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More informations about Wesker's hitbox.
The same guy who leaked the first image showing Wesker's hitbox posted more information about it.
Seeing Wesker's POV now, I can see why a lot of hits can't connect, glad that the devs will fix it.
Comments
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Yesss I’m ready for the fix.
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Holy #########, that IS small.
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I hope they tweaked to 35cm. Less than that, it wouldn't give the players the reward for good plays.
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35 cm? 40 cm were like a truck. No way they will buff it all the way up to 35 cm, there is no way they would be that dumb.
Looking at the images, 25 cm looks like it could work well. 30 cm would probably also be good, but anything above 30 cm would be too much. It would reduce Wesker's skill cap too much and probably cause frustrating hits on the survivors side.
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Was there confirmation that they will be fixing his hitbox?
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Yes
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If they approach the matter with a clear mind, they will increase the hitbox to 30cm. Even if we assume that 25cm could also work, it would be absolutely ridiculous to risk a second disaster by speculating on it.
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Do you know where? And what changes were confirmed? Have they said they would increase it to 25 cm?
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Don’t know exactly what they said but Mandy confirmed earlier today that his hitbox will be getting adjustments.
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Honestly I think the hitbox should be 45 since it covers his entire model but have less forward range, grabbing people on those corners or way in front of him is kinda iffy but making it so everyone you physically passthrough is grabbed sounds perfect
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Here.
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Oh ok thanks a lot, that does sound good. Really hoping they will add the change next week already.
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Where is this post exactly? This is a screenshot. Link please?
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Personally I think they should try for 30, since it's the right down the middle. From the little (very little to be fair, 2 custom game matches where we weren't really playing, just f-ing around trying stuff) I played of PTB Wesker, the grabbing wasn't THAT generous in my opinion. It was mainly bound collision hitting stuff that I found issue with. Oh and like a slight edge of on object counting as a "wall". Which is still not quite working tbh.
Edit: It should be at LEAST the diameter of the pill hitbox. 25cm seems to be less than that.
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That explain a lot why even in straigh tiny loop corridors you can miss. Hope the fix come soon.
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yes my post got Mandy to confirm changes are coming in a hot fix we don't know when tho
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Prob it will be 30cm, 25 I think wouldn't be good enough. Maybe the update will release next tuesday 😀
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I think 30 would be perfect honestly
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Wait, so this is what they meant by the hitbox detection changes? I thought it literally meant that the ability was passing through survivor collision if it was more than a 20m radius from their hurtbox's center. Was it really that collision was just 5m more with the environment than with survivors, and they just reduced both to 20 uniformly? the result is still the same but I was operating under diffferent assumptions.
Both values should always be the same if it works like those diagrams show. The problem then just becomes that both values are also too low to represent the game's horribly low FoV, and probably make it even worse with shadowborn or M&A users.
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Honestly, it's easier to hit him now with Shadowborn for me. I don't know why but after seeing these images I can easily "see" the hitbox when using Shadowborn.
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Since the Fov expands, the visual representation of the area has to shrink even though the actual area doesn't. If you're really used to using shadowborn and/or how awkward hurtbox representation is in this game, i can see it being something you can subconsciously adapt to much more easily than others. Its just klinda like how some people are actually worse with stuff like nurse blinks (or even just falling short with lunges on killers in general) when using shadowborn because they have a harder time with compensating for distance with their timings, their muscle memory gets "lied to" if you will.
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I really don't know where people are getting the idea that less than 35 is going to be a good thing when ping and object collision are into account when using the dash. Not to mention desync because of lag spikes. And I'm yet to see the crazy hitbox of PTB, because I played there (as Wesker and against) and found the collision with survivor pretty fair to compensate for the long cooldown and charging time.
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I can't deny that his cooldown is long af, but I think 30cm will be a good number to see if its work or not.
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