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How is Blight Rush hitbox actually looking?
I was always wondering how Blight can hit you when you actually are standing beneath him, not on front of him, and was joking with "it is a 'desk-hitbox' or like a 200° cone" and expecting it to be a latency issue. But now this happens:
https://clips.twitch.tv/PowerfulThirstyAntNomNom-QGcB3ApqYuyom_eK
If you play it at slow motion (x0.25) you can see that there is literally no situation where she actually stands in the red light which should approximately be the actual hitbox right? When the red light or hitbox is 'theoretically' crissing the Meg, there is a tree between them. And when the hit connects, she stands beneath him and the red light is DIRECTED AWAY from her!
How ffs is this a hit? If not by a 200° arc?! As I said, this CAN'T be latency because there is not a single situation where the hitbox could have connected until that point
Comments
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it looks weird from a survivor standpoint, but there isnt really much weird about this from the killer pov.
Something to keep note of is that the red stain isnt 100% accurate depiction of the killers fov, that it covers roughly 80-ish % of it.
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It still shows the direction, and you don't need the red stain to know that Blight is looking away from Meg. He had adrenaline vial and is in a rush, there is not much you can do about fixing the angle after you lunge. Meg is behind the tree, Blight in front. There is no chance this hit could land
Rather than a desk hitbox
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for more detailed explanation on my thoughts. Where in this situation does the left one look viable from killer POV in your opinion?
If you flick left to curve around the tree (in FRONT of the tree) then you definitely aim away from Meg. After such a flick you cant adjust your aim back like 90° to the right
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you have right idea for counter-playing blight.
Its that the tree you are on is too small. it relies on blight player to make a mistake. Blight's hitbox for his lunge is shaped like wide oval and his lunge does not collide with objects like normal lunges, instead it slides off objects. if any part of yellow between starting point of his attack or end-point of his attack collides with your survivor model. it counts as a hit.
You need bigger object to counter-play blight. Objects about the size of Z-Wall. you also need to predict blight's bump logic and rotate object in correct direction. here's example of such an object from the current map your playing. its important to note that many blight players run Blighted crow+Blighted Rat(Double speed) and this gives faster rotations around the object. Survivor counter-play towards killer powers(for the killer including myself) is very boring so I typically either try hit survivor before they get to these power-positions or avoid insecure rushes if the survivor is skilled.
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From what I'm to understand, Blight's hitbox is massive when he first swings after a lethal rush - basically anything that is remotely close to him will count as a hit and this hitbox supposedly shrinks as the swing goes on making it more forgiving the further into the swing Blight actually is
Also part of the reason why hits like this are possible is because Blight's lethal rush swing doesn't collide with objects. You can swing at objects like trees and glide past them to get hits.
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I basically know how to counterplay, I was just wondering how this can land a hit because there is literally no point in the 2 chars paths where a regular hitbox would be able to connect. But with ellipse you mean my "desk hitbox" assumption is basically correct, yes? So it is possible and intended that Blight can hit survivors that are not in front of them?
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The desk hitbox moves based off blight's viewing angle if at any point, the desk collides with meg, blight stops rushing and hit connects. The blight in your game just swung at the tree so he hit you. I would hit that rush 9/10 times on blight. you will not really outplay seasoned blight on a tree like that.
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On a tree like that it is basically a coinflip, if the hit gets around the tree on the one or the other side. And I'm not talking about how to outplay, what went wrong or should have been done. It is just about what is visible on this clip. And in my opinion that is a BS hit.
But you say it moves based on view angle. That's my point. He needs to look away from Meg, FAR away, as this is necessary to do a flick like that. You also see that he is not looking at Meg based on the red stain
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you went right than went left and ran into his swing. Before he swung, he changed his viewing angle by 90 degrees than he did a 90 degree lunge flick. Some people refer to this as Z-flick tech on blight. he just swung at the tree and the yellow part connected and hit you.
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Your image is not correct. You did two flicks to the right. The video shows a flick to the left. And as far as I know you can't flick twice. The second change of view angle is AFTER the hit connects
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literal wreckerball.
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Looks like a normal hit to me. By the time she got hit the blight was turning into her and natural server de-sync can make it look worse.
