Do bEHAVIOUR developers even play their own game?

Title. I am legitimately curious as to whether the developers have played the game since… maybe launch. The game is almost unplayable with the amount of bugs; insta loss and anachronistic maps that haven't kept up with the shifting meta of the game; horrendous issues with tunneling and slugging which refuse to be addressed 9 years in, and instead they choose to focus on punishing people for going next - which happens in maybe 1 in 30 matches; completely unusable palettes and tiles literally designed to ensure that you take a down; bugs that mean the match effectively ends for the killer when they can't put a survivor down; constant issues with desync and the servers; vaulting lockers that are 5 miles away from windows. I could continue listing issues for the next 3 hours, most of which are issues that have been in the game for years.

It's regrettable that every single other game bEHAVIOUR releases fails to have any commercial impact, but maybe invest in the actual health of the only game that is keeping your 'studio' afloat instead of banking on gimmicks. I would expect it from a studio with 20 rookie employees, but they have over 1000 employees currently employed. How does a game based on killing players have animations for moris that still look like they were animated in the 90s? How is there STILL no running animation for characters in heels, so they are relegated to wearing the ugliest shoes known to man? It is unacceptable to have a game in this state so far removed from launch. Focusing on securing the next 'big' license (and I use that term loosely) to draw in unsuspecting players only to have them leave after a week because of the state of the game on all fronts is not a viable business plan.

Comments

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942195#Comment_3942195

    Nearly finished. Haven’t kicked them. I had no gen regression. 🤷🏼‍♂️

    There was no excuse to leave his team hanging. It doesn’t matter how it makes you “feel”

    Do you know how many games felt unwinnable to me and I have had a complete turn around. We pulled through! Never would have known had I just went “next”

    This is exactly why I am so looking forward to the go next prevention.

    Because you remember a game where a killer was easy on you is not justification to ignore how other people perceive their chances of winning. To give clear example, you are not using gen regression which is clearly not running meta.

    Imagine going to the doctor and he says to you, I am not going to cure your illness, I am simply going to treat your symptoms. "You'll have to like that."

    Go next prevention will backfire and I will be the first to claim I was right.

  • @mecca said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942199#Comment_3942199

    Because you remember a game where a killer was easy on you is not justification to ignore how other people perceive their chances of winning. To give clear example, you are not using gen regression which is clearly not running meta.

    Imagine going to the doctor and he says to you, I am not going to cure your illness, I am simply going to treat your symptoms. "You'll have to like that."

    Go next prevention will backfire and I will be the first to claim I was right.

    It might, it might not. I suppose we will just have to see. It's one of those things where you won't really know the results until its implemented. I think the idea is great, but I AM concerned about false positives kicking in. BHVR said the 8 gen regression limit would only affect situations where the killer refuses to participate in normal gameplay and instead camps 3 gens from the beginning of the match. This clearly isnt the case, as it can kick in during very legitimate matches quite easily. So yeah, we will have to see how it goes.

  • Going Next 1-30 matches???? ARE WE PLAYING THE SAME GAME????

    more like 15-30 matches

    Play more solo q

    Also feel its rude to tell devs to play their own game.

    This game aint easy to deal with

  • @mecca said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942199#Comment_3942199

    Because you remember a game where a killer was easy on you is not justification to ignore how other people perceive their chances of winning. To give clear example, you are not using gen regression which is clearly not running meta.

    Imagine going to the doctor and he says to you, I am not going to cure your illness, I am simply going to treat your symptoms. "You'll have to like that."

    Go next prevention will backfire and I will be the first to claim I was right.

    You’re assuming the killer was “easy” on us/me.

    Everything you say screams survivor bias aka the game is “killer sided”

    There is no root problem to the survivor “experience” the issue is people go next for 48,000 different reasons and then want to blame the killer.

    You’ll be the first to see this will help the soloq experience. If it wasn’t going to help I don’t think the devs would be adding it.

  • @francesinhalover said:

    Going Next 1-30 matches???? ARE WE PLAYING THE SAME GAME????

    more like 15-30 matches

    Play more solo q

    Also feel its rude to tell devs to play their own game.

    This game aint easy to deal with

    Facts 💯!!! Thank you.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942208#Comment_3942208

    You’re assuming the killer was “easy” on us/me.

    Everything you say screams survivor bias aka the game is “killer sided”

    There is no root problem to the survivor “experience” the issue is people go next for 48,000 different reasons and then want to blame the killer.

    You’ll be the first to see this will help the soloq experience. If it wasn’t going to help I don’t think the devs would be adding it.

