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Broken Hit Boxes
Tell me hitboxes aren't broken
Comments
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Nope its the Freddy Falacy all over again. Nemmy has the exact same hitbox as every other killer just since he doesnt have a weapon it looks like it shouldn't hit. Wesker is another decent example of this too and legion sometimes.
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except before all the updates when i would play against a nemesis it looked like his fists were connecting and not from a few feet away so why is now any different?
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Looked fine to me. Does the killer need to be riding you like a prize-pony before he's allowed to hit you?
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No but his attack should connect. Is that a real question or are you just trolling. An attack should connect if its gonna work, that's like elementary stuff my guy.
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There's no need to be like that. There's clarity solutions that could solve this issue without any buffs or nerfs, like slightly changing the animation to make the fist move further forward to reduce these... probably laggy hits looking like they were dealt straight from a connection from Saturn.
After all, decieving animations lying about the hitbox size is a legit complain.
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It has to do with Favor The Killer, and hits are still handled on The Killer's end. Hit Validation kicks in when the latency is extremely high; last I checked, that number was 300ms or higher. It is still very generous in favor of The Killer, and the Survivor often gets screwed since The Killer benefits from the latency.
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I wish all my hits looked like that.
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In a game where hitboxes were properly represented to being with. Freddy has demonstrated this issue since the dawn of time.
Not sure why you think it's trolling. The hitbox isn't broken nor does this look like lag.
That's not what OP asked for nor communicated. I would absolutely be down to see Nemy throw a long straight right to bring him in line with killers that wield a weapon.
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Looked like a normal hit to me.
This is the frame or as close as I could get to the frame it hit. This actually looks better than normal because with how bad the servers are the nemesis usually gets the hit while hes just passing the tree not completely past it. So no its not hitboxes.
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Hit boxes killer sided Nerf pig.
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Hits favor the killers view and unfortunately their bad ping gives them this kind of advantage. I have this happen so much when I have below 50 ping
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If i just imagine a foot long weapon in his hand, like for many other killers, i think the hit would visually connect. So, seems legit.
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Pretty sure its not any form of a ping issue as there is none of the new ping indicators.
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You just don't understand how hitboxes work in this game.
When you're running, you hitbox is a 'sausage' shape, directly above your feet.
Your head is actually completely safe, you can't hit it, but the space above your feet is vulnerable.
This is apparent when you're running or injured, and worse when running AND injured.
They tried to change this 18 months ago with new animations but everyone hated it.
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I am surprised this wasn't Huntress lol
Which is why I am not a fan of Huntress in DBD - with latency issues and hitboxes for hatchets that seem to be the size of a fridge, BS hits are pretty standard
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You have to understand there are three perspectives here. You, The killer, and the server. Just because it looks weird to you doesn't mean it looks weird to the server or the killer. Lag compensation and the servers tick rate can often lead to this but this isn't even the most egregious as it seems like you both have decent connections.
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I'm pretty sure the server doesnt validate hits anymore. I've gone in against killers with red ping and they still get all of these laggy hits.
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Hits are still validated where there's conflicting elements, such as at vaults or pallets where the hit is competing with a grab or a stun.
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So basically what I said about favor the shooter system is right. killers get the advantage if they have the higher ping. It's BS and will always make the game unfair.
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Yawn.
There's no lag here. She got hit, period. Stop screaming lag for your mistakes.
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Did you read the post you quoted?
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I mean literally every video game that works like this has a “favour the shooter” system.
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Kind of... The server determines whether a hit is valid or not. Which is why killers also still get no hits at windows despite the survivor being in the animation still. This hit here was just bad server to console/pc sync while also nemesis not having a weapon that makes it look weird.
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The ping indicators, especially for The Killer, are exceptionally generous. People have tested it out; for The Killer, it only shows extreme ping. I believe it was at the 250-300 window. So if The Killer was 200, that is a massive advantage, but it won't be displayed since it doesn't meet the ping indicator threshold. In a game like this, even 100 is brutal since it exclusively favors one side in perpetuity: The Killer. And that's the inherent problem with Favor The Killer as a networking philosophy since Survivors are at a permanent and constant disadvantage and don't even know The Killer's ping to make adjustments. Whereas with Favor the Shooter in most FPS games, at least you're also the shooter at some point.
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The validation at pallets is pretty good but everywhere else is garbage. Hits are still handled on The Killer's end, and validation only steps in during edge cases of (last I checked) 300 or higher. 299 is an immense advantage, especially considering some players induce lag to gain that advantage. Even 100 can be painful. I don't expect a perfect system, but Favor The Killer's permanent advantage isn't fun or fair.
Validation is so modest. Otherwise, you would hear killer players complaining about rejected hits. We saw all that drama when DH and Pallet Validation was initially implemented; then, the devs toned down the extent of it because of the cries. Killer players are so accustomed to every hit prevailing that BVHR may be unable to wean them off FTK.
The streamers were making videos where a DH hit was rejected, or a pallet hit rejected, and how unfair that was, and the devs capitulated. Meanwhile, the Survivors that have been dealing with fake hits since day one are ignored. It doesn't matter if the Survivor has a great connection and cleared the vault; if that laggy killer saw the hit connect, that has to prevail. Survivors are expected to accept that unfairness in every Trial. And any attempt by the devs to minimize that unfairness and close the gap is often met with resistance about how devastating it is for a hit to get rejcected. I can assure you, for a Survivor, getting hit can be devastating too!
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As SpaghettiVase mentioned:
Every real time game like this is validated on the end of the player taking the action. This has to work this way because the alternative, or "favour the shootee" just doesn't work. It results in a situation where the "shooter" is simply too slow to hit anything, as everything they 'aim' at is always somewhere else at the time.
For DBD, it would mean a sufficiently slow killer would need to predict where the survivor is going to be in a couple seconds time, or if in a straight chase, it would mean the killer would need to phase through the survivor, to get in front of them so they could swing where the survivors is going to be in a couple seconds into the future.
For survivors, it just means you need to allow a buffer zone, leave a little more room between you and the killer. It's not ideal, but it's more than achievable, unlike literally predicting the future.
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According to 360ers and people who complain about the hitboxes of precision killers, yes.
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There's a great topic on this: https://forum.deadbydaylight.com/en/discussion/303696/busting-some-hit-registration-myths/
It addresses those points and offers great insight and examples. As survivors, we don't know the buffer because we don't see The Killer's ping. Survivors are expected to predict and play around with something unknown. You also completely miss the points I raised. Why doesn't validation kick in at lower pings? 300 is exceptionally generous.
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