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Huntress hatchet hitbox

Ginnypig
Ginnypig Member Posts: 159

Its not talked about it enough, it so stupid and im glad im a killer main, but when i do play survivor, it just feels so wrong and it aint lagg...


And on top of that, she got buffed.

Comments

  • caligraph
    caligraph Member Posts: 359
    edited March 2024

    aint no way thats definitely a ping diff, plus the survivor hit box is way more wack than huntresses (while injured its completely disconnected from most of your upper half)

  • JPLongstreet
    JPLongstreet Member Posts: 6,077

    Often the issues with any ranged killer, but especially Huntress, is how rough ping & latency make hits feel.

    What the surv sees on their screen is a third of a second to half a second layer than that the killer is looking at, even with wonderful Internet and good ping. Same thing when getting hit through a pallet despite getting the stun. Or vaulting a window maybe taking a step or two, and still getting hit. Latency.

    With Huntress it can feel like she is throwing homing beachball-sized hatchets.

  • Rogue11
    Rogue11 Member Posts: 1,504

    Trickster and Slinger existing kind of undercuts the argument that ranged hitboxes can't be made accurate to the size of the projectile. If she's going to keep her unnecessary buffs, fixing her hitboxes would be a fair trade. Would result in her being less frustrating and confusing to learn for both sides. It would also make throwing over objects less weird.

  • GeneralV
    GeneralV Member Posts: 11,753

    Last time they tried to fix that Huntress was left basically unplayable. It is best to leave it as it is.

  • ohheyitsbobcat
    ohheyitsbobcat Member Posts: 1,765

    Please excuse my bad paint job.

    So survivor hitboxes are pill shaped (not cuboid like my drawing, 3d is hard) and when standing still cover the entire survivor and a little above. When running the hitbox is pushed back a bit to about the survivors crotch and to around the furthest ankle. What this means is that the hit box trails behind the survivor a bit.

    The Huntress hatches are more spherical in shape covering the entire hatchet and the air around it.

    So now when we look at your screenshot, that is a miss even with my drawing. However the game prioritizes killer interactions and then when including latency, that spherical hitbox most likely just clipped the top back part resulting in the hit. This is more a latency issue then anything else.

    I'm also getting major déjà vu and feel like I've seen this exact screenshot before.

  • The_Krapper
    The_Krapper Member Posts: 3,259

    While I do agree the autohaven Buick sized hit box is annoying sometimes its kinda necessary, when the ping is really good her hatchets aren't hard to dodge but when the ping is bad it's best not to test your luck and try not to put yourself in a position where you're leaving it up to ping whether you got out of the way or not.

  • ohheyitsbobcat
    ohheyitsbobcat Member Posts: 1,765
    edited March 2024

    Yeah, I wasn't trying to say otherwise, just deja vu from other threads like this. I hope your future matches go well! ^_^

  • Mercês
    Mercês Member Posts: 376

    As huntress is a ranged killer, there's no validation, so it makes sense to look weird. Unfortunately, there's no way of doing a "hatchet validation", as it would look extremely unfair for the killer.


  • Halloulle
    Halloulle Member Posts: 1,357

    It is intended behaviour. And it is bs.

  • Reinami
    Reinami Member Posts: 5,699
    edited March 2024

    This is a combination of ping, and the hitboxes being slightly larger (for both the survivor and the hatchet) than the model. I'd guess that on that huntress' screen, it was a clean hit, and a pretty tight shot. You have to think that what the huntress is seeing in terms of YOUR position is probably about 50-75 ms behind what you are seeing. So she actually saw you here on her screen:


    Without seeing yours and the huntress player's ping its tough to say exactly, but anecdotally i notice my ping is usually around 30-50. Now keep in mind that is round trip. So when you move forward, you see it instantly, but take half your ping, and that's how long it takes for the server to see that you moved, now take half the huntress player's ping, and that's how long it takes after the server gets it, for the huntress to see that you moved forward.


    In general this a problem that many FPS games have. And they have solved it simply by this:


    "It is better to shoot someone on your screen and register it as a hit, even though on THEIR screen, they were around a corner, than it is to deny the hit"

    This is because it feels worse to be clearly hitting someone on your screen and it not count, than it does to experience this. You can disagree with this point, and think it is the other way, but the general consensus among "most" players, is that it feels better to favor the shooter.


    Where this creates a "problem" in DBD world, is that survivors don't get to shoot back, so it feels more one sided to them.

  • HINGIRIK
    HINGIRIK Member Posts: 110

    From my own observations, I think the size of the hitbox of Huntress' hachets is related to the speed of the hachets and how far away they are thrown. The faster and further away the hachet comes, the larger the hitbox.