http://dbd.game/killswitch
I Take It Back, Maybe *Some* Doomposting Was Justified.
Wow… that aged like milk…
You are probably expecting some sort of post about how the game is "X-sided" or how everything is doom and gloom but genuinely the game is in a really rough state and I think the update should have been delayed by a few weeks minimum before it was pushed out.
To be incredibly blunt, this is an incredibly buggy and unfun update.
- Last Stand was bugged on the PTB to make your hitbox smaller and it would make vaults faster, effectively turning it into a permanent Finesse (albeit, not as fast as Finesse). This was never fixed going into Live Servers.
- Bloodlust and the Chase Mechanics as a whole are broken, often being caused by the Fog Vials, which means no Entity blocker, which unironically brings back infinite loops on some tilesets and maps. This USE to be a persistent issue back in the early days of DBD but apparently it made a return.
- P O L E
genuinely asking, how did this make it past QA testing?
- Some perks are incredibly bugged or outright do not match their current intended versions. This typically happens whenever the developers use different version of the game to make updates but this was never fixed and perk buffs that once were have vanished.
- Fragile Pallets still have the same issue that Party Pallets had where Killers that have powers that break pallets would get stuck at the pallet if they used their power while it was being dropped. This has been an issue for YEARS since Party Pallets were added but it was NEVER fixed, which only serves to be really annoying (best case scenario, it just wastes a few seconds) or outright frustrating (worst case scenario, you lose out on a down/hit). Keep in mind that I main the Demogorgon… I am going to have to live with this until it gets fixed.
…Just to name a few…
Either way, BHVR is probably working on a hotfix but it's still annoying that a lot of the issues from the PTB made their way to the Live Servers without any sort of changes or fixes.
Comments
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They did listen to the feedback that was given during the PTB, so it had some value. But I really don't understand why most of the bugs that were reported went ignored…
If the patch wasn't ready, then delay it. I think most will understand (and appreciate) if the patch gets delayed by a few weeks while it receives some polish.4 -
I want to give BHVR the benefit of the doubt that they are actually really trying to have effective quality control, but it’s extremely difficult to do so when time after time after time we see game-breaking things get shoved out into the live game. The only two possibilities are 1) they are not catching these things in testing, or 2) they are catching them but releasing the patches anyway, knowing that most people will keep playing regardless of the pain.
I suspect it’s probably some of both, but leaning towards #2. Push the patch so the money can start rolling in, clean up the mess later. They are perfectly entitled to do this, but I find it incredibly off-putting and it’s the main reason I’ve only spent like $10 of actual money on DLC content since I started playing in 2018. It’s also the reason they get completely flamed every year during the “Labor of Love” Steam awards voting. All businesses are a balance between revenue and customer experience, but with BHVR I feel like they prioritize the former far more than the latter.0 -
Also they turned Go Next Punishment back on, or as we like to say, "Got tunneled? Here's a ban"
Doubling-down on a universally hated system is peak BHVR (get it).
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Imagine you die because of one of the many game-breaking issues this patch and the game just hands you a Grade Reduction and DC Penalty for something out of your control.
I have no idea why they would turn it back on.
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Because they never wanted to turn it off in the first place.
They had a ton of new players from FNAF, and they won't buy cosmetics if they get banned for dying quickly.
Now that Anniversary and FNAF are done, they turned it back on.
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I'm baffled by them bringing the Go Next prevention back. It was such a disaster with so many people getting unwarranted punishments so they just...turned it back on?
"We'll have those anti-tunneling measures in place in the next three to five years, but for now, here's a return to getting a penalty for being targeted instead."
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Yes, this chapter release is really bad.
While I don't think any release will surpass A Binding Of Kin, because that one genuinely broke everything, this chapter really is a mess.
Chases being bugged is literally game breaking, Last Stand wasn't fixed, and even stairs (for some reason) are broken, as they can slow you down.
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I wonder why there's a pole in the loading screen to begin with
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There really isn't enough time from PTB to live to fix all of this. The main pressure they're gonna have is with sony/microsoft/nintendo since you have to pay money and have the update/patch certified by them before it goes live. Could also be licensing problems when you tell them x dlc is going to release on this date then it doesn't happen.
