http://dbd.game/killswitch
Why do all killers have the same attack range but use differently sized weapons?
This seems like a serious design oversight.
Why not instead change each killer's attack hitbox to be accurate to their weapon and tweak their lunge speed, so that killers with smaller weapons are compensated with a faster lunge?
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Too much work for devs : )
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Really? It seems like a fairly simple change to some number values and hitbox sizes. But then again, I don't know how DBD is programmed.
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Now that I think about it, I don't even know for certain how hit detection is calculated.
Is there a video explaining it anywhere?
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Because it would severely undermine some killers and majorly buff others. You can’t tell me PHead with his massive knife and Deathslinger thrusting a bayonette wouldn’t have absolutely busted range, while Legion, Clown, Freddy, etc...would need to be in grabbing range to make a lunge connect. Just one more thing to balance. Plus it would make swapping killers much harder and interfere with general killer muscle memory, and that’s not great when the M1 is the reliable touchstone while you’re learning a new killer.
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Did you read the text beneath the title? All that would need to be done, (assuming dbd's code allowed it), would be to change the lunge speed of each killer. PH could have massive range but very little lunge speed, meaning survivors still have to be within striking distance to get hit. Same is true of DS. I'd argue that learning each killer's lunge distance would make learning a new killer more enjoyable and unique.
Overall, I really don't see the devs don't do this. Especially since it would make getting hit by the killer feel less janky at times.
*cough cough* Freddy *cough cough*
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Because it creates inconsistency. I don’t care if Freddy suddenly has rocket boots and Pyramid Head suddenly can’t take a half step forward only when he’s lunging, that kind of discrepancy would actively turn me off of playing more than one killer in a night, because my muscle memory for killer 2 would be all sorts of screwy having played killer 1. And that ultimately means fewer games played for the day.
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Inconsistent? Are you telling me getting whacked by Legion though a window with their tiny combat knife from a meter away is somehow better because it happens consistently?
What's inconsistent is having a person with a spiked glove and another person with an over-sized butchers knife share the same attack range.
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Again, assuming the code isn't that broken, it shouldn't take too much effort on the devs part.
If the code is completely however, then it's a different story and I can understand why the devs haven't done it yet.
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That’s a thing from dedicated servers, not anything to do with ranges. If you’re getting hit from a meter away on your screen then the killer saw you just finishing your vault. It’s gotten worse lately, generally speaking when I’m killing it’s more uncommon to have the survivor I downed right at my feet, usually they teleport a foot ahead. Less noticeable when it’s in the open, but from a vault you notice it.
Also that generally sounds like a nerf then, if that’s your basis for it. Because no matter what Wings you give Legion, unless they can fly through the window during a lunge now a 100% accurate knife hitbox won’t hit nearly as far as PHead’s great knife.
One thing I’ve learned as a survivor is how much of the red light I’m able to see without getting hit from a fast vault. It’s actually pretty consistent in the end. If I see too much of it before I vault I’m going down, even if on my screen I cleared the window before the hit connected. Simple as that.
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It has nothing to do with dedicated serves. I messed around with my friends in KYF games to prove it. Since that knife has the same hitbox as a hammer, cleaver, rifle bayonet and a huge knife, that means that it will still hit you even if it isn't physically touching you. The teleporting downed survivor thing is unrelated to the killer's attack range.
It would absolutely not be a nerf. It would be a much needed change. For example, Legion would be less likely to hit a survivor who had already started their vault, but would be better able to hit them around tight corners. PH would be the opposite, having a slightly harder time hitting around corners but an easier time against windows. Finally adding some much needed distinction between killers and making them more unique.
I'm confused as to why you think this change means giving killers with short weapons a pair of rocket boots. It's not like they don't already glide across the floor during a lunge.
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You keep ignoring the problem with inconsistency. If that change goes through, if I’m playing Legion for a couple games, I will not be able to transition to someone like PHead and have it be flawless, PURELY because their weapons function differently. Ignoring power, M1 is consistent. It is, I would argue, the most consistent thing in the entire game. Skill checks are random, map generation is random, M1 is the reliable standard. Taking that away makes the killer role objectively harder, especially if people don’t want to just play a single killer for an evening.
”Ok, I had amazing corner sniping abilities the last five games, but if I try that now as I lunge with all the grace of a barge I’ll be an idiot for even trying!” It reminds me of Oni’s bug on launch from the PTB. His sudden inability to turn on the end of his lunges completely changed how the character was played, and for the worse. The bug being fixed made him viable again, even without the massive flick he had in the PTB. You’d be making a balancing nightmare trying to figure out how to rebalance maps because Freddy now is defeated by any window in the game but a map like The Game with a bunch of corners is now absolutely impossible to M1 with as Huntress because of the size of her weapon. It’s way too much work for pretty much no reward. M1s are consistent and should stay that way.
