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Please Bhvr, please (about huntress)
Ashkiin
Member Posts: 52
Revert the huntress back. This is so painful and unnecessary. And yes, I'm not saying adjust because no adjusting was really necessary.
You might want a more realistic outcome to her hatches but that lnvolves a lot more work to do right. Specially when the biggest discrepancy comes from the connection to the host. Not the actual act of hitting someone as Anna.
Almost no game has legit hitboxes and that is, mainly, for a reason. Gameplay.
But hear me out please.
The huntress was in a decent space, around 4th killer in strength on pc. High skill cap, specially on console where she is even weaker.
And sure, there is the occasional bs hit slightly (very) behind the back of a survivor but there are way more problems with the environment hitboxes so it actually balanced the experience out.
The killer has to work around the environment w a decent size hitbox to try and still hit the survivor, while the survivor has to use timing and angle management to make it so some invisible wall covers him at the time of a throw. Juking was also effective, even in small movements, which shows we're not dealing with anything ridiculous in size here. Hence why she was hard but balanced. Lets not forget there is an arch, wind up, lack of crosshair and aim assist to account for too.
But if nothing can be done to improve host-client discrepancies than there might still be a route to improve the overall outcome to be more believable. However this will always be a long term thing with a lot of adjustment needing after as any shooter Dev that has had to change hitboxes knows.
In my opinion, this could represent a starting point towards that goal:
The hitbox would be the previous sphere with slightly trimmed sides on the hatchets' sides. Sort of like a cube inside the sphere, cutting out the excess on the sides. Along with this the survivor hitbox on Gen and most of the environments should be way smaller and tighter.
To keep anything remotely close to what we have now and have close to balance, you'd need something ridiculous like half wind up time, 7-8 hatchets and perhaps even aim assist and crosshair option on console to have her useful in any way. But I doubt it would be a fun or rewarding experience accounting for lack of registering in most throws.
For future reference, you should never change hitboxes like that without testing either, every shooter player/Dev knows that. It's a delicate balance between result, feel and, well, balance. If something feels like it should hit, than it most likely should.
Sorry for the long post but I hope someone at least reads it with some seriousness. I know how hard it is to take us serious in some more technical points but hope there's something here that correlates with someone's experience at the office. A ranged character with such a complex projectile mechanic is different beast than anything else the game has.
You might want a more realistic outcome to her hatches but that lnvolves a lot more work to do right. Specially when the biggest discrepancy comes from the connection to the host. Not the actual act of hitting someone as Anna.
Almost no game has legit hitboxes and that is, mainly, for a reason. Gameplay.
But hear me out please.
The huntress was in a decent space, around 4th killer in strength on pc. High skill cap, specially on console where she is even weaker.
And sure, there is the occasional bs hit slightly (very) behind the back of a survivor but there are way more problems with the environment hitboxes so it actually balanced the experience out.
The killer has to work around the environment w a decent size hitbox to try and still hit the survivor, while the survivor has to use timing and angle management to make it so some invisible wall covers him at the time of a throw. Juking was also effective, even in small movements, which shows we're not dealing with anything ridiculous in size here. Hence why she was hard but balanced. Lets not forget there is an arch, wind up, lack of crosshair and aim assist to account for too.
But if nothing can be done to improve host-client discrepancies than there might still be a route to improve the overall outcome to be more believable. However this will always be a long term thing with a lot of adjustment needing after as any shooter Dev that has had to change hitboxes knows.
In my opinion, this could represent a starting point towards that goal:
The hitbox would be the previous sphere with slightly trimmed sides on the hatchets' sides. Sort of like a cube inside the sphere, cutting out the excess on the sides. Along with this the survivor hitbox on Gen and most of the environments should be way smaller and tighter.
To keep anything remotely close to what we have now and have close to balance, you'd need something ridiculous like half wind up time, 7-8 hatchets and perhaps even aim assist and crosshair option on console to have her useful in any way. But I doubt it would be a fun or rewarding experience accounting for lack of registering in most throws.
For future reference, you should never change hitboxes like that without testing either, every shooter player/Dev knows that. It's a delicate balance between result, feel and, well, balance. If something feels like it should hit, than it most likely should.
Sorry for the long post but I hope someone at least reads it with some seriousness. I know how hard it is to take us serious in some more technical points but hope there's something here that correlates with someone's experience at the office. A ranged character with such a complex projectile mechanic is different beast than anything else the game has.
Post edited by Ashkiin on
3