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The pole is not a bug its a feature.
(Obviously im joking)
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Maybe in the next update they will have the killer dancing around it. 💃
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LMAO that one got me
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I'm honestly disappointed that the health chapter has so far brought almost no stability to the game. It feels like business as usual, with each patch continuing to break the game. Bug fixing doesn't mean all that much, if each update keeps adding new ones, or resurrecting bugs that were previously patched out.
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I honestly rely on bloodlust on my michael build every match so for me its been pretty broken ive been playing survivor and trying to get good with fog vial, its neat againts teleporting killers like springtrap
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The pole kinda shows its number 2. Theres no way this got play tested and no one noticed that.
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Breaking bloodlust is one of the worst bugs the game could have, so I hope a fix is ready to go.
Glad you're enjoying the new item. It's definitely neat to have something new to play with.
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No chase mechanic screws up alot of stuff. PWYF for example just doesnt work if you can't start a chase with the obsession.
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Yeah its fun to play something new, i seem to help the casuals in my lobby not get catched so often during tp's and hook saves so its a big plus for that and i manage to save myself few times when i get catched off guard.
Its good that it needs specific addons to make it work as intended so its not just pop it in inv and run the match
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Thats why i dont run that perk on michael i just decided to go for gift of pain, it helps with combining sloppy butcher and debuff to repair so im happy about not having to run sloppy butcher.
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Oh, that was just an example. Pig's bear traps for example have their timers paused while in chase.
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I would like to change the content of the PTB.
Currently, we run the PTB once, gather feedback, and then release the game. Instead, I would like to run the PTB for a week, gather feedback, make corrections based on that feedback, run the PTB for another week, gather feedback again, make corrections based on that feedback, and then run the PTB a third time.
By doing so, we can determine whether the feedback gathered from the PTB was correct, whether the game is balanced, whether bugs have been fixed, and so on. I think this approach has many advantages.
The current PTB, which pretends to collect feedback but releases without making proper revisions, has no value.
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Yeah, you gotta look out for your new/casual teammates.
#ProtectDaBubz
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Im going to be honest i saw so many posts here that the vial is bad and people dont know how to use it, its partially true but i got saved and escaped because of the vial as it bought us precious time.
And keep in mind this was with the randoms which was nuts because it was a really nice outplay something i never thought i would see, it was rick using it and pulled us through since the killer was mainly camping near me
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Some of the feedback.they still ######### clown and franklins
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Agreed there was some stuff they didn't really listen to. Like the whole fog vials being infinite and franklins staying nerfed. I don't know how long that's going to last, but it seems like a lot of people are not enjoying this patch, with some using the word hate. But I'm just glad they revoked the nerfs to Knight but kept the patrol path changes. It feels so much smoother to draw paths now. I get stuck on objects less often too.
I would say I'm in the middle. The bugs are extremely annoying, and the fog vials are annoying too. But I'm still getting kills so I guess it's not too bad for now. I got a full TTV squad last night. They were trying to bully me, but I managed to secure 3 kills in the end so it wasn't too bad.
The biggest problem for me is chase not starting randomly, for no discernable reason, until an injury occurs. This bug prevents windows from being blocked by the entity and you can't get bloodlust. And both you and the survivor don't get chase points. It's a pretty big issue. This problem has forced me to leave survivors after getting to certain loops, as they'd just end up being infinites without chase starting. And survivors who notice this will actively abuse the bug by running to those loops. 😵-1 -
I am getting attached to the pole…. I will definetly miss it when it's gone :(
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The pipeline from making DCs healthier for the game to doing everything in their power to punish them including when you don't DC at all is delicious.
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Nearly all PTB issues make it to live. Even if they pushed it back two weeks nothing would be different because the internal QA never seems to find these bugs.
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Given they also did an engine update with this patch it's not surprising.
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QA finds them, Behavior just pushes out the patch anyways.
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There's a bit of a silver lining that most of this is not actually intended, and they do generally put out at least one or two hotfix patches to fix bugs in the first two weeks after a release.
That does still suck that it isn't working right now, and they didn't or couldn't launch it without those issues, but they should be working on correcting them. Ideally sooner than later.
