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If hit boxes were fixed and normal survivors would be op

Killer mains have to admit that 30-50 percent of there hits dont actully hit, but I dont actully mind the terrible hit boxes because if hitboxes were fixed vaults and loops would be amazing and survivors would be able to run the killer around for a very long time. And also huntress would be trash. Overall bad hitboxes make the game balanced

Comments

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,939

    Nope a lot of my hits actually do connect, and the only reason survivors can run me for so long on my main is because they don't loop and just hold shift + w instead.

    I'll admit that against higher-skilled surivovrs it's a lot more unbalanced and a lot harder to scrape a win, but not because of hitboxes.

  • toxik_survivor
    toxik_survivor Member Posts: 1,217

    Really? I thought they had a pro law breaking system that would totally 100% fix latency

  • Avilgus
    Avilgus Member Posts: 1,261

    Huntress will be destroyed for sure.

  • Beelzeboop
    Beelzeboop Member Posts: 1,306

    Unfortunately, they can only break the laws of man, not the laws of physics.

  • CoalTower
    CoalTower Member Posts: 1,730

    And Nurse, because she has a shorter lunge, made normal by latency.

  • Avilgus
    Avilgus Member Posts: 1,261

    All killer has the same lunge, despite their speed (except Myers p1)

  • Phasmamain
    Phasmamain Member Posts: 11,543

    Hitboxes are fine barring huntress

  • zarr
    zarr Member Posts: 1,088

    Hitboxes (for the most part) are not bad at all in this game, in fact the underlying hit system is surprisingly solid even on projectile hits for a game that had initially never been designed with such things in mind. When Huntress released I was impressed by how well she functioned, I had expected it to be quite a hit-and-miss mess.

    The real issue is latency, and specifically, the fact that latency favours killer clients completely one-sidedly on hits. If either a survivor or killer player (or both) has a latency above 50ms, the survivor is at an increasingly stark disadvantage (and it becomes really ridiculous at latencies of >100ms).

    This is something BHVR could and should change, by making the server the authority on hit registration rather than the killer client. And while it is de facto balance-relevant, the hit system should never be a "balancing" tool because it changes wildly between players, matches and entire regions, given the different latencies. If two players with sub-50ms latency meet, the killer has next to no tangible latency advantage, you can see that on Korean servers where players usually have around 10-30ms. Yet when players with high latencies meet, the latency advantage can downright make it impossible for the survivor to do well.

    If kill rates then change significantly, BHVR can use actual balancing tools to implement compensatory buffs. Or they could pay for more server locations such that the majority of players is around a maximum of 50ms, putting any region where this is not feasible back onto the peer-to-peer architecture (like they said they would).

  • RoboMojo
    RoboMojo Member Posts: 1,331

    Wasn't it revealed at one point that Huntress' hatchets have like a beach ball as their hitbox basically? Hitboxes definitely is the problem at times.

  • supersonic853
    supersonic853 Member Posts: 5,856

    Rip @CoalTower another one bites the dust. *sadness music*

  • Mr_K
    Mr_K Member Posts: 10,503

    Never played the killer side I see.

    We all know as killers, we swing in open air and magically hit survivors meters away. 🙃

    Her lunge is the same as other killers. If we had zero latency her hits would be more consistent for both ends.

  • Mister_xD
    Mister_xD Member Posts: 7,668

    if you are referring to M1s here: those barely have anything to do with Hitboxes. the Killers weapon does not have a hitbox that needs to collide with the Survivors hitbox, instead the game marks an area in front of the Killer that checks for an Survivor hitbox inside of it and, should it find one, lead to an succesfull attack. the main issue those look off is due to latency, not "bad hitboxes".


    if you are referring to M2s here: while the projectiles certainly do have a hitbox that needs to collide with the Survivors hotbox, a vast majority of said projectiles have a pretty precise hitbox on them (Tricksters knifes / Deathslingers harpoon). The only Killer where the hotbox is drastically different to the projectile is Huntress, as her Hatchet hitboxes are shaped like a ball. This however is needed due to the way Survivor hitboxes are build, being a pill shape in the middle of their body. If the Hatchet hitbox was shaped differently, hitting Survivors would be almost impossible, due to the Survivors animations not matching their hitboxes properly (something that does indeed screw Trickster and Deathslinger over occasionally).

    for example, an injured Survivor that is running is leaning forward quite a bit, however their hitbox remains exactly where it previously was. this means the playmodel of the running Survivors head and to an extend upper torso is not included in the hitbox, meaning the Hatchets hitbox needs to be extended to its sides enough to be able to collide with the Survivors hitbox in order to allow Huntress to hit them when her hatcher visually collides with their body in this scenario. a combination of those two also means that a Huntress can land some very BS looking hits on an injured Survivor when she hits them from behind, as the playmodel and Hatchet look like they are extremely far away from one another, yet the hitboxes collided. Add latency to the mix and you got the scenario we're in right now.

    the only way of addressing this however would be to fundamentally rework a Survivors hitbox to perfectly match their body so we can allow Hatchet hitboxes to match their playmodel aswell. This on the other hand means that in order for Huntress Hatchet hits to look better, Survivors in general would have to take some, rather big hits on their looping capabilities, as the new and "improved" hitboxes would mean that not only they could get stuck on objects much more easily, but also due to the hitboxes now being expanded to their arms and whatever, they can no longer hug walls as tightly as they currently can.

    personally, i'd rather have an occasional BS Hatchet hit than having to fundamentally relearn & most likely taking a heavy nerf to looping in general.

  • QwQw
    QwQw Member Posts: 4,692

    Yeah, Huntress' hatchets do have a big hitbox, but they're the only one I can thing of that's abnormally shaped.