    You can't defend your very flawed stance so you resort to cheap insults. I could call you a killer main considering you seem to be very complacent to the survivor role.

  • @mecca said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942221#Comment_3942221

    You can't defend your very flawed stance so you resort to cheap insults. I could call you a killer main considering you seem to be very complacent to the survivor role.

    Another assumption. I didn’t make a single insult. There’s nothing to defend. In the scenario I described for the match I just had, there was 0 reason for the ace to go next.

    They only need 1 gen left by the end of it. Had ace not went next 2 or 3 survivors could have possibly made it out.

    Anywho - this topic isn’t going anywhere regardless with you respectfully so this will be my last response.

  • your own personal experience does not define the game . My personal experince is one survivor giving up every other game . However i don't define that as everyones experience as it could just be back luck etc .

  • @MissiCiv said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942024#Comment_3942024

    100% This.

    Just imagine a new game is released that’s exactly like DBD. It shares the same core gameplay idea, just like how League of Legends and Dota 2 are based on the same foundation. The only differences would be the characters, some terminology, and maybe a few visual elements.

    For example, instead of repairing generators, you'd be fixing computers. Instead of running from a killer, you'd be escaping from some sort of monster, hunter, or anomaly. Just like in DBD, there would be survivors, except they wouldn’t be called that. Maybe they'd be referred to as Runners, Escapers, or Operatives, depending on the game's theme.

    And just like how every survivor in DBD comes equipped with up to four perks in our games, this new game would have something similar, perhaps called modules, traits, or protocols but functioning in exactly the same way.

    The gameplay loop would also be nearly identical: chases, mind games, looping around structures to buy time, completing objectives under pressure. Everything just the same, just presented with different names and visuals.

    If a game like that existed, I’d drop DBD without a second thought. The only reason BHVR gets away with so many poor decisions is because they hold a monopoly over this genre. They know that if you enjoy this specific type of 4v1 gameplay, you’ll eventually come back to DBD because there’s no real alternative. And that’s exactly the problem.

    Asymmetrical horror games like you've described HAVE come out though... Why are you here and not there?

  • They play their own game even when it looks like with some changes they dont. True question is do they play at higher level like against same people like Hens etc. thats mystery.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942082#Comment_3942082

    Asymmetrical horror games like you've described HAVE come out though... Why are you here and not there?

    And which my friend :)

  • There was killer klowns, f13, Texas chainsaw, evil dead, and Last Year to name afew. DBD players try them out while claiming its the DBD killer and every single time...they pick DBD over the alternatives. I have a really hard time taking ppl seriously anymore when they say they'll jump ship once an alternative comes along since there's been plenty of alternatives.

    You can also go play the Roblox DBD clone or Identity V if ya want.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942425#Comment_3942425

    There was killer klowns, f13, Texas chainsaw, evil dead, and Last Year to name afew. DBD players try them out while claiming its the DBD killer and every single time...they pick DBD over the alternatives. I have a really hard time taking ppl seriously anymore when they say they'll jump ship once an alternative comes along since there's been plenty of alternatives.

    You can also go play the Roblox DBD clone or Identity V if ya want.

    You might've misunderstood my point by miles. I'm not talking about asymmetrical horror games in general.
    I'm talking about a game that replicates DBD’s exact gameplay formula, same 4v1 structure, same core objectives, same chase/loop mechanic, skill check system, perk-style loadouts, etc. Just with different characters and visuals/effects.

    Most of the games you mentioned (like Killer Klowns, F13, or TCM) rely heavily on licensed content and are built around a single IP. That kind of design is doomed from the start. Once they burn through all the recognizable characters, maps, and references from that universe, there’s nothing left to keep players invested. No long-term gameplay variety, no creative freedom. These games are also fundamentally different from DBD in terms of core gameplay. They don’t follow the same chase-loop-objective format, don’t have the same perk systems, nor the same kind of 4v1 tension or match pacing. They might be asymmetrical, but they’re not mechanical alternatives to DBD.

    I’m imagining a game that has its own unique theme and identity, just like DBD did when it launched.
    A game that releases its own original chapters and content updates, but also welcomes a variety of licensed collaborations across horror, sci-fi, or even fantasy. It should have the mechanical depth of DBD -chases, loops, perks, clutch saves, all wrapped in its own stylistic world.

    That’s not what we’ve gotten from these other games.
    None of them offered the same open-ended foundation that allows for decade-long growth the way DBD has.

