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Rapid99

Rapid99

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Rapid99
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  • Like I'm pretty sure I haven't spent 1400+ hours staring at the main menu.
    10 comments 262 views last activity
  • ESPECIALLY killer perks… New survivor perk: You can gain elusive by just... looping the killer like normal! New killer perk: Hook 3 different people, to light a hex totem, to kick a pallet, and make survivors hindered. LIke??? If my perk is going to be a hex that can be removed leaving me down a perk for the rest of the game, I shouldn't need to hook 3 different people in some completely
    8 comments 291 views last activity
  • I just don't see any reason to ever pick the perk over pop unless you're somehow getting sent to dead dog every game and need to hit that main building gen from the ground. There's no reason. Requiring LoS means I'm better off just using pop which near doubles the regression I'll get out of it, on TOP of stacking with other gen kick perks. Turn back the clock, as far as I'm aware has zero syner
    19 comments 372 views last activity
  • Game is actually just insufferable to play lmao. Just pallet, into pallet, into pallet, into window, into shack, into T and L, into pallet, into shack. Leave chase for the 50th time because gens are popping left right and center since every chase is guaranteed to lead into 53 pallets, most of them you can't even attempt a mind game because they can just straight up see you. I mean seriously you d
    31 comments 545 views last activity
  • For me, specifically gen regression perks. I haven't played in a while (since like June of last year) and coming back I see diminishing returns is a thing, I don't hate the idea but my question is, what about all the gen perks that got nuked because of the 3 gen meta from like… 2-3 years ago? I don't even remember anymore. Gen perks were stacked together, creating lots of regression and they co
    9 comments 401 views last activity
  • This is EXACTLY what I have been asking for, for years. "Don't just weaken tunneling, provide actual incentives to multihooking". Thank the lord you guys are not just mindlessly nerfing tunneling without improving the real problem which is multihooking being a detriment to do. And please, do not be scared to buff these further if they end up not being enough but this is the best step in th
    4 comments 141 views last activity
  • In light of recent news from a CM, letting us know that: "Streetwise does not meet the criteria for a Kill Switch. It sucks to have to say that that plainlyt, as the last thing I want to do is minimize player concerns or frustrations. The team is aware, it's being monitored, but it is not breaking the game." Clearly the dev team needs to have a public sit down and really talk about what consti
    7 comments 231 views last activity
  • It was a rumor but it's practically confirmed this change was due to the new items not having actual charges but a cooldown, because otherwise there was no reason to push this through. This was borderline unanimously hated because you just kill the only counter killers have to strong items and you pushed it through. Hell, I saw MORE hate for the franklin's change then I did the clown and knight
    18 comments 481 views last activity
  • I've been playing a whole lotta knight, he's pretty much my 2nd main after Sadako… these changes are just nonsensical, I'm sorry. The whole problem is survivors can make you feel like you have no power at all with the standard grabbing, they cut down hunts in half. And now you're making it spawn quicker??? It takes more time to get into position and even draw out and start a hunt than the amoun
    5 comments 211 views last activity
  • Because… this still happens constantly as killer. I thought we finally moved past one of the worst aspects of killer gameplay, but I guess not yet?
    0 comments 51 views last activity
  • Like I understand, I don't believe that map design is something easy to do but like… on what planet does it make sense for a game this old to have maps like eyrie, badham, and garden of joy, existing in the same game as midwich, forgotten ruins, and rpd. Your maps shouldn't bring out an immediate groan from most of either side's playerbase, depending on what the map is. And it doesn't feel like
    3 comments 121 views last activity
  • Is this just a borgo thing, why is there a gap with barrels that only survivors can fit through? Who designs these maps bro? It's 2025.
    Mod
    2 comments 91 views last activity
  • For what? What does this accomplish other than anger your playerbase for zero reason? You've got pretty much your peak playercounts of all time, and you decide "yea this game needs less anniversary cakes". Why? Why are you treating bloodpoints like it some sort of ration in the apocalypse?
