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Why are hatchet hitboxes so ridiculously unrealistic?
So, that happened.
Comments
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As someone who comes from fighting games. It makes a lot of sense. Generally you want the person doing the attacking to have a bit of leeway. It feels really bad when you have to be spot on and you just barely miss.
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I understand that, but when you get hit when you are literally behind a big rock is just unfair
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Probably because hits are still client sided ( with pallets being the exception but we have severs for some reason. we might as well have left it p2p then) and latency just makes a generous hit box even bigger.
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Use playback at 0.25 speed and watch very closely where the hatchet ends up going. Now, objectively, is that a hit or a miss? Look at whether or not the object thrown (the hatchet) touches Jill's model. If you take the servers out of the equation, I'm certain that still would've been a hit (despite what the visual communicates to the survivor - a clear miss). Again, this kind of stuff is unacceptable, and just leads to people feeling cheated.
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How can this be acceptable?? I'm behind a rock the size of my bady and I was crouching. Is not acceptable at all.
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I'm on your side. It looks stupid, and is a miss objectively speaking.
Note: I edited the prior post for clarity.
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Here's something dumb is that survivors while injured actually outrun their own hitbox slightly.
If you knew the how the hitboxes where then its a hit and that's before you consider latency.
Its very stupid but that's how it works as no matter what pose a standing survivor is in their hitbox is the same as standing still.
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Correct, even though injured survivors have the “HUNCHBACK” animation when standing, their survivor hurtbox remains the same (UPRIGHT).
The Jill wasn’t “crouching” in this video.
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It's not the hatchet hitbox, it's the survivor hitbox, all of them have the same even if they have different sizes, otherwise running male survivors would be even more of a disavantage. And also have to remember that environment has garbage hitboxes and hatches collide on invisible stuff all the time, specially on reworked/new maps.
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And again this BS happens, this time behind a wall and a box, so yeah, something is definitely wrong with hatchets. This nakes no sense no matter kill boxes, and serves and all that crap
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BHVR has already stated that they aren't about accuracy when it comes to hitboxes in DBD, otherwise... idk they said that something would go wrong I can't completely remember, but then they made Slinger, Trickster, etc.
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Yeah, the big hitbox is just as much a disadvantage as an advantage because of all the geometry with invisible collision.
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Maybe it has to do with the shape of the object thrown, and the size.
Deathslinger and Justin Bieber both throw small and pointy objects.
Idk if Victor counts as a projectile and I haven't played Fiona enough to notice this hitbox problem on them.
Also, the hatchets rotate vertically, that may also mess with the hitbox but I'm just speculating.
Maybe the hatchets are too big, look at pinhead with his chains, another pointy object, so I guess they're sticking with that.
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From what I can tell in the first video, the huntress throws the hatchet slightly before you crouch, so I wouldn't blame it on hitboxes seems more like a latency issue. Which isn't unexpected in an online game, just like getting killed in a fps after going behind a corner.
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because Survivor hitboxes are equally as unrealistic.
If you want the Hatchet hitboxes to be changed to fir the hatchets model, Survivor hitboxes will have to be changed to match the Survivors bodyshape & animations as well, instead of just being a straight pill in the middle of the Survivor.
And that would mean Survivors couldnt hug walls as closely as they can right now (due to them getting stuck on them with their arms), which would mean looping as we know it today wouldnt exist anymore.
also, a good portion of BS from those hits is due to latency, which is something you will never be able to get rid off.
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Initially it does look like BS in the video. The way you have your camera positioned, it's not parallel to the floor; it's tilted 30 degrees at an angle.
If your 3rd person camera perspective was positioned parallel to the floor when you got hit (the same as it is for the killer's POV), more than likely the hatchet did hit your head.
Don't get me wrong, I have seen a few questionable hatchet throws that really good streamers have made, but they are few and far between.
i have seen shots like those connecting from streamers all the time and it looks legit through the killer's eyes (their camera being fixed at a 1st person perspective)
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It's not unrealistic. That wouldn't have hit if you were crouching earlier, but because you crouched so late, that means on their screen you were still standing. Due to latency, lag comp, and just how fast a hatchet toss is, it looks like they shouldn't have hit you, but they very much did. That's why the hatchet exploding where your head was before you crouched.
I swear some people have never played an FPS game in their lives. Surely you've played TF2 at least once and got sniped around a corner?
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Explain the second set of pictures I posted and tell me how that makes sense
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