Visit the Kill Switch Master List for more information on this and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
Hit boxes fair or unfair
Just curious what you guys think of hitboxes, my opinion they’re absolute trash, and need serious rework, but lemme know what you guys think.
Answers
-
Hit boxes are fine, it's the dedicated servers.
1 -
They're poor on both sides as all survivors have a circular model rather than one that fits their body.
As a Huntress I've thrown through their head and missed, and then thrown a hatchet that clearly missed them but still hit.
2 -
I’ve got about 400hrs, of course most probably have more, but I just completely disagree, I’ve seen more crazy hits than I have seen dodges by the survivor. It’s becoming more and more one sided the more I play, I honestly don’t think a survivor should ever lose a vault, sure if they’re just trying to creep over it then yeah, hit Th em, but a fast vault should succeed every time, I’ve gotten hits as a killer I’m thinking well that’s load of #########. Not to mention the lunge 360 swings, let’s be realistic.
1 -
Also the game is survivor sided, and ever since the Ruin nerf (besides me messing with Jane for challenges) I've never gone below rank 2. As for killer my rank has been fluctuating since January.
0 -
I don't have a problem with them. Capsule hitboxes are not only fine but better in any game where precision accuracy isn't necessary. The problem most people have with hitboxes actually has nothing to do with the hitboxes themselves, but with latency, which is something that the devs are already working on solutions for.
0 -
So you playing with a team?
0 -
No precision accuracy is where I have a problem with it. So I feel it needs a rework, shouldn’t ever lose a fast vault, we’re already much slower than the killer, and they have passive abilities that’ll allow them. To one hit us.
0 -
So one perk rework made it entirely survivor sided? I think you may be being a little biased
0 -
That's got nothing to do with capsule hitboxes, and again, sounds like your actual issue is latency. I think you would find the experience significantly worsened if they did introduce character-shaped hitboxes. Those kind of things are only good in precision-based, primarily ranged games like FPS. DBD is not a precision-based game, and those kind of hitboxes tend to be really awful for anything where the combat is primarily melee-based. Not to mention, it would slow the game down a lot and they would need to bump up the minimum system requirements significantly.
If you're interested, they discussed this at length in their most recent dev stream. There's not much I can say here that hasn't already been said better by actual game designers, so I've linked it for you below.
0 -
Well. Hopefully you’re right. Seems kinda of hard to determine what is lag and what’s just because of a specific hitbox.
0 -
It can be, especially when we can't actually see the hitboxes. Hopefully the issues will become more clear once they figure out how to minimise the effects of latency in these kinds of situations.
1 -
Appreciate the feedback.
0 -
I'm confused as to what you mean by this question...
0 -
The game was fairly balanced up until that point. I never had an easy game as r1 survivor and had fun games as r1 killer where I could play whoever I wanted.
Now my killer range is extremely reduced unless I use unfun perks with boring tactics.
Survivor matches are now much easier than they've ever been for me. I'm very rarely not rank 1 and rarely do I have a match that makes me think that I had alot of fun against a challenging killer.
The problem was with nerfing Ruin was that it wasn't just a big perk nerf to the perk, it was a massive blow to so many killers that it makes them hard to play effectively and efficiently at high ranks.
0 -
There's no problem with hitboxes, besides Huntress', it's just lag.
0 -
I mean, they look okay to me, just latency problems really.
0 -
It's mostly latency problems yeah, it doesn't really have anything to do with the hitboxes themselves.
Some would argue that the hatchet hitboxes on The Huntress are busted, but that's another debate in itself. The point is, most hit detection is determined by the hitboxes clashing with each other and the latency in-game. That's why some people get hit over pallets, even though they clearly dropped them at the right time to stun the Killer.
It also has to do with perspective vs perspective, since on The Killers screen they got hit 100%, but to the Survivor it wasn't anywhere near them. But that probably also has to do with latency since I only ever see some "phantom hits" when i'm lunging at a pallet that's being dropped mid-animation.
0 -
See I disagree, have ruin, pop goes the weasel, dead mans switch, thrilling tremors . You have a ton of ways to pressure survivors; and lately I’ve noticed that all suvivors always spawn together... that and in boxes only toolboxes and medkits are ever found .
0 -
Yeah. Well that’s all been stated. I think it’s gonna be hard pressed to prove what is latency issues, and what’s a ridiculous hitbox issue.
0 -
Yes I know it's all been stated, but that's honestly the reason behind it.
They've already released the hitboxes for lunges, M1 hits, and in-general for Survivors... there's no secret here, there's nothing to search for. You can of course go looking for answers, but they've mostly already been brought to you.
0 -
September 2019 Peanits did some good explanation on hatchet hitboxes in a similiar thread, good thong i favorited it:
----------
Regarding hatchet hitboxes: They were changed to not be spherical a while back, but the change needed to be reverted (as others have mentioned in the thread). I'll have to bust out my amazing drawing skills. This is what the hitboxes look like:
The survivor has a "capsule" shaped box around them. This determines where they can run and whether or not the killer can hit them. This hitbox does not change, the only exception is that it's a little shorter when you crouch. If it did change, it would cause all sorts of issues in a chase. You would be bumping into stuff constantly.
