http://dbd.game/killswitch
Reduce killer’s hit box
After a long time passed playing this awesome but perfectible title, im here to expose my honestly opinion on the killer’s hit box hoping that developers take a look of this thread.
I think killers already have an extraordinary velocity , during a chase they get and extra boost and that’s ok afterall they are 1 against 4, but i really dont understand the hit box (especially using long hit) is incredible.. after a window jump they hit a few meter over that .. is now slightly if not impossible to make a 360. Pallets are reduced incredibly... how a survivor can run away from a good killer? Praying imho and this isnt right.
Hope someone have noticed the same things, and hope devs make changes of this innatural situation has been created.
ps. Please forgive if my english isnt perfect. Thanks for attention.
Comments
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The problem is really the servers, not the hitboxes. Although with Freddy there may be an exception.
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The hitboxes in general are fine. Reducing it would hurt killers too much, especially at certain loops. Those bs hits at windows are generally due to connection problems.
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Nah, Freddy's hitbox is the same as any other killer, it just looks weird because his weapon is very short. Legion has a similar issue where the hit range is slightly further than the knife range. So in those cases, the discrepancy is visual only. Add in latency, and Freddy seems to hit miles away, even though his reach is equal to those.
Personally, I think they should add a slight windslash-like visual on top of the power, to close the gap between hitbox and animation.
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Considering you mentioned 360's being impossible, I am going to assume you are from consoles. And no, 360's are just as possible on consoles as they are on pc, the biggest difference is that PC killers have more precise movement than console killers and can therefor counter a 360 by spinning with or against the survivor depending on how large their 360 is.
Pallets are not reduced, there are essentially 3 types of RNG:
Killer sided RNG, Neutral RNG, Survivor sided RNG.
They dont really matter too much on average, but essentially, killer RNG means there are less pallets spawned than average and/or structures are hard to combine in a loop, survivor sided RNG means there are more pallets than average and structures are easy to combine in a loop. So one game you might have 15 pallets on The Game and another time you might have 20 pallets on The Game. Pretty much all additional pallets are unsafe anyway, but having any interactibles rather than constant deadzones is better.
As for running away from a good killer, it takes a good survivor. If there is a killer that constantly outplays your mindgames, you're simply outmatched and need to get better. Either that, or you overestimated the mindgameability of the killer and ended up mindgaming yourself into a bad position. Which you need to be able to recognise.
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