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halcyondays93

halcyondays93

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halcyondays93
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  • I'm just hopeful that the graphical overhaul will fix a problem I have with a lot of different characters' hair looking terrible, especially on many male survivors. The code rewrite might also enable BHVR to add in highly requested features like an accessory toggle, and should (read: SHOULD) lessen the amount of bugs and poor optimisation from which DBD consistently suffers.

  • opauok9ybxib1.jpg

    I would LOVE to have these Adam and Spirit cosmetics ported over eventually. Adam's especially is beautiful.

  • I've never enjoyed Scratched Mirror because almost every match plays out in the same tedious fashion: Myers sneaks up on you repairing a generator, gets a free hit and leaves to do the same thing to a different survivor. Then he'll return a short while later to repeat the process, and if you haven't managed to heal yourself, you go down without any real chase happening at all.

    Chase is the most fun and skill-expressive part of playing survivor, so that aspect being essentially removed makes for a dull experience—and that's not even mentioning that a lot of Scratched Mirror players have a tendency to proxy-camp their first hook to force trade after trade, until either the gens are all completed or everyone is dead.

    Of course, that's not say the Myers can't play however they want—they can. I'd just prefer not to be a part of it.

  • I doubt the models will get changed until next year at the earliest. Our 6 Resident Evil characters didn't get new artwork for their prestige reward badges, likely because Capcom don't have an interest in doing further collaborations with Behaviour right now. Instead, BHVR used pre-existing key art for the Resi rewards. In terms of reworking something that already exists (like character models), I'm unsure if they could do it without Capcom's approval and to what extent, but even if they can, they don't have much financial incentive to do so with seemingly no new Resident Evil content in the pipeline.

    The best chance of seeing a model rework will be next year, when Behaviour release the graphical overhaul they announced back in June of this year (presuming it doesn't get delayed into 2028, of course).

  • I'm still hoping there's a legendary cosmetic for Max coming eventually.

    When the 2nd Stranger Things chapter was released at the beginning of the year, Behaviour made it a point to mention they had almost enough ST characters for a full lobby of 2v8. We currently have 7 ST survivors if you include legendary cosmetics, and the only survivor who currently doesn't have a legendary cosmetic is Eleven. She'd be the logical choice to receive one for Max. Plus, if you factor in that Max was featured in a banner and her headphones were a charm in the ST rift, and that there was a charm for Steve's baseball bat added to the files but no way of actually unlocking it yet was found…it makes sense that more cosmetics are/were planned.

    Unless, of course, Netflix are being Netflix and plans for future content ended up changing or being scrapped altogether.

  • I just got Lery's, Hawkins and Midwich back-to-back-to-back… I'm tired, boss.

    EDIT: I got 1 break to play on Azarov's Resting Place, then I had my 4th indoor map in 5 matches with The Game. My god.

  • The shorts are fine but I loathe the top and hat. I don't play Vee so it doesn't affect me whatsoever, but I'd have thought she'd get something that would read as more alternative at first glance. Elsewhere, I'm happy with Kwon Tae-Young's Waterfront Massacre cosmetic, but there will always be a part of me that's upset at what they did to Gabriel 2 years ago, dressing him up like a mummy.

  • I got the most cakes on Baermar while finishing levelling him to P100, but because I did it before BHVR changed the rate of cake spawns, I also missed out on approx. 750 cakes. Otherwise, since the change I've got 100+ cakes on everyone else I play.

  • @HexSlugged said:

    https://forums.bhvr.com/dead-by-daylight/discussion/469696/anniversary-offerings-should-be-guaranteed-to-appear-twice-in-level-50-bloodwebs

    wouldnt it make sense to grind cakes and bloodpoints on characters that have progression needed? i assume on a p100 you dont need any more perks and dont have an item or ad on shortage

    You're right about items/add-ons/other offerings, but I'm referring specifically to the grind to acquire anniversary offerings on P100 characters.

