Why is Streetwise not killswitched?
Comments
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slow clap
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I would love to have you explain how the issue you are having with the subreddit's moderators relates to the exploit relating to Streetwise and how it needs to be killswitched. From what I can see from your screenshots, the only relevance it has is that one commenter says they saw a thread about it getting taken down, without a link to the thread or the stated reason.
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it's so ridiculous that this apparently isn't killswitch worthy. they're so inconsistent on what they'll actually use the killswitch for…there doesn't seem to be any real guidelines on what justifies a killswitch, what's considered gamebreaking and what's not. they killswitched houndmaster and potential energy for being bugged before, but they didn't killswitch merciless storm, and now won't killswitch streetwise...what exactly is their logic when it comes to killswitching? their rules seem completely arbitrary and inconsistent.
bhvr needs to make it incredibly clear what they consider gamebreaking, and how they decide what's worthy of a killswitch. the killswitch was implemented to quickly disable things that were causing problems, bugs and exploits just like this...yet they seem completely hesitant to use it when they really need to. they've used the killswitch on much smaller, lesser known bugs, yet for stuff like this they're just like "well it's not gamebreaking, so it doesn't need to be killswitched".
if they don't see these things as gamebreaking and therefore not worthy of a killswitch, then they need to redefine what they consider gamebreaking entirely. they need to redefine what justifies a killswitch and what doesn't. whatever system they're going by currently doesn't make any sense, and it's really concerning to me how they're responding to community feedback lately.
the responses from Jocelyn (not blaming her specifically) are especially concerning considering just how much backlash the exploit with streetwise has brought. I don't understand how the backlash alone isn't enough to make them realize this is a HUGE problem for their players right now, even if the devs don't see it as gamebreaking. who cares if it's not "gamebreaking" by their own nonsensical standards??? people are frustrated, stressed and literally quitting the game over this, that should be enough to justify the killswitch. they are eroding the trust of their community more and more by allowing exploits like this in the first place, then refusing to take action against them.
this response basically just let exploiters know that bhvr is fine with them abusing streetwise...it's blatantly disrespectful to their players. all they have to do is disable a single perk, but instead they're remaining stubborn and making things so much worse. they need to killswitch streetwise immediately, not wait for a hotfix, not wait for the next patch, now. the longer they wait, the more trust and faith the community loses in the devs.
I don't know how they thought anything but a swift response of disabling the perk entirely was appropriate. it's sad that the devs inconsistency and incompetence are once again causing frustration and infighting within the community. exploiters are to blame as well, but the devs should've never allowed this to begin with, and at least should've dealt with it by now. this is just so disappointing.
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You only need to pick up the item about 10 times as it scales exponentially. Meaning each time charges are added to the item so lets say 32 for a commodious. If that gets increased by 80% to 57 charges. That becomes the NEW BASE LINE for the perk meaning the second time you pick it up its 57 X 1.8 and so on. You can get the charges EXTREMELY fast.
I saw a friend do it like 7 times with a flashlight and he shined it for nearly a minute and the charge bar didn't even go down. Throw in the fact you can equip Pharmacy/Scavenger to get a guaranteed Emergency Medkit or regular Toolbox and the time investment becomes very VERY little.
Also if by gen going a "little faster" you mean 66 second gens from just a basic toolbox which is 50% faster repair speed then you have very warped sense of time. Imagine that with an Engineers or you pull a toolbox with sprockets.6 -
exactly kinda crazy to see
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The worst thing about this whole debacle was there was a precedent for that exact situation with Skull Merchant having an addon that perpetually stacked onto itself. It was disabled and that was the right move.
Yet, here we have the same situation, but on a much wider spree, using a perk from a character that comes for free with the game, yet this is somehow not as bad?
Yes, people can play trials to the end with Streetwise on right now. But at what cost? You are giving survivors infinite resources in a horror game. That means faster gen repairs, unlimited attempts at flashlight saves and hook sabotages, survivors will heal faster and whenever, the list goes on.
This cheapens the experience for the survivors by giving them a huge advantage and makes the killer's game much more complicated, and with the nerf that Franklin's has got, this doesn't even have a counter. In a nutshell, you're saying you don't care about how the trials play out and don't give a damn about the playerbase, as long as the game "works" it's all okay.
Devs, keep doing the bare minimum and this game will not reach a 10th year. You only get what you deserve and right now, you deserve nothing.
