Ark_the_Bonsai
Ark_the_Bonsai
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- Ark_the_Bonsai
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2217679#Comment_2217679
In that case, welcome to a combination of low FoV, low frame rate, a poor response curve, and a lack of digital input when dealing with wiggling.
The best way to deal with 360s under these conditions is to get up close and personal and abuse the attack cone. A way to deal with the movement issue while someone is wiggling is to shift your camera the opposite way they're wiggling so that they shove you toward your destination, particularly if you're getting stuck around doorways and such.
Other than that, it's just practice/muscle memory. You're in for a ride.
Thank you. I'll do my best with that advice.
And I'll definitely never take console complaints lightly again
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@ShinobuSK said:
Welcome to the world of console killers. I was hoping they would announce cross progression or at least mouse and keyboard support for consoles on the stream but its not happening.
https://twitter.com/DeadByBHVR/status/1367601699616149504?s=20
They have confirmed that it will be coming to switch eventually, just no date. I was really hoping it'd be on this stream too though, given it was 2 months ago that they confirmed it as "near future". Though, I should have known better given the ol' "soon™"
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@[Deleted User] said:
Well controller's already bad for reasons I've pointed out in another thread, but the Switch...hoo boy. If you're not using the pro controller, I highly suggest you do so. The joy cons are absolutely awful.
Yeah. First thing I did was switch to my pro. While the joy cons work well enough for most games, that was a hard no from me.
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He's not a better myers, they just have similar mechanics. Oni is about brute force, myers is about stealth.
Actually, I'd say myers is the middle ground between Oni and Ghostface. Pure force is Oni, pure stealth is Ghostface, dead middle is Myers
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Amanda's traps are fine. It's her lunge and crouch that need looking at.
Doctor's ability isn't amazing in chase but it stops actions which can save a lot more time than barely slowing someone and he also has amazing tracking.
Plague is interesting because she's brokenly strong in some scenarios and brokenly weak in others. Her power doesn't really need a rework but it definitely needs to be looked at (fountains shouldn't be an instant win button and being sick should be more threatening so people actually feel the need to cleanse)
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/828059#Comment_828059
Ah. Well... Thank God it's not Pennywise, at least.
Agreed. Nothing would destroy the lore harder than that.
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@hiC said:
https://forum.deadbydaylight.com/en/discussion/comment/820364#Comment_820364
Implying that killers are either strong OR fun? They said that? Seems like those things aren’t mutually exclusive.
No they're not mutually exlusive, you're right here. They were just excusing a killer being weak with that statement. It was intended as a "not every killer needs to be viable at every rank" but came across as a "Killers don't have to be able to kill well to be good"
I think this was shortly after they made the early version of the emblem system that everyone hated.
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@hiC said:
https://forum.deadbydaylight.com/en/discussion/comment/818862#Comment_818862
Show me where the devs have said they’re balancing the game around fun. I’ll wait.
I distinctly remember them saying in one of their streams that some killers are made to be strong, others are made to be fun. This was their excuse for a killer being incredibly weak (I think it was Legion related.)
Struggling to find it again. If anyone has a link to that livestream I'd be eternally grateful
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You can already disable chat. Just click the little arrow on the right side of the chat box. It opens and closes it.
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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/795339#Comment_795339
https://forum.deadbydaylight.com/en/discussion/comment/795273#Comment_795273
https://forum.deadbydaylight.com/en/discussion/comment/795330#Comment_795330
A lotta tsundere pigs 'round here.
If I put on one of your party hats will that increase your love stat?
Only if you let it go off ba-ba-baka. Not like I want you dead or anything
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Removing the depletion of the medkit or removing the charge penalty both result in the same thing so I guess either (I still think one should happen though)
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Getting a match takes too damn long and I have nothing better to do while I wait.
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I boop back with my knife to let them know that I'm the dom in this situation.
