Why is Streetwise not killswitched?
Comments
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Didn't it also take them ages to killswitch Trickster last year at some point despite him being a health hazard to those with epilepsy? But no, Nemesis not being able to use basic attacks properly was more important than the safety of players
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You heard it here from a DBD forum mod. Abuse it as much as you want. Use it every single game, they aren't going to do anything to stop it or any other exploit. You just got blanket permission to abuse any big or exploit in the game. As long as it isn't killswitched, it's totally fine to abuse.
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Please explain how nemesis was "critical enough" but Streetwise isn't. The criteria seems way too subjective and we don't understand why it's "nuclear" option. It is not easy to actually disable something? It's 1 survivor perk out of 100 that nobody really uses anyway.
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Just so I'm clear:
Stacking a perk multiple times upon itself to gain an extremely unfair advantage = okay.
Stacking an addon multiple times upon itself to gain an extremely unfair advantage = kill switch
The inconsistency is baffling
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I think there needs to be a serious reevaluating of WHAT warrants a kill switch.
If you consider infinitely charged toolboxes that last for the entire game to be okay and non-gamebreaking because it takes a bit of time to set up, then I'm genuinely afraid for what else could be considered okay.
This exploit is single handedly making me unable to play killer because it's based on something that isn't even visible in the lobby and does NOT have a counter. The only possible counter for it would be old Franklins and how it would drain an item of charges over 90 seconds - which was removed in this exact same patch.
For the record, you kill switched Nemesis due to broken perk interactions. Which was justified, don't get me wrong, but you should apply the exact same sort of leniency here. The same way you should have applied it to Merciless Storm when that was bugged to rip 50% off a generator. But what this means is that this insane restriction that's being suggested that it's only ever used for things that actually cause the game to cease functioning entirely is just not true.
It comes across that BHVR doesn't want to killswitch two things at once because it's embarrassing to admit multiple things are completely broken. And that's extremely frustrating in a patch where so much of the game is broken.
Genuinely, I want to know what the justification is for keeping Streetwise available to use - and WHAT exactly makes it better than simply preventing this exploit from appearing in every other game I play. Is this TRULY WORTH a perk that's intended purpose is tied to a mechanic of the game people never do in regular matches? Do you REALLY think the majority of Streetwise users currently are running it so they can loot a chest normally and play the game without exploiting it to hell and back?
And if you really think it's worth the case, what does the 15-to-1 ratio of votes down to votes up on this response say about how the playerbase feels about that? It might actually help to listen. Maybe, just maybe, we are right about this.
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kinda hard to interpret this in any way besides as an endorsement.
Hear that, kids? Try to break the perk!
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I am half convinced that there is no killswitch criteria.
It seems like they just choose things at random, there's no way that Nemesis or SM add-ons deserved a killswitch if Merciless Storm or Streetwise don't.
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point of order that Merciless Storm did deserve a killswitch, and got one.
Why that perk deserved a killswitch and not Streetwise is anyone's guess
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The pitchforks are out. Poor Jocelyn trying to offer some communication. 🥺
Post edited by Lixadonna on-9 -
It got killswitched, then was immediately broken at soon as the killswitch ended and was not killswitched again.
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Good god, now we will have Streetwise exploiting every game and make all the killers quit the game entirely.
No killers = no games.
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How was nemesis pwyf bug game breaking then? It did not disallow games to end normally, it was only a permanent 15% haste?
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It's not breaking the game? How is infinitely saboing hooks not broken? How is infinite charges on generators not broken? What's the point of your Killswitch if you won't even use it on something so obvious as this!
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Remember when Behaviour released "Meet Your Maker", a game based on user built levels, then made the currency needed to build levels based on killing the players, so players made levels that were unfair deathtraps (as the bad design demanded), which resulted in all the casual players fleeing and the entire game flopped?
Now we have a gamebreaking perk in this game and everybody is forbidden from touching the killswitch for badly explained reasons.