  • Adding on to this to say I'd love to get a Carlos Oliveira badge at some point.

  • @BloodBehemoth said:

    Is this effective immediately, or is this in next week's patch?

    Immediately, but you'll need to restart your game if you're already playing.

  • I haven't used the code yet. I'm waiting until the anniversary starts, then I'll get a head-start getting a bunch of cakes for Baermar.

  • I hope they make it an option too. I'm nervous that my favourite survivors will suddenly sound different and the new sounds/voices will feel like a downgrade. That's what happened with Jonah a couple years ago (even though his voice was changed for a good reason). I eventually got used to the new voice, sure, but I still preferred the old one.

    On the other hand, if Behaviour is intent on doing this, I hope they take the opportunity to equalise survivor sound levels like they talked about doing a few years ago but never did. It would be nice to play Jeff without being loud as hell.

  • Ooh, this could be fun.

    • I don't know if this is actually a hot take, but it might be to some people based on other comments I've read in the past: Killer strength does not have any correlation to how fun they are to play against. There are killers in A and B tier that I find fun as survivor. Conversely, there are killers in C and D tier that I don't find fun at all.
    • An example: Trapper is one of my least favourite killers to play against.
    • That leads me into my dislike of 2v8. It's reasonably common to disparage the mode on social media, but I think this still counts as a hot take because that's just a very vocal minority. Playing killer with a friend can be super fun, but on the survivor side, chases often last 10 seconds at most. Tag-teaming survivors is a valid strategy, but that doesn't change how deflating it can feel. I've not played survivor in 2v8 the past couple times it's come around for that reason.
    • All generator-related perks on both sides should've been nerfed into the ground a long time ago. Generator times would be a lot easier to balance around if they always (or nearly always) took the same amount of time to repair.
    • Several parts of the anti-tunnelling PTB shouldn't have been scrapped.
    • I feel bad saying this because I know some people still like Skull Merchant and the devs presumably worked very hard to create her, but everything about her is genuinely embarrassing. I'm not talking about her tarnished reputation from her heyday, which I admit is unfair nowadays because she's so weak. I'm talking about EVERYTHING: her lore, her walk cycle, most of her cosmetics. The only redeeming thing about her is the cosmetic with the long ponytail.
    • I find MiNA (Trickster's legendary cosmetic) incredibly cringe.
  • @ShanoaLegendaryPlz said:

    How long does the xp bonus event last for? Not shown on the roadmap but probably ingame?

    If it's like previous Road to the Anniversary events, each week leading up to the anniversary event should feature a different modifier. The XP bonus should end on June 2nd and be replaced by a different boost.

  • Most of the Tricksters I've seen seen since "All Kill: Comeback" released have had the Mina cosmetic. She must have been fairly lucrative for Behaviour, so a part of me wouldn't be surprised if the potential to make more money off of her is what causes Behaviour to finally add a proper system for unique cosmetics for legendaries.

    However, another part of me has doubts because of how few new store cosmetics we've been getting for the last 6 or so months. Even survivors have been getting a paltry amount, and I would've assumed survivor cosmetics are where the majority of cosmetic revenue comes from.

    Only time will tell. I'd love for the system to come, if only because it would increase our chances of getting remake James Sunderland and other cosmetics for Chris Redfield.

  • Just chiming in to add my vote for a potential bloodweb rework in the (hopefully near) future.

    The bloodpoint caps for each of the 4 categories being increased from 8K to 10K and prices of everything in the bloodweb being slashed a while back was great and went a decent way to making bloodpoint gains feel improved outside of events. However, several other things have happened since those changes which have only made the problem worse again. I'll be speaking mainly from a survivor perspective, but some of these points definitely apply to killer as well.

