.Dabrownman1812 said:
Not as bad as billy, he chainsaws the air next to me, or the game will drag me to his saw if from his view he scored a hit even though I dodged last second due to latency. And the killer cone is huge lol.Dabrownman1812 said:
Yeh, for a while it was for her, the clips were so bad lol.Maximus7 said:@Dabrownman1812 said:
Maximus7 said:This needs to be bumped and brought to the devs' attention. She requires too much precision. If you made the old hitbox like 3/4 the size, it would honestly have been good enough to help get rid of the bs we saw as both killer and survivor. Now, though, hatchets get eaten and survivors just have to look behind them and they'll never get hit.
Precision yes. But there's times she could clip in front of you or get hit you from hitting her walls. Her hatchets had bugged boxes for and against her it seems.
Yes, she had bs on both sides before. Now it's just bs against her.
With the way the hitboxes are designed, every other killer seems to have little to no issues. You have to make Huntress's hatchets unique if you don't plan on changing every environment hitbox and survivor hitboxes
-
@Dabrownman1812 said:
Maximus7 said:This needs to be bumped and brought to the devs' attention. She requires too much precision. If you made the old hitbox like 3/4 the size, it would honestly have been good enough to help get rid of the bs we saw as both killer and survivor. Now, though, hatchets get eaten and survivors just have to look behind them and they'll never get hit.
Precision yes. But there's times she could clip in front of you or get hit you from hitting her walls. Her hatchets had bugged boxes for and against her it seems.
Yes, she had bs on both sides before. Now it's just bs against her.
With the way the hitboxes are designed, every other killer seems to have little to no issues. You have to make Huntress's hatchets unique if you don't plan on changing every environment hitbox and survivor hitboxes
-
Did survivors ever have something as bs as this: https://gfycat.com/SphericalYearlyHeron
Answer: no, they did not
-
https://gfycat.com/SphericalYearlyHeron
Just another example of how bad the change is
-
https://clips.twitch.tv/AggressiveMuddyVelociraptorCoolStoryBro
This should speak for itself
-
https://clips.twitch.tv/AggressiveMuddyVelociraptorCoolStoryBro
Need any more ######### idea how bad this is? @not_Queen please bring this up to the devs stat.
-
Yes, because when coming up with fair and balanced hitboxes, you always make it so it's exactly how the object looks. Because they totally did that in fighting games, shooters, and DBD.
Give an actual argument instead of some sarcastic bullshit next time. -
@PigNRun said:
Did Devs state "Yes, we did this intentionally"? Otherwise, this could be just a glitch that came with the patch. There has been so many, I wouldnt be surprised.McLean stated in Zubat's twitch chat that he was "95% sure the change was implemented and not put in patch notes"
-
What makes this even worse is they decide not only was this not worth putting in a PTB, but not even in the damn patch notes. If this is how the devs want to go about with patches, then watch as killers just keep picking Billy and Nurse.
And if THIS is their idea of balance, I'm scared about what they'll do with the Nurse nerf. Calling it now, once Nurse gets nerfed she'll be as bad as Freddy. -
This needs to be bumped and brought to the devs' attention. She requires too much precision. If you made the old hitbox like 3/4 the size, it would honestly have been good enough to help get rid of the bs we saw as both killer and survivor. Now, though, hatchets get eaten and survivors just have to look behind them and they'll never get hit.