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Im amaze you sound so right and logic whitout any trace of hate
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There's nothing less consistent than not knowing if you're going to get hit because you cannot see the killer's actual range.
There's a very simple solution to being able to consistently land lunges across multiple killers if this change were to go through: Learn the lunge ranges for each killer. Hell, knowing when, and when not, you are able to land a hit is the easiest skill floor to reach when first learning how to play killer. It is literally the first thing you learn. Why not add that little bit of extra skill requirement for killers that are otherwise piss-easy and boring to play?
I don't care how consistent it is to play as an edgy teen with a knife bought at a Wall-Mart, or a dude with a triangle for a head and a regular Australian kitchen knife.
It's dumb, makes technically fair hits seem janky and unfair, and should be changed.
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I agree I mean Identity V has been doing this making all their killers have different hitboxes and they're doing fine lol
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Oh. So there's already an example of a game doing the exact same thing I'm talking about, and the change is literally a direct improvement?
I'm surprised anyone is defending the current state of killer hitboxes.
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I’m afraid I don’t follow your logic. M1 lunges are the same for every killer in the game. Therefore, if ANY killer makes the noise that implies they are lunging, I as a survivor can look behind me and accurately judge if that attack is going to land. If suddenly every killer lunged differently, you are now demanding that survivors and killers learn 20 different lunges. Why is that preferable to learning exactly one lunge?
If Freddy is the same distance away from PHead is the same distance away from Deathslinger, they will all hit or not hit with a lunge. This is easily understood by both sides. I cannot see why suddenly making both sides learn 20 different lunges is a good change. Realism in games is not worth horrifically obfuscating the mechanics.
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20 different types of lunges? Most of the killers already in the game have similar sized weapons. I only want to change the ones that are particularly long or short. In fact, just to prove my point, here is a list.
Small -
- Clown
- Legion
- Ghostface
- Pig
- Freddy
- Plague
Medium -
- Trapper
- Wraith
- Hillbilly
- Nurse
- Michael
- Spirit
- Doctor
- Leatherface
- Demogorgon
Long -
- Oni
- Deathslinger
- Pyramid Head
There's only a total of 3 killers in the entire game that have long weaponry. And as you can see, most killers fit into the first 2 categories. There's no excuse for everyone here sharing lunge range when most of them don't even need to be changed.
And furthermore, why would it be a bad thing to learn specific killer's lunge ranges as a survivor? Wouldn't that then make certain loops more dangerous or safe, meaning good survivors with apt knowledge of killer hitboxes could better avoid them? This only make the game more engaging.
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Dunno about a video, but when you attack, it projects an invisible cone in front of you. If a survivor's hit box is within that cone, they get hit (unless the game decides a tree 3 feet to your left was in the cone also, in which case, you hit the pallet behind you).
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That sounds like a huge waste of time.
On the priority list between making new chapters, fixing bugs, changing up unused perk, etc... this is non existent
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Previously killers had different lunge ranges, but the devs thought this made them inconsistent.
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It's not like I'm against the idea, I wouldn't complain if they put this in but I do have 2 problems.
How long would this take? To change and bug test each killer might take some time due to their spaghetti code. It might be more efficient if they spend that time resolving the sound bugs, or on their killer reworks.
Wouldn't this be a nerf to small range killers? I understand that small range killers would have a faster lunge to compensate but long range killers like Oni wouldn't need to lunge, they could just do the faster non lunge attack and cover the same distance as Freddy who would need to lunge. It doesn't seem like a big difference but it's a difference between hitting someone at a window and barely missing them. Not to mention its easier to dead hard lunges than the quick hits.
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I could be wrong, but I read somewhere while back about different killer weapons, and I remembered reading that they actually do have different hitboxes, or at least some. I can't remember a lot because this was a while ago, but I think I remembered reading that, for example, Nurse has a shorter lunge than others, but she has a longer swing/hit range (or it couldve been reversed with a longer lunge but shorter weapon range).
I don't it should be a super big thing though for killers to have a bunch of different attack sizes like that. I understand a few here and there (like how some people say Freddy's lunge looks kind of off, like it's too long for his arm) but I like the idea of learning a general killer attack range and only having to play around some special exceptions, because it would allow people to get used to doing certain maneuvers and make it feel more special when they do run into that "different" kind of lunge/attack.
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Yeah like their killer Geisha has a very short, narrow, and straight forward lunge while The Photographer has a wide slash hitbox. No one complains about it on there and its regarded as a pretty fine feature.
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They did try to make it more apparent with killers with smaller weapons. You can see an "air swish" when they attack, but whether by that time it makes any difference is something else.
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