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My point was that the subreddit and BHVR have many things in common. There was a thread here on the forums a couple days ago where they expressed their disappointment with BHVR as a company, especially now after this new update. I agreed with everything he said. And I also think you should be able to criticize. He wasn't rude or saying anything personal against anyone. That thread got removed for some reason. AFTER I shared the subreddit story.
And the response he got by a mod was: "Let's please not derail feedback threads with whatever Bingo game you're trying to play".
Lastly, the subreddit post was mine and it got removed as I have already told you.
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So BHVR will happily completely gut Skull merchant and leave her as the worst killer for a year (If updates go as planned) but they refuse to killswitch Streetwise which currently allows every survivor to have infinite charge toolboxes?
It’s so bizarre, is killswitching a perk really that difficult?12 -
Posting a link to a clip from Mintskull that shows that it only takes a few seconds to start doing the Streetwise exploit.
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Lets please not derail feedback threads with whatever bingo game you are trying to play. Me and the boys are working very hard to get this exploit killswitched.
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So, wait… The bug that let you have infinite use of toolboxes with Potential Energy was bad enough to Killswitch the perk, but Streetwise letting you stack infinite charges on every item (including toolboxes) isn't?
It takes a player a little but of time to find 1 chest, then use Streetwise to constantly increase charges. It takes no time at all.
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This response from BHVR has been very disappointing to say the least.
The Killswitch feature was designed specifically for this type of situation - the ability to remotely disable aspects of the game that are able to ruin matches for players and I know there's disagreements about what constitutes "game breaking" but you have to admit it's pretty disappointing to basically be told "No, we're not going to temporarily solve the problem. Wait for a fix instead".
I know a lot of the type the reasons some things remain unfixed for quite some time is nuanced, bandwith issues and the like but we've seen the Killswitch be used VERY quickly in the past, so I don't get what the big deal is. I wouldn't go as far as to say this is an issue of apathy- I just can't wrap my head around the 'why' of it all.
Why can't it be killswitched? There's evidence of it ruining matches and it takes little effort to do so and we're just expected to deal with it when the devs have a 100% foolproof method of stopping it? I don't get it.
To the forum people in charge of reading and responding to this stuff I don't envy your position but I thank you for giving us the time of day regardless of the circumstances.
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Can we just admit there are no killswitch "criteria"? I mean based on the wide array of reasons things have been killswitched historically, there clearly aren't firm, consistent criteria here.
Other things that were far less "game breaking" have been killswitched.
I know you're just the messenger here, but this response is an insult to the intelligence of the community.
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the devs didn't kill switch Springtrap or Kaneki when they were and still are abusing invisibility/audio bug and kidnap exploits without any remorse whatsoever, and survivors saw that every other match. meanwhile streetwise exploit takes too much time to even be of value, that's why you won't see it in 9/10 survivor matches if you actually played the masterpiece that is Dead by Daylight.
it's okay to let survivors have a little fun sometimes. if survivors can handle Kaneki and Spring Trap exploits and an entire roster of OP killers, then killers can handle Streetwise exploit for a few months. as for me, I won't be abusing Streetwise because I don't need it, thank you very much. BHVR is very gracious to provide us with this insider info so don't kill the messenger. this is not the apocalypse. killers will survive one way or another.
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Survivor drops most clueless take of 2025, asked to leave balance discussion.
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With all due respect, get outta here with this killer vs survivor nonsense. This has nothing to do with that and trying to make it about which role you play in the game is just petty as hell.
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Please remember to vote for them in the Labour Of love award.
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Came here exactly for this.
Actually what I want to say is:
Please BHVR. Spare yourself the embarrassment and don't dare asking for Labor of Love this year.9 -
Hey buddy, just wanted to let you know that the audio bug was fixed within a few days, the invisibility was fixed in a week, and "kidnap tech" is not a bug nor a exploit.
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Is this an out-of-season April Fool's joke?
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The developers of the OTHER games will be very confused when they get more votes than they have players.
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Is this confirmation that the bug can be exploited to the fullest extent without fear of being banned? 😯
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Its like really sad that we are at a point where things are considered "not gamebreaking enough" to be killswitched. Normaly you would assume that everything that is gamebreaking is killswitched immidiately. Really shows that the game is held together by spit and duct tape at this point.
