http://dbd.game/killswitch
Bug Fix Status Update
Hello folks,
We have followed your conversations very closely about the state of the game of late, and we agree it’s not in the place we all would like it to be. Recent releases, including our most recent, have introduced frustrating new issues which have distracted from your enjoyment of DbD. We wanted to acknowledge this and let you in on the steps we'll be taking to resolve these issues in the short and long term.
Next Steps
- Along with posting this message, we are Kill Switching the following Perks which currently have issues:
- Streetwise
- Blood Rush
- Last Stand
- Tomorrow (August 6) we are releasing a hotfix to address a number of issues (see here for the patch notes) introduced recently.
- This hotfix will address the issues related to Streetwise and Last Stand, but we agree we should not wait any longer to activate the Kill Switch on them and are doing so now.
- We will also make small adjustments to Fog Vials, decreasing base fog opacity and the volume of ambient fog audio.
- Another hotfix is underway, scheduled to follow next week.
- Among others, this hotfix will address the Blood Rush issues you are currently experiencing in the game.
- Fog Vials will also be adjusted to add a limit to their uses in a Trial, moving away unlimited uses.
Processes Overhaul
As a result of your feedback and internal discussions on the same topic, we will immediately be rebuilding our internal Kill Switch process to be more nimble and better account for community sentiment. We understand you have an expectation of this tool that doesn’t match how we have been using it and wish to improve this.
Once we've settled on a new process, we will clearly communicate the criteria to trigger a Kill Switch to make sure your expectations are better in line with our actions.
Finally, we wanted to address the comments made by the team about the Kill Switch and Streetwise. We apologize for how these comments dismissed your feelings about the importance of quickly addressing Streetwise and further fanned the flames of an already tense topic.
We're grateful for your feedback, which helps us identify places where we can improve and re-evaluate our processes, changing course when it's needed to improve the Dead by Daylight experience for all. As a live game, we know this conversation is ongoing, and we appreciate you for being a part of it with us!
Comments
-
Thank you, this is exactly what I think the community was looking for, in both short term fixes and long term statements.
4 -
Decent response, would've been better to say this prior to yesterday's debacle.
Feels like colorblind settings all over again. We see BHVR dig their feet in and say it isn't worth it or that it would take too long, there's a huge community outcry, and then the implement the changes people originally asked for in a speedy manner.
36 -
Much obliged.
Looking forward to see the unexpected fog vial changes as i assumed that the team would not touch them since personally i found them to be okay for a start release, honestly i expected a tiny buff on them 😆.
Either way good stuff that you guys are improving the kill switch, does that mean that there will be in-game report button to report a certain perk? OR is it more related to forum reports as usual?.
5 -
Will you be killswitching Finesse as well due to the hitbox glitch that also affects Last Stand, or will this issue be fixed when it is fixed for Last Stand?
-7 -
last stand too? that's nice to hear.
I'm curious to see how the smokes will fare. those things are my favourite
6 -
Sad I'm losing the war for fog vials. The opacity is already pretty meh. Everything else here is cool.
I take back what I sad about this company not being good at diplomatic wording. There is at least one person who is.
12 -
Keep in mind that they'll likely take some feedback into account for the changes to the Fog Vials due to this incident. Never stop fighting, brother.
6 -
See, now I feel like the reason Streetwise wasn't killswitched was because it was literally about to be fixed
Which would've stopped this ENTIRE uproar if we had just been told that to begin with. Being told "hey, just wait a day and it'll be fixed" is much better than the situation that unfolded yesterday.
Thank you for the quick follow up. It's much appreciated.
22 -
I agree the opacity should have stayed as it was, i even expected tiny bit of a buff to it too.
I just wished hook opacity would have been more visible in their opacity tuning, technically i dont mind not seeing a survivor as long as hooks are more visible and gens.
Think thats what killers probably complained mostly but did not word it properly.
3 -
Wow you are going to make fog vials useless. Guess fun isn‘t allowed in this game.
7 -
thank you :') im a little worried about fog vials now, but im so happy about the killswitch
2 -
lost the battle, not the war. stay strong soldier.
as one of the people who got a bit too uppity yesterday, thank you for reconsidering these decisions and hearing the communities outcry on the subject. being left in a situation where we could do nothing about and exploit is not a fun game experience to endure, especially after giving feedback on how we would like it removed. please keep doing the things you do
7 -
This content has been removed.
-
Good changes but it really shouldn't need community wide bashing of the dev's amateur hour for things like this come about. This NEEDS to be prevented in the future entirely for not just bug related issues, but everything in general. Also while we're on the topic of fog vials and items… revert franklin's.