    Off the top of my head:

    • Map offerings being made essentially useless. I understand why this was done. One side would often give themselves a big advantage by sending everyone to a map/realm that's either severely killer-sided or severely survivor-sided. Still, map offerings are now just more clutter that basically no one ever brings into a match. I'm not suggesting they be buffed to their previous state but instead removed if at all possible. The only thing I can speculate that potentially prevents this is the current licensing agreements in place might stipulate that offerings for licensed maps/realms must remain.
    • Bloody Party Streamers being so rare. This ties directly into map offerings. Because they share the same rarity as BPS, BPS will only get rarer as more maps are introduced and more map offerings come with them.
    • The introduction of Fog Vials and the reworks to Keys and Maps. Fog Vials came with 3 new rarities of the same item and 5 new add-ons. The number of add-ons for Keys and Maps was reduced at the same time, which mitigated the additions somewhat, but the rarities of these items were also lowered, making them more common in the bloodweb and thus making more useful things rarer to spawn. This is a separate issue, but this also came with the downside of nerfing chest builds. I used to love running Ace in the Hole, Appraisal and Plunderer's Instinct and seeing what suped up Medkit or Toolbox I could scavenge from chests, but I often get Maps or Fog Vials instead now, so I've all but retired that build.
    • All the other useless offerings. There are MANY in the bloodweb that I never see anyone bring—all but the highest rarity for individual-category bloodpoints; shroud offerings; fog offerings etc. are all pretty much useless and only exist as bloat.
    • Event offerings outside of the anniversary all being personal. I don't feel like I need to explain this one.
    • Anniversary offerings intentionally being made less common in the bloodweb. I also don't need to explain this.

    All of this to say, I hope the devs take another look at the bloodweb sometime soon to address some of these issues. 80% of what players spend their bloodpoints on shouldn't be things they'll never want to use.

  • I've managed to get 79 prestiges to far:

    • 30 into Alan (now P100)
    • 30 into Baermar (now P47)
    • 17 into Eddie (now P26)
    • 2 into Tae-Young (now P3)
  • The map boosting definitely has to go. I get so sick of seeing the same maps at least once per play session (often more than once) that it's making me hate maps I was previously indifferent to or even liked.

  • I've grown not to like it. Yes, it's a very pretty map, and I can appreciate the work that went into it, but there are some major flaws that bring it down:

    • There are a small handful of good pallets and 1-2 god pallets, but the rest are so hilariously weak they may as well not exist.
    • Some nasty 3-gens can spawn. The one that's all but guaranteed around shack and the market is particularly egregious.
    • Some of the window spawns are too strong if the survivor runs them the right way, so strong that a lot of killers don't have a hope in hell of catching survivors there and will have to drop chase.
    • Everything outside of the market feels very cramped. It makes me feel a bit claustrophobic running through the streets between all the different buildings.
    • Totem spawns are insanely difficult to find. I've come across maybe 2 or 3 in my 20+ matches on this map.
    • Once again, just like with the Freddy Fazbear map, there's nowhere to trigger Balanced Landing. Sometimes you can get Balanced to work dropping down the little ledges in the back of the pizzeria, but it fails more often than it works and there's legitimately nowhere to trigger it on Trickster's Delusion.
  • I'm also getting very tired of all but being guaranteed to see the same maps at least once every play session. Every time I boot up the game, I already know I'm likely going to be sent to Lery's, Badham Preschool, Toba Landing, Nostromo Wreckage, The Game, Hawkins or Midwich. I was playing with my friends yesterday and I kid you not, we ended up on Nostromo three times and Lery's/Midwich two times each. The map weighting being so skewed influences my desire to play this game in a negative way, so I'd love for something to be done about it. But because it's been months of this, I doubt anything will be done anytime soon.

  • I hope we get a remodel of remake James at some point, or a separate cosmetic for him for people who like/want to keep the current version of James. I never play as him, but if they brought the remake version to DbD, I'd been tempted.