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@Rydog said:
This would be such a nice QoL change. It would get the game like 60% of the way to where it needs to be, in terms of building more accessibility and non-unreasonable time-sinkage into the grind. Then all they would have to do is make it way more reasonable to target the perks you want in the Bloodweb before level frigging 40.
True, I never understood why they made the teachable levels so high. Though that'll be helped with the archives (as much as I dislike the implications of the rift, the archives had me pumped before unforeseen circumstances kicked me in the shins)
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We're Gonna Farm Forever. If I don't have it on the points I get from a survivor game make it pointless to play (mostly because the survival category is busted and it takes a far larger spread of attention to cap everything as a survivor)
I also like Bond a lot. Not many people use such an amazing awareness perk
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@BBQnDemogorgon said:
Could be because of her exclusive lunar event hound mask from early 2018.
It'd look similar.
I would love a full outfit and themed hatchet to go with that mask (and we could also get a literal wolf head with it's jaw ripped off, kinda like the mama bear cosmetic)
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small spiders. I'm perfectly fine around large ones because I can identify them and, most importantly, keep track of them. I can never make out enough detail on the little ones to determine whether or not they're venomous and they hide so quickly when they realize that something is keeping an eye on them so I don't even have time to google them and nothing terrifies me more than something small and potentially dangerous vanishing inside my house.
Since we're on the topic of creatures of the planet, parasites piss me off deeply
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@Fibijean said:
It's not really a rule - I play in invisible all the time. It's just not very well worded. That error comes up when, for whatever reason, the game and steam aren't communicating properly, and there are a variety of things that can cause it. Glad you found such a simple solution!
Okay, I'm glad this is a known error. I thought this was an actual recent change and was pretty annoyed by what appeared to be them trying to circumvent a privacy feature on steam
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Found a solution. Just load up the game while "online" and then switch to "invisible" or "offline" after the fact.
Honestly the fact that this happened makes me feel like a dev got ghosted and decided that know one should ever be allowed to be "invisible"
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To clarify, this is what I'm talking about. Obviously I can't play without an internet connection but being "offline" has never been a problem before.
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I still have it. But I also always wear it so there's a chance that that is why
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@Ark_the_Bonsai said:
I focus down extremely stealthy players first because I know they're more a challenge to deal with late game than a runner ever will be once the pallets are gone (not to mention they'll probably be worse in a chase)
Claudettes tend to be the person of choice in this situation so if I see a claudette playing stealthy, she dies.
To clarify, I focus on stealthies no matter what but stealthy claudettes get extra attention due to her cloaking ability.
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I focus down extremely stealthy players first because I know they're more a challenge to deal with late game than a runner ever will be once the pallets are gone (not to mention they'll probably be worse in a chase)
Claudettes tend to be the person of choice in this situation so if I see a claudette playing stealthy, she dies.
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slowdown perks would need a look at no matter what just to keep them from being busted given right now the game is damn near unplayable without them.
Honestly I wouldn't mind heal times going down. The fact that they take so long now is one of the reasons people just genrush.
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It definitely needs a buff. In pretty much any situation I could kill survivors faster just by hooking them than I ever possibly could by stalking them for 48 years and hoping they don't jump into a locker as I follow them at the speed of a speeding snail.
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Pop slows the game down the most but it also takes up the most of your time.
I'd order them like this:
- PGTW: Strong but time consuming
- Dying Light: Strong, but super obsession
- Ruin: Medium, but destructible
- Thanataphobia: Worthless unless on Plague or Legion (and then still mostly worthless)
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Honestly that's pretty normal. Rank gets to your head, makes you feel that you have to be at a certain point to be good, to be a winner, to have an opinion, etc. It doesn't help that others echo this nonsense that your brain provides despite it being just that, nonsense.