There's something deeply wrong with Behaviour's leadership and I have no idea if there's anybody in the company who can right the ship.
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He could also lunge while carrying survivors, and could not use Exposed perks or any other perk that required a M1 hit to trigger, like Franklin's Demise. Nemesis was killswitched because Nemesis was in a unplayable state, not because PWYF made Nemesis unplayable.
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Btw Streetwise + Scavenger gives a basic toolbox which is 50% faster repair speed or in other words 60 second solo gens without killer perk interference. Totally not game breaking btw.
So for the "time investment" thing I've seen that is blatantly false.0 -
What the f…………………………….. Its not breaking the game but having no killers is also not game breaking?
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Not to mention that the Skull Merchant bug affected only a small % of matches because relatively few people play Skill Merchant, while this game-breaking bug can potentially impact literally every single match in the world going on at any given time.
It seems impossible to believe that the devs just don’t want to kill switch it. I’m in disbelief why anyone would willingly choose this PR disaster over temporarily disabling an infrequently used, very non-meta perk. Either they can’t technically do it for some reason and they don’t want to admit it, or some very important person’s performance goals are at risk if they have more than X number of kill switches activated per year.7 -
And we are communicating back that the decision is terrible and should be reevaluated. My bitterness here is not directed at Jocelyn, but the decision of the team as a whole to let this continue ruining matches for arbitrary and ridiculous reasons despite literally everybody, except for the people actively abusing it, lighting a fire under BHVR's ass.
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I've already experienced slower survivor queue times in comparison to when the patch dropped (and therefore, before the exploit was discovered). This is already happening.
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You guys are legit making it more of an issue than it really is, it really only affecting the 1% + streamers, Ive have still been constantly been 3-4king every game.
Post edited by BoxGhost on-38 -
Pharmacy also provides a medkit, and Residual Manifest provides a flashlight, so players can permablind killers or heal at max speed all match.
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Good for you buddy… Enjoy your games :)
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None of what you described is game breaking (as in impossible to end games normally), as per their criteria. Not to mention nemesis can easily live without ever m1ing
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what an L Take, just close your mouth, instead of talking trash. you would be the perfect dev at bhvr
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You are communicating (and only communicating, pretty sure it was not your decision), but the way you are doing it is not really good.
If you communicate between the Community and the Dev, then you should communicate to them that the Killswitch-feature, as it is now, is basically non-existent. If only the worst of the worst things are killswitched (which is not even the case, I have seen things being killswitched which were less severe), then the feature might be removed tomorrow.
IMO there is a different severity of things being broken (when it comes to impact on the overall game), with characters being the most severe things, followed by Perks, followed by Items and Add Ons. Killswitching Streetwise, a fairly unpopular Perk, will have less impact on the game than keeping it around. The number of people who will miss the Perk will be much smaller than the number of people who are either annoyed by it or who are exploiting it. (And even if popular things are bugged, I would guess that more people would value a Killswitch and knowing that games are fair over using the bugged content, even if they were using said content before)
Post edited by Aven_Fallen on10 -
she is doing her job, but that job relies on listening to feedback and relaying it to the team. if the info she relays to us is as disappointing and bizarre as this, the main team deserves to know how ridiculous their responses are to an already controversial patch full of issues
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Oh no, I'm not saying it's gamebreaking, I'm saying Nemesis was unplayable and bugged to #########. This is also why Houndmaster was disabled in Bone Chill last year, as she was unplayable, bugged to #########, and caused stuff to crash.
I would like to reveal to the court that I posted the link to this thread on Reddit multiple times.
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You all killswitched potential energy within the hour of it giving infinite tool box charges and this bug is giving any item infinite charges. This is either the most tone deaf thing you all have done in a while or you're blatantly showing you guys favor the side of 4 over the 1. I lost 4 games in a row yesterday to 3 to 4 people using street wise and gen rush builds. It genuinely feels like you all do not truly care about this health update to your game anymore and don't care about the health of your game in general
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Wow. I guess I won't be playing this game for a while.
