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Why Aren't Killer Weapon Hitboxes Different?
I mean, of all the things to standardize, I would think that sort of variety between every killer would be understood. I would expect a giant katana to have a longer reach than a couple claws, a dagger to be shorter than an electro-staff. It's got nothing to do with "fairness," this is an asymmetric game, killers are supposed to be varied and require a different set of skills to use.
There are so many times where I'm hit with the complete end of an attack animation, the weapon the killer is using is practically behind them, but because it's just the exact same as everyone else's, it's hitbox in reality is probably more akin to Trappers, which is just a slash forwards.
I think some ground-up restructuring would do good for the game, but I know the shareholders just care about burying this game under the mountains of spaghetti they keep forcing the devs to encode.
Comments
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Imagine playing against pyramid head with this idea.
Oof
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Its for consistency accross killers gameplay. You can always estimate if an attack will hit because the hitbox is the same size for all killers. Having different lenght and width of attack accross the different killer would just be a mess since there is no visual indication of such thing in the killer PoV.
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What would that accomplish, aside from adding some realism to a non-realistic game? It would just give some killers an advantage over others, without consideration for their gameplay.
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Why would this be a problem?
The visual indication would be swinging and seeing your weapon hit the survivor.
The difference is mere inches, aside from the crazy Final Fantasy sword Phead carries around and the daito and kanabo Oni weilds.
Different playstyles, encouraging different forms of play and different strategies to fend off these.
Is all of this really not landing for anyone? It's a non-competitive asymmetric game, why are we standardizing weapon hitboxes like they actually are going to matter to a wide audience? Aside from that, the weapon animations are severely misleading at best, you've got Phead who swings through a player and misses, you've got Freddy who has an extra six and a half inches to work with. That's not consistent.
If anything, to make it at least a little more accurate, weapon hitbox types should be on a tier list. You've got 3 melee tiers and 2 1/2 ranged tiers. Melee/dagger range, broadsword range, and greatsword range. Hatches and Deathslinger's gun are obviously different, and clown's bottles are thrown at a steeper arch from what I've seen.
But above all the way killers attack should be made very clear. Getting downed when Spirit is on her last frame of attack(literally the sword is behind her leg at that moment, not anywhere near the player), or Legion's last frame of attack, or any Killer with a wide swing that clearly missed but the hitbox is for some reason an entire meter away from the actual weapon, there's no need for it.
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Pyramid heads knife is frikin huge. If you have it its own hitbox he could literally hit you from one corner of the shack to the other. Not a good idea
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That's an exaggeration, and you could easily adjust aspects of Killers to make it so that it's not that big of a deal. Like I said, if Phead and Oni were standardized to be the same hitbox, Legion, Ghostface, Freddy, Hag, and a few others to be the same hitbox, and killers like Trapper, Wraith, Spirit, and the like all had the same hitbox, you could just match that hitbox to their animation and boom!
I get the coding in general is not the best thing, but the main problem is the animations not lining up with the hitboxes at all. I feel like when I was learning Blender back in high school I could have matched up a hitbox with an animation. That was ten years ago.
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No thanks. I play a bunch of killers and dont want to have to remember the minimum and maximum lunge range for each every pallet loop
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