As for the criteria for killswitch. Shouldn't at least one of the criteria be that enough people that play your game point out that they encounter this bug and that it breaks their games? You got 100s of players and multiple creators complain about this, even point out how fast and easy it is to do with the right setup and that's somehow not enough to at least killswitch it until you have taken a good look at it?
This really comes across as the mindset "we know better than our players and our community what breaks the game and what doesnt" which is what so many players are accusing BHV of.
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Merciless Storm was kill switched in the past for much less btw.
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Considering how long it takes to exploit the bug? Not going to list how to do it here but seriously? It takes less time than completing half a gen, and in return you can complete all gens for the rest of the trial at DOUBLE speed, even faster if you bring specific addons for it. How on earth is that not gamebreaking? If even one survivor per match is bringing the perk to exploit it (which in my experience is a lucky match!) then that can still sway the results of the entire game! Nemesis was killswitched when PWYF didn't remove stacks, resulting in permanent +15% movement speed, yet +100% repair speed on survivor isn't worthy of a killswitch too?
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So pig players might have gotten banned for "abusing" an exploit even accidently if a new player tried
but a perk that people constantly abuse is not bannable or worth kill switching
gg
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You're joking right? You cannot be serious. More than halving objective times isn't game breaking? That's essentially the idea of reducing the number of gens you have to do to 2-3.
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https://x.com/GOREJ1RA/status/1952447472049299574
I can't believe a professional's response for this massive fiasco was this bug isn't being killswitched because there are "much worse" bugs out there.
1. What are these bugs?
2. What measures are being taken to fix those bugs?
3. What makes a bug "worse" than another and in need of more attention according to the company? What's the criteria ?
4. When are these bugs being fixed?
5. With a game as big as this, aren't there enough resources to fix BOTH at the same time?
The lack of transparency and overall (lack of) communication of this team with us clients is genuinely disappointing. I expected more professionalism from a company that has made so many money because of US, clients, players. And you can't even afford to hear our complaints?
It's embarrassing the way this product is handled. So many big collabs already, but yet you guys still behave like an amateur company despite so many time. It's time to grow and upgrade just how your game has. I genuinely think you guys don't bother doing it because of the lack of competition in asymm games.
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im sorry and i mean this with no disrespect whatsoever, this is very much a slap in the face to the community as a whole. we did OUR jobs which were to announce exploits & bugs for you guys to killswitch, and now suddenly streetwise doesn't meet the criteria meanwhile it allows you to aboslutely burn through generators? it doesn't even take long to activate. spawn in, find a chest, spam M1 10 times infront of it after you open it, pick your toolbox back up from the chest and now you have infinite charges.
this works with ALL items too, and thats the frightening part. its not a matter of how popular the exploit is, its the fact that its RIGHT THERE and you guys aren't using the feature thats quite literally made for situations like this. this entire situation never needed to be dragged on so long this way.
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How is infinite charges in a toolbox not gamebreaking it doesn’t even take that long to get that many charges
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I don't understand. It's giving one side a VERY NOTICEABLE ADVANTAGE, and clearly a not intended one.
I don't think you're in the dev team, most likely just a CM, but reading this is so disheartening. I mean, bugs are bound to happen, but this is just plain negligence at this point. Completely unacceptable.
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I feel genuinely so sorry that you had to be the one to post this out of the entire dev/mod team. I hope you are angry at your superior/whoever made you be the one person who had to deliver this awful, tonedeaf message. Lots of people are going to take it out on you because you were simply the one who had to post it, and that's a really ######### thing to make someone do.
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Whats even the point of the Kill Switch tool if you wont do it for exploits that clearly break the entire game design?? How is a bug that allows INFINITE RESOURCES on a game specifically designed to have limited resources on the survivor side not considered game breaking enough to temporarily remove it?? Considering the ammount of things that this patch broke, how long until this gets properly addressed? Wouldnt kill switching be in your best interested since it might take a while to fix this issue??
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This thread is so remarkably embarrassing. Between how terrible this last patch was and this absolutely pathetic stance on this game-breaking bug I am losing faith in BHVR yet again. To think my wife and I actually returned to the game a few months ago and thought things were turning around. Sure, Labor of Love for sure this year.
Cheers BVHR, I have zero clue how your team so consistently loses the plot and flops on their faces.12 -
After patch 1.9.2. I knew the Dev's didn't play their own game. This is just further proof
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funny how they say not gamebreaking when in this update they killed FD.