-3 -
If by fun you mean just really obnoxious to play against, but not in a like "ou they got me with that item" way but more like "*groan* this is just annoying" way, then sure. It's real fun!
-8 -
Still no shapeshift fix, holy moly,
1 -
"Recent releases, including our most recent, have introduced frustrating new issues which have distracted from your enjoyment of DbD. We wanted to acknowledge this and let you in on the steps we'll be taking to resolve these issues in the short and long term."
This is what means the most to me. Right here. Exactly 100%. The issues to our recent releases (Ghoul, Fnaf and TWD) have been taking away your experience to fully enjoy the game.
Let me be clear here folks. I love the work you do and I simply just want to BE ABLE to fully enjoy the work you put out that I have grown to love.
I just wish we were a lot more proactive to these issues Short Term and ultimately Long Term. We need a plan for this for sure so issues like this doesn't go on for months at a time, whether its a new map, perk, or killers that release.
Thank you.
2 -
Yeah, but even with Streetwise being about to be fixed, they could have still killswitched it way earlier. I dont think that a fix coming in the first Hotfix should mean that the Killswitch should not be used.
@Topic:
This is a good response and way better than yesterday. Choosing the right person and not the probably worst person to communicate helps a lot.
Also happy about the overall reaction and hotfixes AND that the Killswitch will be clarified. I hope that this also means that the Killswitch is used more often.
However, this overall does not change the fact that the overall situation was handed pretty poorly - and not only when it comes to communication, because the person communicating was not the one who decided that Streetwise should not be killswitched, this was on the Devs and a huge mistake IMO.
15 -
Kinda late on the kill switch, but since you guys are finally clearing things up and making improvements despite all the backlash you guys have gotten.
You devs might also wanna apologize to JocelynAwekens since you kinda threw him in a fire and made things worse for everyone.
3 -
No of course, but I would at least understand why they wouldn't killswitch it, if it's going to be fixed in like a day
Like it SHOULD have been but one of the most perplexing things of the situation was why they were refusing to do so when we had clear concise evidence as to why they should.
7 -
no, the outcry was that a completely broken perk was in the game, able to be exploited, not able to ban for, and not able to counter with in game strategies. the issue was that an unbalanced advantage was left in the game intentionally with the playerbase being told that the mechanism they have to disable these types of things wasnt going to be used for reasons that ryan have now confirmed were arbitrary. if this wasnt killswitched, the devs could theoretically argue that anything thats broken "did not meet criteria" for the killswitch. if the criteria is based solely on dev decisions and not functionality within the game, there is empathetically no such thing as the "killswitch", there are just things the developers and only the developers choose to disable and enable of their own will. the community was rightful on edge because why should we even be presented with a feature to disable broken things if they wont disable the main thing players are seeing as broken in the new patch.
of course streetwise will eventually get fixed, most the major bugs inevitably still do. its the fact that yesterday the official response was that it didnt matter enough, despite having directly comparable things previously killswitched and no way to circumvent this exploit once the match starts.
so since people didnt hear your argument in the last thread, dont start one in this one when you are clearly ignoring the context of what brought us to this point
5 -
if smokes are being changed, does that mean franklins revert?
-4 -
Thank you for finally adressing the state of the game and letting us know what's done about it. This was much needed.
Dev team, please don't throw your community managers to the wolves in the future, okay? All this trouble could have been prevented.
5 -
This is a good response and it is good that the Killswitch criteria will be reevaluated and clarified.
The situation was handled very poorly, especially yesterday.
5 -
Thank you. It is a serious shame just how disappointed we had to get first to hear this.
2 -
while we dont have confirmation i would imagine that the smoke vials would function better with the key and map token system over the flashie toolbox medkit charge system (you cant really hold down a fog vial, its a one time use). i dont think this will bring back franklins innately sadly.
1 -
Clown isn‘t fun, plague isn‘t, blight isn’t … I could continue! Do they get nerfed nope. Clown got even buffed to be even more miserable.
Fog vials also are super easy to deal with. If you have problems dealing with them it‘s a skill issue.
4 -
looks like I jumped the gun...I forgot about the map and key reworks..
-1 -
That's a good suggestion, and something I'm happy to share with the team. We'll have more to share about updates to the Kill Switch process a little down the road.
As it stands right now, reporting bugs or exploits you encounter in the Bug Reporting section of the Forums is the most direct way to get concerns in front of us. This way, we can easily link evidence which helps jump-start the process of understanding what's wrong and investigating fixes.