  • @MissiCiv said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942433#Comment_3942433

    You might've misunderstood my point by miles. I'm not talking about asymmetrical horror games in general.
    I'm talking about a game that replicates DBD’s exact gameplay formula, same 4v1 structure, same core objectives, same chase/loop mechanic, skill check system, perk-style loadouts, etc. Just with different characters and visuals/effects.

    Most of the games you mentioned (like Killer Klowns, F13, or TCM) rely heavily on licensed content and are built around a single IP. That kind of design is doomed from the start. Once they burn through all the recognizable characters, maps, and references from that universe, there’s nothing left to keep players invested. No long-term gameplay variety, no creative freedom. These games are also fundamentally different from DBD in terms of core gameplay. They don’t follow the same chase-loop-objective format, don’t have the same perk systems, nor the same kind of 4v1 tension or match pacing. They might be asymmetrical, but they’re not mechanical alternatives to DBD.

    I’m imagining a game that has its own unique theme and identity, just like DBD did when it launched.
    A game that releases its own original chapters and content updates, but also welcomes a variety of licensed collaborations across horror, sci-fi, or even fantasy. It should have the mechanical depth of DBD -chases, loops, perks, clutch saves, all wrapped in its own stylistic world.

    That’s not what we’ve gotten from these other games.
    None of them offered the same open-ended foundation that allows for decade-long growth the way DBD has.

    Afew points to make here...

    As far as running out of content from using a single IP... many games didn't really have that problem. TCM for example just kept releasing new characters that you kinda just had to assume were Bubba's cousins who have been out of town for awhile or something, lol. Introducing new Demons in Evil dead was also a non-issue. You have IPs like Puppet master that would introduce new characters every movie, so I don't see why they would have an issue pulling new puppets out of their ass for the game.

    Correct me if I'm wrong but... it SOUNDS like you want a DBD clone you can play because you really like what DBD has but you wanna be able to say you play something else. It's like that old meme "we have DBD at home". If the only differences you want is renaming stuff... what's the point? "It's not a survivor fixing a generator, it's a victim repairing a power supply...TOTALLY different".

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942440#Comment_3942440

    Afew points to make here...

    As far as running out of content from using a single IP... many games didn't really have that problem. TCM for example just kept releasing new characters that you kinda just had to assume were Bubba's cousins who have been out of town for awhile or something, lol. Introducing new Demons in Evil dead was also a non-issue. You have IPs like Puppet master that would introduce new characters every movie, so I don't see why they would have an issue pulling new puppets out of their ass for the game.

    Correct me if I'm wrong but... it SOUNDS like you want a DBD clone you can play because you really like what DBD has but you wanna be able to say you play something else. It's like that old meme "we have DBD at home". If the only differences you want is renaming stuff... what's the point? "It's not a survivor fixing a generator, it's a victim repairing a power supply...TOTALLY different".

    If your solution is “just throw in random characters and call it content,” then yes you’ve already run out of meaningful ideas.

    You can slap 10 imaginary cousins onto Bubba, or conjure up nameless demons from the void but that’s not expansion. That’s filler. That’s the difference between building a rich, evolving universe… and duct-taping extensions onto something never designed to grow in the first place.

    And as for the whole “we already have DBD at home” argument? Come on.
    By that logic:

    • Why did Riot make League of Legends when Dota already existed?
    • Why did they make Valorant when CS:GO was already kind of a tactical shooter?
    • Why did Pro Evolution Soccer even tryed when FIFA dominated the football scene?
    • Why did we get Apex Legends, Warzone, or Fortnite when PUBG already "defined" the Battle Royale genre?

    Because all of these games share the same core gameplay loop, the same foundational logic, the same mechanics and design philosophy they just reimagined it within their own unique universe.
    They didn’t need to reinvent the genre just refine it, evolve it, and present it with a different voice. And that’s the point: competition doesn’t mean creating something completely different it means taking what works, understanding its strengths and flaws, and offering a version that might speak to people in a new, better way.

    So this isn’t about swapping names or making cosmetic changes.
    It’s about taking a proven formula and evolving it, giving it new life with smarter design, better balance, deeper mechanics, and a fresh identity.

    it’s not about renaming perks or swapping generators for computers.
    It’s about taking a formula that works and pushing it further refining it, elevating it, giving players different choices.

    Competition breeds innovation. And innovation is what keeps games and players alive.

  • @Roco45 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941975#Comment_3941975

    Then maybe this party game shouldn't have DC penalties as if pub lobbies have bets placed on them. There is no logical reason for a DC penalty in this game to ever exceed 5 minutes and that's being generous. This game literally cultivates spite and has one of the most toxic communities in gaming, but I'd bet the community would start self regulating if people could more often leave unpleasant matches with a bot replacing them.