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You can flick twice, its called an S flick. Which was dubbed around the same time J flick was, so a year ago. Also idk where the streamer is located but judging by the blights fit it was prob lilith omen which knows blight in and out.
Edit: Watched the vod back and it wasn't lilith but the blight did have adren vial which makes the hit even more possible as the increased look angle allows for flicking further.
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that is what Z-flick is. It is two separate flicks either to the right or left. Its technique that seasoned blight players use to get hits. As far as survivor is concerned, it just looks like a normal swing. I am just explaining it from killer angle.
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Meg literally ran into the Blight.
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I would say he turned the camera AFTER the hit which is normal because you have free camera movement after the hit again. And if at all, server latency should have told the killer that Meg is still behind the tree and approaching the point that you see from survivor POV, so server issues would kinda deny that hit rather than allow it. Or other way round, if latency was an issue, the Blight would be in front of Meg rather than beneath, from server POV
you saw my image right? They hadparallel paths and this screenshot shows they are basically looking into the same direction. But AS satated above, this makes sense when the Blight doesn't have a cone but an ellipse to hit people besides him. So I think it is just bullshit, this killer has already so many unintended "techs" to grind and gets assisted by a "hit what u don't see" hintbox as well
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Yes, it's called mindgame the rush. That example was one of the worst possible given the Meg picked the worst possible option how to play that. She picked the half-foot wide tree over running further away to put more environmental debris between him and her, or towards the other side of the tower structure, or pre-emptively running to the pallet, or anything else that would've been smarter. The Meg literally ran into the Blight, who predicted what she'd do and 90-flicked to the way she ran herself into. That's called getting outplayed.
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I just wish they would make killer hitboxes consistent. Make them huge or make them tiny, but choose one.
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Maybe I could explain it a little better... So in FPS games there's weird kills right where you get killed despite the opposing players model is not fully looking at you. Here is what it's happening to where on the blights screen they are looking at the meg but on the megs POV the blight model isn't turning fast enough.
You can see evidence of this when spin attempts fail and the killer swings, survivor gets injured, then the killer turns. Essentially that is happening here but on a little smaller scale. It's all server latency which naturally always happens unless you're the one hosting the server. And as it's EU the killer could be somewhere from the bottom of Spain while the survivor is from more middle to Eastern EU.
Either way she still ran into the blight and where the hit actually connected the blight was already looking at where she was. Or could be the simple fact the blight had a better connection to the server than she did. I still find the issue above to be prevalent even with similar low ping games though.
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Well, I just call it lame design then if this is really intended. If you guys all tell me that this is a legit hit, then there is simply no counterplay. Because every single option the killer might have picked here would result in a hit with all your explanations. Regardless of what the Meg did, every option like J flick, S/Z flick, turning in before or after the tree would have hit. The only option to survive this is when the killer ######### up and that is plain boring to go against.
You could also design a killer like Slenderman then. If you stare long enough at a survivor he drops to the ground. The only difference would be the skillcap. Kind of how old Legion was, but Blight needs 10 seconds to get there rather than 60
Post edited by EQWashu on2 -
you have to remember the damage hitbox lingers for the entire swing, so even as he turns he can still damage. Due to latency, the turn and damage happened at the same time.
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as I said above, latency would work in favor of the survivor here as the killer would be in front of the survivor then
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Yeah but DVD has really weird autoaim for killers, I've hit people behind me as both hillbilly and blight before
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option to survive against killer without any windows or palettes or even an wall/rock shouldn't exist, that makes DbD a 1v1 game.
Post edited by EQWashu on0 -
Blight has a lot going for him, that's why he's the strongest killer in DBD in my opinion. (yes, stronger than nurse even) I'm certain that the dev team has enough data on him now that I'm certain that they'll be nerfing him soon. There's a few ways they could nerf him that would pretty significant but keep him fun.