Rank in a lot of games does matter but it doesn't mean any of those things. It should honestly be ignored unless you have a goal that you're reaching for (at which point the pressure is a positive thing)
As for DBD specifically, it helps to remember that Rank is just a matchmaking tool. It's just there to try and keep good players away from new players and is otherwise pretty pointless. A rank 1 isn't guaranteed to be better than a rank 10. They're just guaranteed to have played longer that season. Looking at it this way helps me play when I feel anxious about being too low a rank or too high a rank.
If all else fails and you can't relax while playing ranked games, take a break from them. Seriously, sometimes you just need a break from things that your brain marks as competitive.
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I have a problem. Please send help.
I think I forum lurk more than play at this point. I just have more time for it.
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Moris are bad luck. Any time I use them I lose hardcore. The survs are gods, I get those crazy double window spawns on swamp that require me to just walk away, I get stuck on ######### mid swing, the game glitches out, something happens. There is no winning with an ebony for me. Hell, I struggle with an Ivory. The only one that's completely safe is a Cypress. Those don't seem to be cursed.
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Given how long I have to wait for a lobby sometimes, I very rarely dodge. Usually it's if most of the lobby has terrible ping or I get a deep feeling of anxiety (at which point I usually hop off the game entirely as that is rarely related to the lobby)
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An Obsidian take on what appears to be a hybrid between Borderlands, Bioshock, and Fallout? Count me in!
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/778209#Comment_778209
No. I missed over half of my hatchets.
But no, they had video evidence of me "scripting" apparently. Whatever the ######### that means, lol.
scripting is another term for hacking. it's for people who use premade cheats that they download online rather than figuring it out themselves. It's generally used to belittle "hackers" in phrases like "script kiddies". The idea being that calling someone using cheats a hacker, you're pumping up their ego because hackers actually have to put in effort whereas script users get the cheats for free.
I hope that made sense.
It's funny that they thought you were cheating by landing hatchets though lol. The only scripts that actually exist for this game are the wallhacks, noclip nonsense, speed cheats etc. A script tends to just modify available code and there's already stuff in the files for removing hitboxes, seeing through walls, and moving super fast.
There isn't one that magically makes your hatchets home in on people because there's no code for that in the game. Hatchets don't have homing properties so you can't have auto aim hatchets.
This has been Ted Talks with Ark.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/778209#Comment_778209
No. I missed over half of my hatchets.
But no, they had video evidence of me "scripting" apparently. Whatever the ######### that means, lol.
scripting is another term for hacking. it's for people who use premade cheats that they download online rather than figuring it out themselves. It's generally used to belittle "hackers" in phrases like "script kiddies". The idea being that calling someone using cheats a hacker, you're pumping up their ego because hackers actually have to put in effort whereas script users get the cheats for free.
I hope that made sense.
It's funny that they thought you were cheating by landing hatchets though lol. The only scripts that actually exist for this game are the wallhacks, noclip nonsense, speed cheats etc. A script tends to just modify available code and there's already stuff in the files for removing hitboxes, seeing through walls, and moving super fast.
There isn't one that magically makes your hatchets home in on people because there's no code for that in the game. Hatchets don't have homing properties so you can't have auto aim hatchets.
This has been Ted Talks with Ark.
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HotS got one of its community announcers as an Announcer in the game so I would totally dig it if we got one of ours as surv. Mathieu is pretty much the voice of the dev team when providing news so he's the one I'd be most excited to see in the Fog.
I can already people who play him getting tunneled into the ground every time he makes a mistake though.
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It was a bit all over the place.
- Scooby Doo was my childhood
- Ed, Edd, and Eddy was a big one
- Power Puff Girls and Dexter's Laboratory were also big for me
- Danny Phantom and Static Shock were my superhero fix
- I adored Invader Zim
- I was 50/50 on Codename: KND
- Watched a lot of Code Lyoko
- Kim Possible
- Martin Mystery
- Secret Saturdays
- Loved the hell out of Foster's Home for Imaginary Friends
- Every Loony Toons skit available
There's many more but I'm struggling to order them all. I never realized how many I watched til now.