    If toxic people with toxic gameplay styles want to grief, they would be more likely than not, be forced to play with bots. I bet they'd get bored of that quickly and then alter their gameplay style to something pleasant that facilitates fun. Instead we have BHVR forcing others to play with them.

    The "going next" change with unhooks is at the core awful because it's further removing player agency and creating more of what people don't want which is the complete removal of at least minimal gameplay. The afk changes though, are going to cause people to literally just stop playing altogether.

    If the go next and AFK changes irritate people to the point of dropping this game, then it works. As those people should not be queueing up in the first place.

    You play DBD because you intend to actually play. If you rq at the first inconvenience, this is not the game for you.

  • @MissiCiv said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942446#Comment_3942446

    If your solution is “just throw in random characters and call it content,” then yes you’ve already run out of meaningful ideas.

    You can slap 10 imaginary cousins onto Bubba, or conjure up nameless demons from the void but that’s not expansion. That’s filler. That’s the difference between building a rich, evolving universe… and duct-taping extensions onto something never designed to grow in the first place.

    And as for the whole “we already have DBD at home” argument? Come on.
    By that logic:

    • Why did Riot make League of Legends when Dota already existed?
    • Why did they make Valorant when CS:GO was already kind of a tactical shooter?
    • Why did Pro Evolution Soccer even tryed when FIFA dominated the football scene?
    • Why did we get Apex Legends, Warzone, or Fortnite when PUBG already "defined" the Battle Royale genre?

    Because all of these games share the same core gameplay loop, the same foundational logic, the same mechanics and design philosophy they just reimagined it within their own unique universe.
    They didn’t need to reinvent the genre just refine it, evolve it, and present it with a different voice. And that’s the point: competition doesn’t mean creating something completely different it means taking what works, understanding its strengths and flaws, and offering a version that might speak to people in a new, better way.

    So this isn’t about swapping names or making cosmetic changes.
    It’s about taking a proven formula and evolving it, giving it new life with smarter design, better balance, deeper mechanics, and a fresh identity.

    it’s not about renaming perks or swapping generators for computers.
    It’s about taking a formula that works and pushing it further refining it, elevating it, giving players different choices.

    Competition breeds innovation. And innovation is what keeps games and players alive.

    DBD has original content all the time which people go nuts for, so not sure why you think another game can't also release original characters to similar success.

    As for your examples of various games I'n the same genres... you've already stated you don't want a game in the same genre that does it's own thing. Here's your words...

    -I'm not talking about asymmetrical horror games in general. I'm talking about a game that replicates DBD’s exact gameplay formula, same 4v1 structure, same core objectives, same chase/loop mechanic, skill check system, perk-style loadouts, etc. Just with different characters and visuals/effects.-

    Valorant didn't replicate CSGO just like Fortnite and Apex didn't replicate PUBG. These games did way more than just introduce a different art style, they drastically altered the formula. It's dishonest to suggest otherwise. Fortnite's gameplay of building structures, using bounce pads and gliding around make it drastically different than PUBG. You however don't want a drastically different DBD game...

  • @francesinhalover said:

    Going Next 1-30 matches???? ARE WE PLAYING THE SAME GAME????

    more like 15-30 matches

    Play more solo q

    Also feel its rude to tell devs to play their own game.

    This game aint easy to deal with

    LOL not even close. Thousands of Solo Q games over the years later and I barely ever see it, but sure, you see it in 50% of the matches 😂😂

    Expecting devs to play their own game is rude? How? The game isn't easy to deal with? And whose fault is that and who has the power to actually change it?

  • @MissiCiv said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942446#Comment_3942446

    If your solution is “just throw in random characters and call it content,” then yes you’ve already run out of meaningful ideas.

    You can slap 10 imaginary cousins onto Bubba, or conjure up nameless demons from the void but that’s not expansion. That’s filler. That’s the difference between building a rich, evolving universe… and duct-taping extensions onto something never designed to grow in the first place.

    And as for the whole “we already have DBD at home” argument? Come on.
    By that logic:

    • Why did Riot make League of Legends when Dota already existed?
    • Why did they make Valorant when CS:GO was already kind of a tactical shooter?
    • Why did Pro Evolution Soccer even tryed when FIFA dominated the football scene?
    • Why did we get Apex Legends, Warzone, or Fortnite when PUBG already "defined" the Battle Royale genre?