- Alchemist Ring, Blighted Crow, and Compound 33 are 3 add-ons that are simply too powerful on Blight. Alchemist ring makes it impossible to make distance after getting hit, Blighted Crow often makes it so that Blight moves so quickly that it is impossible to react to blight at loops and result in guaranteed downs where the survivor cannot win, and Compound 33 breaks pallets so quickly that survivors are put into a lose lose lose situation where they have to drop pallets against blight, but once they do he can break the pallet, slow them down and be able to down them before they can get to another tile.
- Blights power fits into the category of strong powers that usually lead to the killer being set to 4.4 m/s. The largest problem with making a killer 4.4 is that they often can't navigate the map. But there is one other killer that is 4.4 that can easily navigate the map, and that's spirit. Her being 4.4 is actually brilliant, because it means that to do well with the Spirit you need to rely on your power, but she isn't hurt in map traversal. Blight could be the same way, he should be 4.4 m/s to give survivors more options to play against him at loops and his ability to rush would mean that he wouldn't end up like Death Slinger, where yes Death Slinger has a strong ability but he can be countered just by splitting up and not allowing Slinger to get a 3 gen.
- Alternatively to point 2. You could reduce the Blight rush by 5 percent. (This is again assuming that Blighted crow and the rat add-on are both nerfed) This gives survivors more ability to react and juke when blight is rushing them. You can test this nerf by using the placebo tablet. The placebo tablet is a 10 percent reduced speed penalty, which in my opinion is too much , but 5 percent is a good reduction without it being overbearing like the Placebo tablet.
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The Meg could have ran to the pallet. Then she wouldn’t have been in that situation. Or literally anywhere else and not the tree.
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Blight flicks change from a cone into a wall if they flick at the right time look up0 blight guides and they show you how you do it. Also one techique that us usually safe and screws over a blight player is a 180 deadhard in a open area because your dh will avoid his hitbox and he cant react quic enough to adjust back on your tail unless hes using a compound 7 auto adjust.
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From what I can see, the Meg is literally walking into the weapon as the Blight swings.
I fail to see the problem you have with this.
Yes, the Rush swing is wide, short, and ignores aim-dressing so you can't trick the killer into getting vacuumed into an object. Meg is still running directly into that hit. Why are you confused?
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I showed the paint what this scene is about. She does not stand in the front, she stands beside him and killer is looking away from her. And this is apparently only a hit because his hitbox is meant to hit people that are standing beside him instead of in front like the hitboxes on normal attacks and chainsaws work
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Because you are not meant to dodge a Lethal Rush head-on. You are meant to avoid it in the first place by mind-gaming it/putting things between you and the Blight. Different attacks... work differently.
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She's... Still walking directly into the weapon.
She doesn't have to be directly in front of the killer to do that, surprisingly--don't worry, you can get hit in front of the killer as well, it's not that restrictive.
It's okay to admit that you (or your friend, or whatever) made a mistake due to an incomplete understanding of a killer's power. We won't judge you for that.
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If you followed the thread you should have noticed that this post was redundant. I said that I think the killer should be able to see the survivor on his screen to be able to injure her and the clip shows that this is not the case and all of you told me that this is apparently intended to be possible, and I said that imho this is lame
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I mean either way, the blight did a hard read and got rewarded for it. If she decided to keep running past the tree to shack while LOS was broken and not into the blights path she would have dodged the hit 100%.
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I can just repeat. I think TECHNICALLY this should not be possible to hit. The Blight can curve, so it would be a hit if he flicks behind the tree. The scene shows how he aims away from the survivor. The way this scene looks is in my opinion not a hit because the killer does not even have the survivor on his screen. I also dislike for example that you can be blinded as killer while not seeing the survivor on your screen, this just feels like BS.
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He flicked beside the tree into the exact direction the Meg ran. The Blight read her like a book.
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You can't speak for the killer if you don't have his POV. You keep saying "his pov" based on which way his model is facing (which does not accurately represent where he's facing). It's like calling someone a cheater without having their pov unless they're obvious about it.
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Meg's head is clearly between Blight's weapon and Blight in this screenshot. You can clearly see that the weapon went right through Meg's head, and that Blight's weapon is closer to us than Meg's head.
And when Blight taps or holds the attack button during a Lethal Rush, he's allowed to instantly turn up to 90 degrees, and that is what he did in the video. It didn't require any special addons, and it didn't require any special techniques. It's literally part of his base kit, and it's how his flicks work.