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@Endstille said:
I don't see how the current matchmaking prevents high rank players from playing with lowrank players because it doesn't.
Well it doesn't physically stop people from playing with friends at different ranks. No more so than caution tape physically stops you from entering a quarantined zone. It's still obviously a bad idea to cross that tape or to play with someone of a higher rank than you. The idea here is to lessen the pressure so that high ranks don't feel like they have to derank to play with their low rank friends without making it as broken for killer as before.
The current system just promotes deranking for swf (though that's in part due to lack of incentive to stay at a high rank, not just the incentive for someone to go down to their friend's rank)
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@Monlyth said:
Honestly, I think the current system should stay. I already get matched with SWF groups that are 4-6 ranks higher than me. Don't want to make it even worse for myself.
That tends to happen when there's no one at your rank to fill a lobby with. The matchmaking starts at your exact rank and then slowly spreads out about 6 ranks in either direction. It's to make sure you always have games (though it kinda defeats the purpose of rank when it allows such a large gap.)
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Clown is kinda worthless in all aspects. Only good perk he really has is Pop and that had to get buffed to be usable on more than just the extremely mobile killers. Bamboozle requires special builds to be useful and claustrophobia is worthless on anyone who isn't Map Wide TR Doctor.
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@amneoss said:
It doesn't exist anymore. But pallets used to suck you to the other side mid chase giving you i-frames.
May the vacuum burn in oblivion where it belongs. One of the most important changes in the game by far.
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@UlvenDagoth said:
This is just a great idea.
thank you!
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/777766#Comment_777766
Hmm, it's not a bad idea, and like I said, I don't mind number buffs — it's just that this perk is so sensitive to number buffs.
Think about Spirit Fury and pretend the developers decreased the requirement to 1 pallet instead of 2 pallets — that made the perk 100% easier to activate when you just changed the value by a quantity of just one.
However, I do like the suggestion on making the perk become more like distortion, it would be a great addition! :)
When I was considering numbers before I was thinking in relation to your invisibility. You hadn't corrected it for GrootDude yet and I saw an impossible to find Sole Survivor
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@yobuddd said:
I always like to give critical feedback, but I honestly can’t find anything I’d want to change about this idea!
Just for the sake of discussion, we want to consider the various different iterations of the weighting.
- 4-man SWF with and even spread (1,5,10,15)
- 4-man with 1,20,20,20
- 2 2-man Swfs. Would the 2 distinct teams affect how weighting is calculated?
These don’t necessarily need answers, it’s just something to think about. As you said, it comes down to whatever is balanced.
As I’ve seen lately, some people are no longer able to play with their lower-ranked friends because the matchmaking is too strict. I think this idea allows for more flexibility while maintaining a fair system for both sides in the match. Altogether, bravo!
@Ark_the_Bonsai (On a completely separate note, I am in no way bothered that you tagged me for this thread. When I see the list of names that you’ve grouped me with, I must admit, it’s kind of an ego boost!)
Thank you!
I can answer your first two ideas
- An even matchup (1, 5, 15, 20) would still lean more towards a killer above rank 10 due to the higher ranks weighing more, but not by a lot because the lower ranks should, if balanced, still weigh it down below 7 (this is my opinion)
- A matchup of mostly lows with one R1 would likely pull it down to just below 10. So in the vicinity of rank 11-12 if done well. (again, just my opinion)
As for how different swf would work together, in current matchmaking it matches the party to open slots so it shouldn't matter when compared to each other. A 2 man matched with 2 randoms would be no different than 2 2mans that end up together. But since they also have the newish system where they load in everyone at once I'm not sure if this is the case.
As for the people I specifically selected I chose people: I have personally spoke to at some point on the forum prior, have not always agreed with the others on the list, and are generally respectful to those of differing opinions
Basically I wanted different perspectives but not a heated or angry debate and you all fit the bill ^-^
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@Elk said:
This sounds fine to me! It sounds fair. There are things like R1 + R10 +R20 how would it be? But it does sound/looks okay to me.