    Because all of these games share the same core gameplay loop, the same foundational logic, the same mechanics and design philosophy they just reimagined it within their own unique universe.
    They didn’t need to reinvent the genre just refine it, evolve it, and present it with a different voice. And that’s the point: competition doesn’t mean creating something completely different it means taking what works, understanding its strengths and flaws, and offering a version that might speak to people in a new, better way.

    So this isn’t about swapping names or making cosmetic changes.
    It’s about taking a proven formula and evolving it, giving it new life with smarter design, better balance, deeper mechanics, and a fresh identity.

    it’s not about renaming perks or swapping generators for computers.
    It’s about taking a formula that works and pushing it further refining it, elevating it, giving players different choices.

    Competition breeds innovation. And innovation is what keeps games and players alive.

    And that’s the point: competition doesn’t mean creating something completely different it means taking what works, understanding its strengths and flaws, and offering a version that might speak to people in a new, better way.

    I too would leave DbD if someone made a superior version of DbD.

    It's just not easy to do that. For all of the successes that come, masses of games try to take the spot and fail.

    It's also worth pointing out, the games you cite didn't replace the originals. The original games still exist and get quite a lot of players (varying between your citations). As @LordGlint mentions these games offered things that were different. Some players appreciated those differences, some didn't.

    So far everyone who has to remove DbD's flaws and improve on its strengths has failed. Which shouldn't be a surprise being we (the playerbase) intensely disagree on what the strengths and flaws are.

  • @MarbleThrone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942001#Comment_3942001

    If the go next and AFK changes irritate people to the point of dropping this game, then it works. As those people should not be queueing up in the first place.

    You play DBD because you intend to actually play. If you rq at the first inconvenience, this is not the game for you.

    As harsh at this sounds, I actually agree with this. They already aren't playing the game, anyway. At best they are just inflating player counts while simultaneously ruining people's matches by trolling.

  • @MarbleThrone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942001#Comment_3942001

    If the go next and AFK changes irritate people to the point of dropping this game, then it works. As those people should not be queueing up in the first place.

    You play DBD because you intend to actually play. If you rq at the first inconvenience, this is not the game for you.

    Enacting these changes while doing nothing about tunneling, camping, slugging is actually such a stupid thing to advocate for, it lacks critical thinking to the point that it's astounding. Every single one of you that cheers this on is exactly why this community is atrocious. So, congrats on continuing that legacy. At the end, you're going to have cheaters and miserable people to play against and if BHVR ever tries to make a DBD 2, it will flop.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941807#Comment_3941807

    Yes I am, I've played this game since day 1 back in 2016 and I think it's in the healthiest position its ever been in balance wise - and I've played both sides of the game for many many years now. There's always going to be some issues with the game, same as any game, and we're addressing those this year with the slugging / tunneling / "go next" things that we have planned.

    I remember your comment about how killers doing those things will readjust to an mmr where it won't be necessary, and I agree! I want to ask, are there any plans for other toxic or unfun killer strategies, like more 3 gen restrictions or potentially even respawning pallets

  • @Frost139 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941920#Comment_3941920

    I remember your comment about how killers doing those things will readjust to an mmr where it won't be necessary, and I agree! I want to ask, are there any plans for other toxic or unfun killer strategies, like more 3 gen restrictions or potentially even respawning pallets

    no plans for either of those things. We're satisfied that the 3 gen system is doing exactly what it's designed to and stopping the egregious cases of 3 genning. And pallets are not an infinite resource they are designed to be used once in a trial (or more if not broken), but once broken they will stay broken and not respawn.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945056#Comment_3945056

    no plans for either of those things. We're satisfied that the 3 gen system is doing exactly what it's designed to and stopping the egregious cases of 3 genning. And pallets are not an infinite resource they are designed to be used once in a trial (or more if not broken), but once broken they will stay broken and not respawn.

    Alright. When can we expect the tunneling and slugging changes to be announced and/or enter ptb?

  • @Frost139 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945098#Comment_3945098

    Alright. When can we expect the tunneling and slugging changes to be announced and/or enter ptb?

    While we aren't sharing specific timing quite yet, both of these will be included in phase 2 of the Quality of Life initiative, which will run from July to December. Stay tuned, though, as we'll have more details to share soon.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945115#Comment_3945115

    While we aren't sharing specific timing quite yet, both of these will be included in phase 2 of the Quality of Life initiative, which will run from July to December. Stay tuned, though, as we'll have more details to share soon.

    Awesome, thank you so much! Is it going to be a regular patch like the Five Nights at Freddy's one, i.e include other regular changes alongside it, or will it be a dedicated patch? There are some killers like Ghostface that are really OP right now

1 2 ›