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I would like to know the answer from a dev: Crouch to Nemesis's whip.
Hello!
I've always wondered and still no developer has spoken. When nemesis hits through a window or pallet, when a survivor "crouches" and VOID the whip when Nemesis has hit him, but the game detects that he did NOT hit him while he was crouching.
I would like if this is a bug still unknown by BHVR or is it intentional?
Comments
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I am probably wrong on this one, but to my knowledge:
Imagine you have a object that is 1,5m tall. For the sake of this example all numbers are of course made up to make it simple to explain.
Lets say that if Survivor crouch behind this object, they will be 1,3 m tall. That means for the whip it counts as not hit because they were "too much covered" behind something.
To my understanding, the whip has some set hight. If they object like a window isn't too big you hit behind the Survivor. If the object is bigger than the crouching Survivor, you miss.
Again, I am probably wrong on this one.
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Nemesis's whip is shorter and smaller than Huntress's hatchets. So dodging Nemesis is easier than Huntress. I think they made him with this way.
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I believe it was tested by someone and explained like this:
Nesmsis' whip functions like a push, not a whip. It has a hitbox that pushes forwards in a straight line, and the first thing which is caught in it is hit. This push interact with objects by stopping the hitbox of whatever it touches, and anything which goes above the object continues the full duration of the whip, a bit like this:
White is the hitbox, blue is the window, green is the crouching survivor. If they were stood up, they'd be caught by the hitbox that goes over the object, but as they're crouched they're not caught by it.
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I don’t think his question is related to how it works as people are explaining. The question is whether this interaction is intended. It seems intended to me, but it really shouldn’t be. It gives way too much counter play to an already weak killer.
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What @GoodBoyKaru has said, nemesis whip is a pushing out vertical wall made out of several cylinders horizontal oriented and stacked above each other. If a hip high object is in the way then the lower hitbox cylinders will be blocked and the survivor will be safe.
Same by the way when you hit diagonally through windows. The cylinders have a certain width and if you hit too close to the window frame the whole2 will be blocked.
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Considering the way that it's coded I would assume that it's completely intentional
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Seems like poor design to be made that way.
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I think its intentional and a deliberate attempt to not have another Pyramid Head situation where you vault you get hit, you dont vault you get hit too, crouching gives some chance to Survivors to avoid it if they have enough distance.
If someone for the team could clarify it would be better of course.
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Nemesis is not weak. He is decent B.
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Crouching behind a window or pallet to avoid a hit is intentional, and it’s possible due to hit validation for it to appear to be a hit briefly on the killer side but then have the final result be a miss.
What shouldn’t happen (and if it ever does it’s a bug) is if a survivor crouches behind a pallet, and Nemesis is stage 2 or 3, then if the whip doesn’t hit the survivor the pallet should be broken. There should never be a case where both the survivor AND the pallet are unaffected. I don’t play Nemesis enough to have any idea if this is a bug that even exists or not but if it does then that’s something that would have to be fixed.
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It doesn't need to be a window.
It can be a chair, a rock, a table, a pebble. If anything is in-front of the survivor when they crouch, you will miss.
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but even if whip misses and survivors enters that blue trail. it validates as a hit
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I dunno, seems like a decent counter that’s circumstantial enough to be fair. I don’t really have a problem with it.
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B tier in DBD is extremely weak. B tier killers are only winning from survivors making a lot of mistakes.
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Not correct. He is my main killer, i am not count my kills but i am winning most of my games. I spent min 400 hours on him.
If BHVR nerfs Dead Hard, he will feel better. Even with those stupid zombies.
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My problem with the whip’s hitbox is that is not how whips work. Why make something look like a whip, and give it a whip noise, and have it whip downwards so much that it leaves a burn mark on the ground, but then reveal that it’s really a bunch of short-ranged projectiles that travel horizontally?
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So to the people saying that Nemesis's tentacle functions like a push...can you explain this?
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It is correct. Nemesis will get trashed by even remotely decently survivors. That is an objective statement.
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Nemesis is one of my killer mains, probably my favorite killer. But I do think that this crouch to dodge is a good thing, as it gives him a bit more counterplay. He is already very strong in chase, I hope they never change that.
Also, I am pretty positive that crouching at pallets doesn't work. It's only vaults.
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Maybe in any other game.
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From my PoV you were clearly aiming for the breakable wall.
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"Here little lady let me get that for you."
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I can't explain this but it's hilarious :D
As someone that play a lot on Nemesis I know this pain. It's always such a nice and exciting moment when the game prioritize the thing you're not trying for, be it to hit that survivor or be it the pallet or breakable wall. It's uncanny how often the wrong thing is hit.
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More tentacle weirdness.
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Or maybe Nemesis is just a gentleman.
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The only theory I have is that, since the hitbox is made of a bunch of smaller vertical cylinders (which we do know), that, MAYBE, the higher a cylinder is, the earlier it travels forward (otherwise every hit over a pallet should have broken the pallet instead of hitting a survivor over it), and so, since she crouched, the highest cylinder of the hitbox made contact with the wall before the lowest piece of the hitbox that could contact her touched her, and since you can't break and hit at the same time, it just registered as a wall break.
Again this is just an educated guess, given what we know about his power and how it behaves. I could be wrong and it's just a bug, or latency or something else.
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Imagine that the 4 survivors use the same strategy the crounch...
It's not that it's strong, it's that I find it "ugly" that survivors Crouch to nullify the hitbox, while it should be "dodged" by the player's skill, that is, by moving.
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@GoodBoyKaru is correct.
Time-coded to the part where Otz explains as much!
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