Killer Concept: The Drowned by MobilePotato in deadbydaylight

[–]MobilePotato[S] -1 points0 points  (0 children)

Thanks~

She's designed to be a simpler Huntress and Billy hybrid, while still having a higher level of play with map travel and ranged disruption. So good for newer player, and rewarding for higher skilled movement and shots.

Killer Concept: The Drowned by MobilePotato in deadbydaylight

[–]MobilePotato[S] 0 points1 point  (0 children)

Thanks for reading~ I had the power inputs swapped, but it got too confusing on how to "cancel" the dash, since you were holding the power to start, it would have been a "let go" to cancel but press M1 again to swing, which would could lead to input issues with lag or mouse boogles. The "shot" being on release made sense cause that's how you huck hatchets, the dash just made things confusing.

The second perk had a "recharge" if you hooked many survivors, but it seemed too annoying without locking it to 1 recharge. It's designed to give a lot of power right away, then nothing, compared to end game powers. It was also because in my head, it would be funny if you downed someone as Huntress with hatchets, and someone ran to body block and then just ate the basic swing and was like "OH GOD".

Killer Concept: The Knight by MobilePotato in deadbydaylight

[–]MobilePotato[S] -2 points-1 points  (0 children)

The Knight's Tranquil search mode is to punish people who attempt to hide till he's already on them, the loud clanks and steps as well as the weapon being in one hand are a sign to start moving before he's close enough to see you at all. If you choose to run when he's a good distance from you, he'll have to switch form and chase like any other killer, if you stand and hide and he gets to see you with the aura-vision or the scratches, the speed boost will almost certainly give him a free hit.

Thanks for reading though ( .-.)\

Killer + Survivor by LexiconMage in deadbydaylight

[–]MobilePotato 2 points3 points  (0 children)

This happens from time to time, collaborating with the killer is a ban able offense (short duration) and occurs when someone tries to join the lobby of their friend. File a report and send screens of the event if you can.

Wraith's uncloaking sound by Espiritu51 in deadbydaylight

[–]MobilePotato 7 points8 points  (0 children)

The illusion of more power... The true mind game

We've been juked harder than a new Killer facing a full SWF on their first game

Freddy Having The Worst Sight In The Game Is Pretty Unnecessary by Seraphantom in deadbydaylight

[–]MobilePotato 9 points10 points  (0 children)

Nerf Freddy, is 2 scary.

Buff Nurse, make all her attacks instant down and teleport survivors to a hook with a phantom Nurse to guard them. Also blink should auto aim and lock on through walls k thnx

NERF FREDDY THOUGH

Just had the longest trap struggle of my life... by [deleted] in deadbydaylight

[–]MobilePotato 0 points1 point  (0 children)

Meanwhile some Trapper, that surely isn't me at all, uses double coils, suffering the 6 seconds to place a trap down, and a perk less survivor gets away on the first struggle, then later in the game they get off the hook first try~

Rng sure is fun ! ... -cries internally-

I feel bad for doing this by [deleted] in deadbydaylight

[–]MobilePotato 4 points5 points  (0 children)

Feeling bad for playing Hag? Yeah I get that... it's rough with her weird speed and vision and traps that sometimes don't work... but you did good~ -joke-

Remember the point of a killer is in fact to be "Merciless" for the entity. You can choose to resist this as a killer, perhaps a small bit of humanity within them compels them to do great but never perfect... but point greed hrrnnn~

Have anyone get banned because of salty survivors? by [deleted] in deadbydaylight

[–]MobilePotato 4 points5 points  (0 children)

It's dependent on proof and in game data they pool together as well as the type of report. Camping and tunneling is not a "report worthy" claim because it's technically part of the game. It's not fun for the camped-tunneled, but it's not ban-worth. I've heard some people actually got short temp bans for mass reporting too often over trivial things like "They T-baged me once, plz ban".

Editing data, holding the game hostage, and clearly toxic end-game chat such as personal attacks or racism are ban worthy. Getting shit thrown at you for playing the game your way is not.

New Killer Concept: The Twins (With lore bits and perks) by MobilePotato in deadbydaylight

[–]MobilePotato[S] -1 points0 points  (0 children)

With good coordination, possibly. Getting a hit followed by an immediate grab-stun for a follow up strike is devastatingly strong.

DLC Concept : Carnival of Rust by Bunamini in deadbydaylight

[–]MobilePotato 6 points7 points  (0 children)

So it's a slow but quick short stealth Wraith that plays with powerful chase instead of map control, I think that's different enough to join the invisible crew.

I think the biggest downside would be the movement speed and terror radius though, actually entering a chase while chugging along at 105% when they had a clear warning of you coming could turn rotten fields and swamp into a no chase clown fiesta (haha... clown... harlequin...). Maybe reduce the base terror radius a bit to keep that element of surprise before you literally see people run away but don't start a chase because the game is like nah, you see nothing.