    43 comments 1,102 views last activity
  • This is like a sadako situation where remotely decent survivors, can just make you have no power and turn you into a basic M1 killer. The a.i for the guards is so easy to manipulate and then you can just grab banner and cut the hunt in half essentially, so hunts do nothing. I'd be happy with completely removing the entire banner grabbing thing and lowering the hunt durations. Cause right now you
    8 comments 81 views last activity
  • Or more specifically, the impact healing buffs have on gens. Healing is a passive slowdown to gens. The more time spent healing = less time spent on gens. But now that healing has gotten buffed, and the plethora of healing perks that exist, it comes out too… less time spent healing = more time on gens. People can get unhooked and be full health in 2-3 seconds. Botany knowledge at just a flat 5
    51 comments 795 views last activity
  • Either two things need to happen with this perk for it to be even remotely viable because as it is currently, you'll never find value in it because missed skill checks almost never happen. If you go against survivors who haven't just freshly installed the game you'll almost never get tokens for it. The main suggestion that I think should happen regardless of which option is picked: Change it f
    3 comments 21 views last activity
  • Since you guys somehow still struggle to not make skins that provide an auditory benefit of being much quieter than their normal counterpart, in the big 2025. Please killswitch it.
    32 comments 552 views last activity
  • There is zero reason that survivor and gen auras should be the same thing in this day and age. It makes aura reading perks (especially those that involve aura reading for survs on a gen) completely useless. For example, the aura reading on eruption is absolutely pointless. It does nothing, you can't see the survivors aura most of the time because it's the exact same color. That and the massive l
    3 comments 92 views last activity
  • He's invisible when coming out of doors His glitchtrap skin is pay to win, it's straight up much quieter than the regular version (how you guys let this happen in 2025 is beyond me) You can't even interact with his doors as a survivor because it will just break your audio entirely And honestly the biggest problem with this killer after playing against him atp 20-30 games in a row, and playin
    12 comments 441 views last activity
  • Like I understand a new killer, and I fully expect at least a longer queue… These queues are straight up 10 - 15 minutes or even more, each time. It isn't playable. I don't think that's normal even with a new killer. There's no way the population is THIS skewed.
    7 comments 81 views last activity
  • Idc about any killer, idc about any survivor, idc about any map. Not having to set up an auto clicker anymore and screwing off my pc for 5 minutes so I could get through all my bloodpoints, is the single best thing they ever added. Should've 100% been here like 8 years ago, but nevertheless. Thank god.
    0 comments 1 views last activity
  • His axe feels like… hilariously easy to dodge. Like straight up the easiest projectile in the game to dodge. Survivors have zero reason to interact with the doors so that whole aspect of getting them out of the office just never happens. It's just a good map pressure tool. The grab animation is essentially useless outside of 1 scenario. Because survivors just straight up remove the axe from the
    7 comments 181 views last activity
  • … while the "going next" epidemic is as common as it is. Like genuinely kill rates are such a flawed stat. 4 games in a row now (and the genuine hundreds I've had while playing dbd) where the survivors just instakill themselves on first hook. Whether it be because they don't like the killer, they sucked at the first chase so they just give up immediately. It's insane. Yea unsurprisingly, those "
    267 comments 6,365 views last activity
  • This is the first time where I might completely drop a killer straight up from the fact the power just doesn't work as intended 75% of the time. It's unfathomable how often my power just won't latch on to anything even when I'm looking at the flattest wall achievable. The amount of chases I've lost simply because my power straight up decides "nah i'm aight" and just won't work. This killer may
    4 comments 231 views last activity
  • Have we just moved past them entirely and no longer feel like coming up with a rework where we can have useful gen regression perks not named pain res? Like guys, you nerfed a bunch of gen perks to borderline uselessness because of 3 genning. Completely understandable, but you've since patched out 3 genning out with regression events, and you also have the opportunity to just… prevent regressio
    25 comments 441 views last activity
  • Are these going to be like all the other anti-"insert playstyle here" changes that have happened before where it's a straight negative for the killer and nothing else for doing the playstyle, or it's basekit changes to survivors. OR. Are we going to start seeing the smart decision in, maybe improving killer gameplay so that those tunneling / slugging / camping playstyles aren't what you need to
    22 comments 401 views last activity