  • @azaxydbd said:

    MMR should be very strict at top MMR. those people who run 100+ winstreaks should be put against top comp ready players only. also blight needs to be 4.4 and he should lose 3 tokens when breaking pallets while his own cooldown(basekit) should be 2sec longer and his fatigue should be 1sec longer. the best way to make the strict mmr is simple, make strict(rankmode) mmr mode and casual mode, people who want to play like today could still do it, while people who want to play rank, should be aware of the fact that they aint gonna get high streaks anymore, make the rank mode ultra strict and fair.

    I'm not going way weigh in on the rest of your comment any more than to say I believe the top killers should see some nerfs and the bottom should see a bunch of buffs, but I absolutely agree that MMR needs to be stricter.

    I've been matched against Lilith Omen a couple times recently when he was doing a Blight win streak, and I just have to wonder why on earth that happened. Why am I, a solo queue survivor who's only slightly above average in terms of skill, being put up against one of the best Blight players in the world? And I repeat: a Blight player who was doing a win streak, so we were all dead at 3/4 gens both times because he was obviously going all out to ensure his streak kept going.

    I remember Behaviour made MMR stricter for a brief period not long after the system was introduced, and a bunch of content creators and others at high MMR complained about having to wait longer to find lobbies. I understand that must suck, especially if someone is a streamer and has an audience they need to keep entertained, but it shouldn't come at the expense of 100s of innocent solo queuers just hopping on for a few chill matches. It just leads to matches where the survivors get decimated, then on the other side of the coin, the next match those survivors could get matched against a brand-new killer and the killer gets decimated. Matches that are genuinely close are much rarer nowadays. It's usually a complete stomp for one side.

  • I'm surprised that Vee hasn't received anything significant yet too. Granted, it doesn't affect me because I don't play her, but I still see her a decent amount in my matches, so she's still a fairly popular pick with other players.

    I will say, though, over the past year or so it seems that Behaviour has cut back on new cosmetic releases by a significant amount. New collection drops are more infrequent, and when they do happen, there are usually fewer cosmetics in each drop than there used to be. That's not even mentioning how they've chopped the amount of event rewards in half. We used to get 6 survivor torsos and 6 killer weapons for Halloween and Christmas, for example, but that's been reduced to 3 on each side.

  • @zonkednb said:

    Genuine question; does anyone use rummage quirks (maybe outside of some silliness with ingenuity) seriously? I've only ever thrown them on for archives or chest quests.

    I still run a chest rummaging build every now and then, but I admit I use it far less frequently than I used to, ever since Behaviour introduced fog vials and lowered the rarities of keys and maps. Both of those additions/changes greatly reduced the chances of me getting something from a chest that I can or will actually use, so the whole build is nowhere near as fun as it used to be for me.

  • I haven't experienced any issues with Ormond Lake Mine on PS5, but one of my friends who is on PC has complained several times about that map causing performance issues. I don't know his specs, so I can't contribute more than that.

  • I've added Grace to the list of legendary cosmetics that I hope make it into DbD at some point in the future, like a Luis Serra skin for Leon and an Ashley Graham skin of Jill or Ada. Maybe later this year.

  • I'll be honest and say I'm a bit disappointed by these designs. Firstly, I don't like the crab legs, but I can get past them. Secondly, I wish they didn't have such human facial features but something otherworldly, or even no face at all. Lastly—and this is my main issue—when it was revealed that the new killer would be a divine eldritch being, I hoped we'd get something androgynous, without any clear gender/sex. Both of these designs read obviously female to me.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4059190#Comment_4059190

    yes, if you have a P100 character the badge should be unlocked for you on that character once this goes to Live.

    Hey Mandy, just a quick question.

    I like the badges I've seen (my Alan will be very happy when he eventually reaches P100) but I noticed there's only a badge for Aestri and nothing for Baermar. I only ever play as him, so I was wondering: is this an oversight or is he simply not getting one?