Since Rank 10 is the middle ground and the neutral part of matchmaking (weighted exactly the same as it is now), I'd say it'd turn out about the same as Rank 1 + Rank 20 if it was added to the mix. Maybe bringing it slightly higher.
Now a better example would be say a Rank 1 + a Rank 11-12 + a Rank 20 where the 11 and the 20 both weigh less than they would now but combined would weigh a little more. This would likely bring down the killer rank by about 1.
In a similar fashion a Rank 1 + Rank 8-9 would bring it up by about 1.
This is just on my own ideas for how weighted it is. If the devs decide it's more balanced for the Low ranks to not have an equal decrease to the High ranks increase or vice versa than that's fine. Whatever is Balanced.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/777741#Comment_777741
I personally do not mind this change since your rank 20 teammate will likely struggle anyways, regardless of the killer rank.
Therefore, this will just make life slightly easier for the rank 20, but in the case the rank 20 is smurfing, the rank 5-6 will still pose a great challenge to everyone! :P
Overall, in a 3 point rating:
✅ Idea seems fair for the community
✅ Idea is obviously well thought out
✅ Idea is original — It's not a commonly suggested idea
Awesome, 3/3 is superb; great suggestion!
I'm glad I passed on the second point specifically because I've been thinking about this since about a week and a half into the changes. While the current matching is certainly better than the old one due to the fact that the survivors have to make a decision(where the killer couldn't), it still just flopped the problem to a different side.
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I'd lower the numbers quite a bit and remove the "can't see environmental changes" part (for coding purposes on the second piece)
It's an interesting idea.
Personally I'd prefer the current iteration to get a buff and work more like distortion. Block aura and scratchmarks while within its effective range. IE, when you're the last survivor you wouldn't leave any scratchmarks. With one and two deaths your scratchmarks would be hidden at the same range your aura would be hidden.
Also maybe make it clearer when your aura is and isn't hidden with some sort of effect on the perk.
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@NMCKE @yobuddd @Boss @PrincessPoop @Elk @GrootDude @Mushwin
Sorry to tag you guys but I've interacted with all of you before and know I'd get a very diverse set of minds on this. Thanks for responding if you do.
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oooh, this is a nice idea. She could sorta point where it'd go when fully charged (because there wouldn't be much of an arc)
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@Boss said:
The Walrider.
This or Chris Walker (because I can see Walrider being hard to handle)
The second game was... Meh tbh. It was far too heavy handed with its "symbolism", couldn't decide on it's theme, didn't know what kind of horror it wanted to be, didn't connect its A and B plots well, was far too hard due to poorly designed AI (a bad thing for a horror game, the more you die, the more you get taken out of the immersion), had horrendous sound design, and its ending completely turned its initial point on its head, arguing the exact opposite of the message it had tried to get across the entire game.
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They can be dodged and she has less than she normally does so nah. It's only really annoying when you get those Huntresses that play llike an m1 killer. IE they run all the way up to you with bloodlust before throwing it.
And even then it's not OP, just boring and annoying.
OP is Iridescent Head + Ebony Mori. And then that's only because Ebonies need to be looked at given they cut down a third of the survivor's time in the game (that'd be like a gen and a half starting completed at the beginning of the game for killer.)
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All it would take is in game voice coms and a text chat with some mute options. Every other game has it and balances around it. This one doesn't, so third party apps like discord break the game.
This is literally the only good solution but they refuse because it "hurts the atmosphere for solo survivors."
You know what else hurts the atmosphere that you put in the game? SWF.
Make everyone swf level by giving them the exact same constant communication level as SWF and then balance the killers around SWF. Otherwise SWF will always be disgustingly stronger than solo.
Yes they'd have to rework some perks and powers but that'd be better for the health of the game overall.