The hatchets, on the right, have a spherical hitbox.
Why?
When a survivor is injured, they're slouched over as they run. In the example above, you can see what that's important. The hitbox of the hatchet overlaps with the hitbox of the survivor, so the hatchet hits.
Now if you were to make it more closely match the size of the hatchet, you'd end up with this:
In spite of the hatchet going right through the survivor (visually), it does not touch the survivor's hitbox, and so the hatchet would miss. We have tried this change and the past, but it was reverted because it caused a lot of issues like this.
To go back to the first hit, this is the scenario that played out:
This is what the killer sees. It looks a little weird because of the survivor's animation, but the hitboxes overlapped. But then you need to factor in latency:
This is what the survivor sees (with what the killer sees faded out). Latency sucks, you can't really get rid of it. It's a fact of life with online games. There's always going to be a slight discrepancy in online games. Since the hit is currently handled on the killer's end, even 100 ping can make a difference. (Survivor running at 4m/s x 0.1 = 40cm difference between what the killer sees and what the survivor sees.)
The ultra short version: Hatchet hitboxes can't change unless the survivor hitboxes are completely reworked, but latency is also in play
--------
My own opinion is that capsules are better for melee. Check the images with injured survivors, killers would only be able to hit those below their waist or ass. To hit anything above waist, killers could only melee in touching distance.
For survivors to get accurate hitboxes, a LOT of base variables or mechanics would need to get changed. (As example Killer speed and melee range, imagine the riots)
2 -
I'd like to know what the hit boxes are for deathslinger, because man that box seems small for the harpoon shot..
0 -
As a rough estimate from personal experience, It's about the size of the harpoon itself.
It's not in a circle like hatchets, it's more-so (from what I can guess) a sphere that only covers the height and width of the harpoon itself. That's why you see clearly landed shots that don't land at all, the hitbox is pretty small to begin with. That, and latency probably makes it harder to land in some cases, but what can ya do.
But it makes sense, if it was any bigger than the "Huntress effect" would happen to Deathslinger as well, so hitting a Survivor with The Redeemer requires a lot more accuracy and forward-thinking. At the end of the day though, that's mostly speculation on how the hitbox is shaped, it could be a square, circle, who knows! The size itself could be smaller or bigger and I personally don't have a 100% accurate claim to give you unfortunately. This is just going off of personal experience with how accurate the shot is/has to be.
0 -
Yeah, I was just curious. I've had shots that I swear went through them but didn't count. It's very precise, that's for damn sure. Ps4 player by the way... Lol
0 -
Than it's even worse with a controller... give or take.
1 -
See I know all this. My opinion on it is unchanged, i for one do not believe it’s very good, even a comment here stated this particular hitboxes isn’t necessarily for accuracy, because this game isn’t an FPS. True enough, but there is some strange hitboxes that if they would work the kinks out. Like for instances a fast vault, should never lose... sure if you gobble over it like a dumbass by all means, you deserve to lose it, you’re still given a marker for the killer. And if you’re worried about not winning against fast vaults anymore just use I’m all ears perk. And then on to DS, both the perk and the servers. DS shouldn’t have a time limit should still only activate after being unhooked, but it would also stop slugging, they’re gonna have to either immediately pick you up or let you sit there, and have DS until they do, this may seem over powered but it’s immediately off set by the skill check. Now the dedicated servers are atrocious, I swear by dead hard, I’m not sure how recent dedicated servers are to the Xbox, but in the past week DH has ultimately been absolutely useless to me, now before dedicated servers DH worked famously, there is however one issue that I have and that is, if using it to make the extra lunge to a vault it slows you down, now even normally I’d never expect to make a vault to begin with my point is, why does DH cost me that vault, if anything it should give it to me. You all are coming across extremely biased, i realize I’m probably the same way. Just I’ve played enough to honestly see these hitboxes as a one way train for the killers, and I realize this game wouldn’t ever be easy to make fair, seeing as how they are 1v4 but damn at times does it seem entirely stacked in the killers favor. I mean, even the DEV have made it that way, that is the MAIN reason there is no in game chat, not because it would destroy the players experience, it would in the DEVS mind give survivors an unfair advantage, and they know SWF is a thing, that’s why the hitboxes so heavily in favor of the killer, that’s why DS has a timer
0 -
Then there’s of course the mori, that totally negate DS, And adrenaline. Several other perks that the killer can negate, one doesn’t even have to negate, DH oh and worried about inner strength perfect perk for that, and not to mention you’re full health and he can down you in one hit.
0 -
I don't really see what DS, SWFs, and DH has to do with hitboxes.
Dead Hard maybe, but that mostly has to do with Dedicated Servers and not the hitboxes themselves. But still, I don't see what this topic is about anymore.
I thought this post was supposed to be about hitboxes...?
0 -
You’re right my bad. I got to thinking about it, and i felt it needed to be said. My mistake guys
1 -
You know. I really hope they fix these servers issues, so we can really know where exactly these hitboxes are, because honestly. Unless you’re a squad; this game is not fair for the survivor.
1