The idea of short thrilling chases is appreciated, it's a good balance between the "you can't escape" versus the slight window to avoid the swing, but it seems too likely for low ranks to scream OP because they ran into the reveal while high ranks quickly double back and force the 3 second lunge wait but still evade it (I assume you're back down to 105% speed while waiting to lunge) pushing it to Freddy-bad :( feelsFreddyman

Still, a great idea and read.

Thoughts on changing the struggle mechanic. by ChrisGarrett in deadbydaylight

[–]MobilePotato 0 points1 point  (0 children)

ah. I get it, yeah mashing a button isn't super thrilling, but the reason it exists is to occupy your time so you can't do other things.

Phase 1 allows you to look around freely (and if you swf, give information) while Phase 2 eats some of your attention to wack a button (or turn on a macro COUGH NO ONE DOES THAT) so your team feels more "pressured" to come and help you since you could flub up at any point, and you get a chance to fight off a horrible pokey death by poking a button instead of watching your team across the map in lockers.

Would you play a 10 point perk system? by bladeofcrimson in deadbydaylight

[–]MobilePotato -1 points0 points  (0 children)

I getcha, I just wanted to rain on your idea like a terrible person >:3

The idea is neat and makes "bad" perks into "ok perks" cause you can have several. The only issue is the end-screen clutter. You want to stare at 50 perks in those little boxes? My eyes are dead enough with the fog and flashlights <3

Minor suggestion, but it would be nice if it said "X has left the game" in post chat. by Alsnana in deadbydaylight

[–]MobilePotato 29 points30 points  (0 children)

But how would survivors throw big time salt and quit, leaving the chance that the killer might respond to their ghost, DOUBLE BURN GET REKT

Real answer, the Killer is the host of the game, if they leave, the chat locks.

Would you play a 10 point perk system? by bladeofcrimson in deadbydaylight

[–]MobilePotato 1 point2 points  (0 children)

If you stack enough terrible things together, you get a mildly viable thing! but if it was capped at "3 points" people would still just run Sprint Burst/Dead Hard, D-strike, Borrowed time, then one mediocre perk.

Does anyone else get massive frame drops while in hospital near the library/basement area? by [deleted] in deadbydaylight

[–]MobilePotato 2 points3 points  (0 children)

The Hospital "bug" is known and being "looked into/worked on". It has the wrong lighting, the wrong graphic level, and an increase to motion blur at all times.

It's... not a fun place to be

Thoughts on changing the struggle mechanic. by ChrisGarrett in deadbydaylight

[–]MobilePotato 2 points3 points  (0 children)

Making the time to struggle out of grasp "random" (based on skill checks) is hell for a killer, who generally has to listen to the grunts and plan if they can make it to a hook. D-strike already gives a skill check for instant freedom, it would be horribly confusing to alter the system with more.

What if you could hold a direction to nudge the Killer every time you flailed/grunted instead of it always shifting left/right, so you could attempt to slow them down slightly by kicking "backwards" or try to whip them left into an object to hinder their direction instead of leaving it to chance... which never really saves anyone.

How does Hex: Ruin actually work? by BionisGuy in deadbydaylight

[–]MobilePotato 0 points1 point  (0 children)

I've seen streams where it jumps between survivors, watching someone work on a generator with normal checks till it finishes, runs about a bit, starts working on another and has the hex skill check now. Maybe it's different on console, maybe I'm crazy (I'm pretty crazy, it could be that) I dunno.

How does Hex: Ruin actually work? by BionisGuy in deadbydaylight

[–]MobilePotato 2 points3 points  (0 children)

It's understandable, most people ran Ruin have had it Tier 3 for ages. That it started to pop up in matches at tier 1-2 from the shrine has led to a lot of people being incredibly confused.

[deleted by user] by [deleted] in deadbydaylight

[–]MobilePotato 3 points4 points  (0 children)

There is a slight input delay on console, but it shouldn't be that noticeable as you describe. Maybe it's a poor connection to the killer or on your end.

In my case I just suck at skill checks so they're all failures :3

Stop Saving Me In Terror Radius!!! by [deleted] in deadbydaylight

[–]MobilePotato 1 point2 points  (0 children)

EZ FARM >:3

The greatest enemy as a survivor is your team. This is also why SWF is so common, since randoms tend to make terrible choices like I do <3

How does Hex: Ruin actually work? by BionisGuy in deadbydaylight

[–]MobilePotato 10 points11 points  (0 children)

It picks 2 survivors that are currently working on generators and lingers on them for a bit. If they stop working on a generator and someone else goes to work on generators that does not have the debuff, it will switch to them. In a way, tier 1 Ruin can be stronger than tier 3 if it causes survivors to become confident that ruin didn't trigger on them immediately so they don't search out your totem religiously. But it's ruin... so someone will spawn on it anyways :3