  • He's cute, but I hope Behaviour have some banger cosmetics in the pipeline for him, I'll just say that. It's not even that I want something bright and flashy like a lot of Nea and Feng Min's cosmetics, just something more…visually interesting.

  • There can definitely be discrepancies when it comes to players/things loading in at different times at the beginning of a match. It happens rarely for me, but it's always memorable. Several times, I'll load into a match, be running around looking for a gen for 10-15 seconds, then all of a sudden, every survivor gets affected by Wesker or Krasue's infection from their add-ons, or I hear the DING of Pinhead's box spawning.

  • I find it interesting that the amount of 4-man squads in high MMR is only 17% in Brazil and 15% worldwide. Very interesting indeed.

  • I didn't get any of the S tier killers as an option in any of the three questions, so I included my thoughts in the additional comments box at the end of the survey.

    Basically, I think tier lists aren't the be all, end all of determining killer strength. There are a lot of different factors that can make the strongest killers feel weaker and the weakest killers can still do very well if circumstances line up right. However, there is still a general consensus of who the best killers are (Nurse, Blight, Ghoul, Dracula etc.) and who the worst killers are (Trapper, Skull Merchant, Ghost Face etc.).

    With that in mind, I think the S tier killers should all receive some nerfs to take them down to the level of the strength the current A tiers have, and the C and D tier killers should be buffed up to around the current B tier killers. This is probably never going to happen because it would take an incredible amount of work, but if it were to come, it would be for the better in the long run. Having a much smaller gap between the best and worst killers would make balancing other areas of the game (map sizes, number of pallets that can spawn, perk strength etc.) much easier.

  • @OnryosTapeRentals said:

    I'd be happy with another Resident Evil Chapter. Although even just another cosmetic collection would be nice. Still waiting on Krauser and Billy Coen as legendary skins.

    I'd kill for a Luis Serra legendary cosmetic from the RE4 remake.

  • Gabriel actually seeing some major love in the cosmetic department, both in terms of getting multiple outfits and those outfits not being outlandishly and rigidly space-themed anymore.

    I hope 2026 sees Jeff and Jonah getting similar treatment—they got nothing in 2025 apart from a t-shirt or two.

  • Something is definitely up with pallet spawns on some maps. There's Midwich like this thread addresses, but I've also played a couple times on maps like Shelter Woods very recently and noticed that one of the main building pallets didn't spawn when it should be there 100% of the time. This was right at the beginning of the match and there's no debris on the ground, so I know it's not a case of someone else having already used it. This is also either a mistake on the devs' part, or I guess this pallet now only has a chance of spawning.

    IMG_1958.jpg
  • I had the equivalent of over 2.3 million bloodpoints in Haddonfield offerings… Guess the bloodpoint economy has well and truly crashed.

  • I enjoyed the Lake Mine showcase. It's DbD's best map in at least a couple years, in my opinion, but for some reason the odds of playing on it normally seem unusually low. Thanks to the showcase, I could actually play on it more than once every 200 matches or so.

  • @OmegaXII said:

    Wait.. another Vecna? Are they the same Vecna or just same name?

    Different characters. The kids in Stranger Things are big D&D nerds, so they name all the monsters in the show after monsters in D&D.

  • In my wildest dreams, I'm hoping for Joyce and Hopper as the new survivors, legendary cosmetics for Eddie and Robin, a Nancy face rework, and a shirtless Steve cosmetic from season 4. Any of that comes, I'll be a happy camper.

  • I managed to do a couple of the survivor milestones, but the rest are at very different stages of completion. I also only just finished the rift last week, unlike every previous rift since I started playing in 2021 which I would've already finished at least a month before that. This one felt quite unforgiving, encouraging daily play. Instead of making me excited to play more, it only led to me feeling burnt out and shutting the game off again as soon as I'd completed the daily rituals.