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Yes, exactly. Like the weapon is beside the Blights body, right? actually BEHIND his body as he swings. This is not where the hitbox should be, it is just the animation. The hit validation is not based on the animation/polygons but on the cone that is directed AWAY from the Meg.
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Just watch the video in slow motion and tell me where the killer apparently looks at. There are images about view angle, hitboxes etc that show how what the Blight should see here
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No. I showed you that Blight’s weapon went through Meg, and that is part of his hitbox. I don’t care if you think it’s unfair. It’s his hitbox, and it’s working as intended.
This has got to be one of the most ridiculous complaints too. Your argument is “Blight’s weapon clearly went through someone’s head, but it shouldn’t count as a hit, because the weapon is just an animation”
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Starting swing hitbox is massive on purpose she just ate it completely. If it was directional like normal lunges it would be very easy to dodge him in the open since he has to commit to a direction when swinging.
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nope. The hitbox has nothing to do with the weapon
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Blight’s Lethal Rush hitbox is not a cone specifically so you can’t take a single step away to the side to make it useless.
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Yes, that's what I was told now multiple times in this thread. And still looks totally weird in my opinion, if this in the clip is actually intended. I just cant understand those who say "she ran into him" cuz she actually ran besides him. But let's forget about this thread. I just heavily dislike Blight now for a reason, not for latency or whatever, just for his design
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Once again in a post earlier. There has been games and this game is no exception where the model doesnt accurately represent where the killers screen actually is. If I have to redownload dbd just to make you understand how its possible I might just have to.
Edit: https://youtu.be/9sp_0PCdSOo?t=396 Literally in liliths blight guide he shows that you can turn basically nearly 90 aftering doing a 90 flick. This is then further enhanced by the adren vial making the turn cap initiate later.
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That guide mentions Z-flicks, which means the footage is outdated, and shouldn't be quoted for flicks anymore. The large angle turn nerf lowers Blight's turning speed for a short while after a 90 degree flick, so he can't 90 + 90 anymore.
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It still somewhat relevant because the blight was using adrenaline vial. Also last I checked you can still make flicks like those even post heli blight patch. Now going from like a full blown 120+ flick to 90 is impossible but going from a 90 to a 90 is still very much possible.
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Ok I'm a bit disappointed after reading the title I thought the op would post a funny image of hitboxes *looks at ssbm marth grab*
But they didn't
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Blight can desync his move vector from his look vector by turning his camera horizontally faster than his turning speed (vial addon makes this easier), then he can hold the attack button to set his move vector to equal his look vector, to somewhat bypass the large angle turn nerf.
Pre-turning object sliding works, because when Blight quickly turns his camera horizontally, Blight’s move vector is still parallel enough to the wall that he’s still sliding forward, even though his camera might be facing in the opposite direction (from Blight’s screen, it looks like he’s moving backwards). This is what allows Blight to do things like sliding along multiple shack walls without using the attack button.
But he can’t just instant 90+90 like he could before the large angle turn nerf. 180 flicks now involve quickly flicking the mouse a short distance to turn 90 degrees, then slowing the mouse movement down to match the reduced large angle turn limit. If this is done correctly, Blight can do a real 180 without lifting the mouse off the table, especially if he moves the mouse in a rainbow shape instead of a straight line, because a rainbow shape covers more desk space without moving the mouse super far away from its original position. But that second 90 degree turn will be slowed down like Blight is moving through molasses.
Sometimes you still see people throw their mouse across the table multiple times when they try to do a real 180, because they don’t understand the second half of the 180 degree flick has a much lower turn speed limit. Or maybe they think it’s too much effort to learn the muscle memory for the reduced large angle turning speed, and it’s easier for them to just repeatedly throw their mouse across the table, to brute force the 180.
Alternately, Blight can instant 90 degree flick, short pause, then instant 90 degree flick, where the short pause is long enough to reset the large angle turning speed.
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You do realize with adren vial (which the blight had in the clip) he basically can 90 + 90 instantly again right?
Literally right here https://youtu.be/VihA9b8-UBs?t=454
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