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I feel sorry for JocelynAwakens. She gets all the hate while only being the person who delivers the information from someone else.
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if it was the killer side it would've been kill switched hours into the game when people found out
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The developers have done it once again! They've made themselves look like IDIOTS!!! I can't wait for my message to be deleted by a moderator!
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I think the criteria for the killswitch needs to be reevaluated, because Streetwise definitely should be killswitched.
Toolboxes and Medkits with infinite charges are gamebreaking.
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holy sweet summer zest this thread is
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Having one perk available for a few weeks is not worth the harm it's doing to player experience and community relations.
It's a relatively easy bug that severely affects the balance of matches. Developers, please, use the Killswitch feature you made and be done with it. Nobody cares if it doesn't fit the nebulous and vague criteria, it's ruining matches.
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Potential Energy → you load to the game with the perk and toolbox and can instantly hop on a gen
Streetwise → you need to spend 30+ seconds searching for a chest, opening it and stacking up charges, you also need to be lucky to get the toolbox from that chest, if you don't get it you add another 20s+ to find and open another chest
You see the difference?
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kids named plunderers and scavenger
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Its unfortunately becoming more and more obvious employees of BHVR aren't playing their game as much as they used to.
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Yeah, I see a difference, this is worse because this can give medkits, flashlights new maps and new keys infinite charges not just toolboxes. On top of that there are perks that literally let you get what you want from a chest?
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Or you could use the Universal Perk Plunderer's Instinct and any of the three perks that guarantee the specific item to speed up this process, which multiple videos have already shown is occurring. You can also bring Coin offerings to increase the amount of chests, as the map can hold up to 16 chests (3 at base + 4 for Human Greed and Hoarder, which killers are bringing to get video of the survivors performing the exploit + 8 chests for a entire party of coins + 8th anniversary offering on any killer older than and including Vecna), making them incredibly easy to find. You can also do this with things that are not toolboxes and get permablinds or heal at max speed for the entire match.
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Honestly medkits with infinite charges aren‘t that strong. I tried the bug and it didn‘t feel like I need more than two heals, but it was nice to get more heals. If this bug told me something medkits should allow you to heal more times than two.
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Keys and maps cannot perform the exploit, according to my testing. Only the three traditional charge items can.
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It doesn‘t meet the criteria for a kill-switch? Your minds go back and forth just like when you couldn‘t decide whether it‘s gonna be a new map or a new tile. This is crazy.
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Respectfully, if this is the case, the team needs to reevaluate the killswitch criteria. It doesn't take much time to do at all, it can literally be done in seconds after you find a chest, and it gives even the strongest items infinite time to use. The fact that Nemesis, an entire killer, was (deservedly) killswitched for an unfair advantage, but just a single perk that provides an advantage just as crazy and unfair isn't killswitched really says a lot.
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In my opinion, the bug being very easy to do (equip streetwise, open a chest, loot item repeatedly) and how fast information is spreading about it should be considered for Killswitch.
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Infinite medkits also allow you to heal other surivors much faster, in a meta where it is already incredibly fast to heal others or yourself. Being able to heal yourself whenever you want is also incredibly strong. It means you don't have to put yourself in any danger of finding another survivor to heal. There's a reason that the best addons for medkits besides styptics and syringes are charge increases.
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I would like to add onto this. Trickster was not kill-switched until after a massive uproar, despite at least one person going to the hospital over it.
I also think the use of the Killswitch can be positive in some situations, Bardic Inspiration was useless for a good while and not killswitched. Not every player keeps up to date on patch notes, killswitching a perk that literally did nothing would save a lot of players from wasting their time trying to use the perk.
To put it in a more definable term:
I feel like if a killer/perk/add-on/offering has a massive unintended impact, (or lack of impact, in the case of Bardic), it should be killswitched, especially if it's one that gives an unfair advantage
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