  • Sitting in the menu is definitely more taxing on my PS5 than being in a match, as well as there being occasional lag when switching between characters and screens. I also remember playing back on my PS4 slim 3 years ago, before I upgraded. It would barely make noise while I was actually in matches, but whenever I was in the menu, the fans would be crazy loud.

    There are definitely big optimisation issues, but because they've existed for years with barely anything being done to remedy them, I doubt Behaviour will address them anytime soon.

  • I understand that losing can be frustrating, especially if you seem to go up against strong team after strong team, but when a win rate of 78% isn't enough for you, I genuinely feel you need to reevaluate a few things.

    The target the devs have stated many times is for all killers to fall somewhere around 60%. You're already well above that rate—while using a killer that's generally considered to be very weak, outside of an add-on or 2, and with whom you admit yourself you're fairly inexperienced. Again, I empathise that losing doesn't feel great, but on the other side of the coin, if you want to keep winning and winning and winning until your kill rate is 90% or higher, that means survivors will have to keep losing and losing and losing. You already know that losing doesn't feel great, so in order for you to have a 90%+ kill rate, the other side must therefore come away from all of their matches feeling bad.

    I'm unsure if this is an unpopular opinion or not, but I don't think even the strongest killers in the game should be able to win 99% of their matches. Once they have the basics down, everybody should win some, tie some, and lose some, and everybody, regardless of which side they're currently playing, should be comfortable with losing sometimes.

  • @ThatRyanB said:

    Dropping in here to share a little update. We have some Clown changes coming, but want to ensure they're tested in a PTB first before going straight to Live. As far as timing, we're aiming for these changes to be included in the next PTB, so stay tuned!

    Please know I'm not upset with you personally, as I recall other comments from you on this forum and you always seem wonderful. However, I do have to question the logic and fairness of waiting to further adjust the Clown until the next PTB, while Fog Vials weren't given the same grace period. Without even getting into the uselessness of the nerfed Vials, I feel that either both the Vials and Clown should have been swiftly addressed within similar time periods, or developers should have waited to further test changes to both on an upcoming PTB. Right now, it just seems like there are different rules.

  • To add some more evidence, I just played this match where I spawned in the middle of Azarov's Resting Place.

    https://www.youtube.com/watch?v=kvpn9fIR03U
  • I've been keeping track of all my survivor matches since the beginning of the year. Over the last 30 days, I've played 220 matches of solo survivor and escaped in 74 of them for an escape rate of 33.6%.

  • I agree that I don't think it's working correctly every match either. Sometimes it works, but other times there have been no offerings played to split survivors, yet I've spawned in as killer with the survivors not all grouped up together in one corner of the map. I've also spawned several times reasonably close to the middle of the map, so I don't know in which direction I should begin my search for the survivors. I could be misremembering, but I thought that wasn't going to happen anymore.

  • I doubt they'll have added facial hair to his cosmetic by tomorrow, and I doubt they'll go back to change it once it's already released. It's unfortunate that this will be his second cosmetic in a row in which he's smooth-shaven, and while his face card is still LETHAL, it could be even more so with some scruff.

    Take notes, Behaviour! Please let the silly space man have his scruff, I beg. 😘

  • I did some testing. I put 2 prestiges into Ace and Jake using the regular method and got 35 and 38 cakes respectively. I then put 2 prestiges into Leon using the bulk spending option and got 68 cakes. It seems that, if you're not P100, using the bulk option might give you more cakes.

  • I'd rather they scrap map offerings altogether at this point. Sure, they can be useful, and I myself have used them in the past to guarantee a map with multiple floors or tall structures whenever I use Balanced Landing, or to send myself to Midwich whenever I play Ghost Face. However, at this point there are too many of them and they clog up the bloodweb. The last thing I want is even more offerings to negate specific maps and further dilute the bloodweb with useless things. I'd be happy if they were removed entirely. At least then there'd be a higher chance of seeing streamers in my webs more than once every prestige if I'm lucky.

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