6 -
This content has been removed.
-
Cheers, hopefully it wont take too much of the time to implement a feature similar to (player reporting) but when u hover over the perk at match result screen you can click the perk icon and it will highlight white and then allow to report the perk if it has issues.
And to make sure its not being wrongfully used, devs should just make it so its volume based and monitor it only after updats/big updates.
Either way im happy it was resolved in matter that it did.
1 -
This content has been removed.
-
If you don't mind, would you be able to elaborate on which bug this is? That way, I can make sure the bug is on the team's radar. Is this related to breaking the pallet that's being vaulted?
2 -
Thank you for the update! Glad to hear you are looking at these issues and making the process easier going forward.
Not sure about fog vials though. Limiting uses is fine, but the opacity feels just right from both points of views at the moment. Lowering the opacity any further would borderline make them something I would personally stop using. In open areas it's a small determent to being hit immediately and in a high wall jungle gym it can add a 50/50 to be able to move to another area which feels inline with other chase mechanics.
2 -
No one said anything about problems dealing with them. They are an obnoxious item that also caused the only counterplay to items to get removed because the cooldown system physically doesn't work with franklin's lmfao. So yes, I'd rather not have them in the game at all.
-4 -
Thank you for this but we've could have dodged this whole fire if BHVR was transparent about a fix coming soon rather than radio silence and outright dismissing community sentiment. Its not the first time this has happened but it should be the last. I hope BHVR is having an internal discussion about their professionalism and how they handle communication with the community moving forward.
Really happy for this and am looking forward to see the new kill switch criteria.
7 -
Actually what the community is looking for is a game that don't break EVERYTIME a DLC/update drops…
6 -
No, it's a bug in which the hitbox is being moved forward much more quickly in comparison to the vaulting animation, which affects both Last Stand and Finesse due to their changes in hitbox and animation. This is partially why Last Stand is being abused so much. Here's a JCGlitchmaster video in which he shows the testing he did with Finesse and the average numbers of how soon you can hit the person vaulting.
I believe you might be able to reach out to JCG on the forums here, I think his account is either JCG or Jay_C?
2 -
Game balance - especially when it comes to a new mechanic like this - is often a living and evolving process. We'll be keeping a close eye on how things hash out for the Fog Vial over these next two hotfixes, and will be here to collect feedback and bring it back to the team.
Once you've had a chance to go hands-on with the updated opacity (and the change to uses coming in hotfix 2), I'd love to know how you're feeling!
6 -
Thank you.
This is what we wanted to hear, and what would've been the appropriate way of communication when it started to gain traction.
I hope we can all learn from this and quickly put it behind us. Onwards to the fix!-1 -
Thanks for sharing this! Let me take a look into this 😀
3 -
They could have just kept franklins as it was. It really makes no sense why they removed it. And I guess you got what you wanted fog vials won‘t be used anymore either way.
2 -
Nice, I see nothing about Clown please consider adjusting him, I won't explain here but many good youtube videos about the many problems with his new yellow bottles
5 -
I don't "get what I want" because franklin's is still dead. They couldn't keep franklin's because they couldn't figure out how to make it work with items that use a cooldown instead of charges. That's the problem.
-4 -
I don't know if this is the right place to talk about this, but…
Will the catch/grab issue from 2v8 finally be fixed for the upcoming iteration next August 19th?
It's not just Wesker that has this issue, but with him this happens much more often because he grabs survs way more than any killer.
I sadly have to say that after the state TWD chapter dropped I don't think/believe so this will be fixed/it'll be exactly the way it was last time.😐️3 -
My issue with clown is that my usual perk build does not even activate on time lol which is totally nuts like my dark sense + premonition which is a must for me to just go through solo gen rushing in my experience.
Like only way i outplay clown now is loop him at shack but thats it.
My perks literally activate by the time hes at my face at like 8 to 12meters and by that time its already over
4 -
As someone who was basically incapable of seeing anything with them due to my poor eyesight, I still do not want them completely gutted as they are a neat idea, thankfully the opacity reduction seems to be enough to have them viable while also not making me play a short Spirit emulator. Shockingly decent adjustment from BHVR in theory, lets hope it plays out well
-1 -
please consider reverting him
FTFY.
1 -
Honestly, the hitbox shouldn't drag behind the player either like it normally does. Finesse seems to help with that a bit but still, hitbox shouldn't move outside of the character's mesh. Make sure they look over vaulting as a whole.
1

