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Since we're doing hit validation, can we rework the hitboxes on things while we're at it?

Xbob42
Xbob42 Member Posts: 1,117

Pallets will stun the killer when the killer isn't physically at a pallet, same with head-on. These things are a little too generous. Head-on isn't such a big deal since it's not like you're going up against it every game, unlike pallets, which require you to give up a fair amount of extra distance to guarantee you don't snipe-stunned. I feel like the distance isn't even consistent from pallet to pallet, but that could just be the different angles you come at pallets from.

Then maybe we can get hatchets to not be gigantic cubes that come into contact with literally anything. This would benefit both survivors and killers, as survivors wouldn't be hit by hatchets that clearly never came close to touching them (you can see this happening AS a Huntress, so it's not latency) and the Huntress player would be able to chuck her hatchets over things more easily without having to look at the sky to lob something over a waist-high box.

I guess that would also entail collision zones since, after playing the Blight, I'm sure the collision on half the terrain is all wonky and cube-like as well.

Good, clear collision and hitboxes provide a very intuitive and easy-to-understand reference for how things should work in-game. Obviously every game cheats a little, usually to make things easier or feel better, but in DBD's case, it just seems like it makes the game feel awkward and clunky and often unfair. Hell, if I hit someone with a hatchet that's half a meter from their body, I don't feel like I've mastered Huntress, I feel like the game is giving me pity points. Which is weird, since she doesn't even have a crosshair, so it doesn't seem like an intended design to have her hatchets be so overly-easy to land in many cases.