Though chase being broken is a big one. Like, if it's vials causing it they should be kill switched, but I'm not confident that's the entire problem right now from what some people are reporting.
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Stuff like the pole is really baffling to me. How does that make it to prod? Is nobody reviewing pull requests? Just accepting all of them? Is every dev able to just push to the main branch? It really shouldn't be a heavy lift to fix. I'm assuming it's one file they'd have to revert. Did nobody load up a game in the week leading up to the patch?
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Feels like no matter how much new content they add the backlog is constantly being left behind to slowly break over time. This patch is just another in a long line where it feels like some straw was added that snapped the back of the most fragile camel, and honestly, while it feels like the devs had every opportunity to hold back or change or simply forsee the utter mess that is the game in its current state, they didn't, and now we're the ones who have to pay for it.
It's just tiring, and it makes me want to spend less money on and play the game less.
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So I suggested something like this once and actually got responses from devs. If you'd like to see the thread is here.
It's indeed disappointing, but the thrust of the changes doesn't seem to be fixing bugs, but fixing game design issues, which seems ripe for introducing even more bugs.
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Thank you for the information!
After reviewing it, I realized once again that there is a gap between the management's and our perspectives.Just because the deadline is tight does not mean that it is acceptable to release the game with many bugs.
Wouldn't it be better to make adjustments before the schedule becomes so tight?Few PTB participants → Instead of limiting it to PC users, if we made PTB an optional part of the modifiers, CS players could also participate in PTB, leading to more feedback.
If there were fewer bugs and the game was playable, I could understand this approach. However, given that the game is currently unplayable, failing to improve the situation feels like negligence.
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unfortunately even as i'd like to play devils advocate, it's to the point where i can't really defend the development team for the lack of adequate quality control anymore. between the backlog, to releasing patches that are clearly not ready yet, to the rush to create content for licenses as a priority over taking the time to properly address issues is kind of sad to see.
over the years, dead by daylight has progressively become more of a hot mess. and i think that even with some of the good patches and fixes come through, they tend to get overshadowed by little things very quickly. understandably, the community will always nitpick SOMETHING. but when it comes to repeated issues, bugs that exist for years or get reintroduced, or stuff making it to live servers that has not been properly tested and thoroughly considered, it adds up and outweighs the benefits that some patches can bring and i start to believe that a lot of the general complaints and criticisms mentioned by the community are justified.
it's kind of a shame that live service games like this have become such a standard in the gaming industry. it's also a shame that dead by daylight is being given the treatment that all triple A live service titles receive. rather than improving the product, its gradually becoming full of microtransactions and gradually being adjusted to become a shell of itself. there appears to be no cohesion between departments and it's greatly affecting the quality of the game.
this game is no longer a passion project. it's a corporate cash cow that got sucked up by its own popularity and monetary value. there's a focus on frequency, not quality. it's part of the reason why i don't spend money in this game anymore, personally. while i'd like to support BHVR and believe that not all contributions to the game are negative, i can't bring myself to support something like this like i used to.
the game is still fun sometimes, don't get me wrong. but it's just what you'd expect out of a generic live service game now, and this game just so happens to catch you because it targets profitable icons and content creators who show it off to their viewers. not its substance. it's still capable of building communities and giving people something to share memories together, but is it really deserved or worth it at this point?
that's all i gotta say, i'm going to bed
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It's pretty bad when I'm noticing people drop the us vs them mentality in some places and respond with 'Wait a second, this x bug/change is actually bad for everyone' like with chases not starting or the entirety of the clown changes.
I honestly think BHVR should rethink their stance on having a project health update at this point, even though I know budget wise it'd be a problem. At least have a time focused on bugs and code optimizing or something.2 -
Hint to next killer… M3GAN…
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Feels like we're circling the drain sometimes, hovering over the edge on the forums and in game. I feel like I've seen less and less users around here with over a 1000 posts, and the discussions are about as passive to regular aggressive as ever.
I really do love being in the community for this game, but it's starting to feel more and more like that passion is being turned into a hollow way to flash a popular IP and sell a 15$ skin than actually have fun with a video game that otherwise is a pipedream come true.
I'm sad that I can't be much more than disappointed in the game as of late.
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Someone killed Iron_Cutlass?
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RIP :(
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