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Franklin's Demise would not help with this exploit, as survivors can still come back to it prior to the 90 second timer timing out and still have a LOT of charges. They could also just perform the exploit again.
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Not game breaking. It is breaking the game. With infinite toolboxes The survivors got a Gen done in 30secs tops. How is that not game breaking. You guys obviously don't care about the game anymore if this doesn't get Kill Switched Soon
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Almost every game I am seeing this bug abused with full swf toolboxes. Franklin's was nerfed as well (thanks…) so I have to pair it with Weave Attunement. Two games since the new patch I've also been against a Dwight with speedhacks moving at the speed of light, and a lagswitcher when I rarely see hackers. Ridiculous.
BHVR's entire killer balance it seems like is based around the most popular killers like Blight or Wesker who have full map roam and mobility, while slow killers are left to rot. I'm surprised they gave Pig anything. The fact Streetwise isn't considered game breaking is also purely based around mobile killers. What is Bubba supposed to do against it? Lose? Very disappointed in killers' poor treatment.
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I'm sorry for the pile on you've received. Shame folks dont realize your job has nothing to do with the killswitch and the only info you have is what the higher ups have given you. Thank you for acknowledging player's concerns, the higher ups should have already done this so you didnt have to.
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Disappointing news to hear. I hope this helps lead to clearer guidelines on what qualifies for a Kill Switch. While this bug may not seem impactful from a data standpoint, it diminishes the killer experience when player abuse it for infinite heals and toolboxes, which are powerful, but as you noted not game breaking.
At this point, does it make sense to re-evaluate the criteria and consider applying it more flexibly? If players are free to exploit bugs like this, doesn't that undermine the purpose of the Kill Switch if it has such a high threshold.
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That's a name I haven't heard of for a while
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I officially dub this new feature as the Streetwise Tech®, just like Hens333 claims he invented the Kidnap Tech®. I take all the blame for any inconvenience this may cause to killers worldwide. You are free to tunnel, slug and proxy camp me all you want…that is, if you can catch me. My solo Q escape rate just so happens to be well above average, without even ever using Streetwise or joining a SWF!
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This is a poor decision and a PR nightmare.
I’m not sure why anyone would think infinite charges for items is not killswitch worthy.
I am confused, disappointed, and my trust in the staff at Behavior is permanently damaged.12 -
So.. That situation about bugged STREETWISE is crazy
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I'm starting to think the Kill Switch can only work in one thing at a time or they can't kill switch groups of stuff until they revert the previous one (like re-enable The Game and then kill switch it again along Streetwise at the same time).
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If there was a limitation transparency would be nice. However, I am pretty certain they can killswitch more than one thing at a time.
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They killswitched Houndmaster and Baermar's ugly sweater simultaneously in December.
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Indeed.
At the same time or at different days?
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To those concerned, and not just on this thread…As much as I understand the sentiment and mostly agree, please don't go after the various mods who said those things please. They have very little, if anything at all, to do with what happens in the game and how things are addressed. I read some disturbing things (less on the forum directly, but Reddit/Twitter is another story) from people borderline threatening BHVR over the responses.
Don't blame the messengers, a mod took the time to answer in this thread knowing that they would get buried in dislikes and scorn, they had no obligation to do so, even less so more than once in order to reassure someone that they understood the outrage and knew it wasn't necessarily personal ,and to repeat that they share the sentiment as they also live through it and have very little direct influence. Blaming the messengers is doing nothing except possibly make them think twice about jumping in a "hot" thread in the future, just as someone getting flamed for their opinion can make them hesitate to voice it again later. They are just as human as us, no one likes getting scorned for something they have basically no control over and it's very discouraging.
Speaking about dissatisfaction is fine, even encouraged if staying respectful, but let's keep the forums better than the nuclear zone that is Reddit. People sometimes say that DBD has the worst community of any game, let's be better and prove them wrong.
It's true that it's…odd that Streetwise isn't killswitched, especially after such a vocal and near-unanimous response from the community, and even though I've yet to see this bug managing to carry the game on it's own I understand that even a single "infinite" toolbox, left unchecked in the right hands, can significantly change a trial's pace and really shouldn't be a thing. If killswitching isn't an option I honestly would be completely fine with a temporary revert in a hotfix until the new version is fixed.
I think that one of the main things preventing killswitching is that, even though experienced/skilled players facing off against similar opponents will see people exploit this bug non-stop, most of the playerbase either doesn't care enough to do it and/or doesn't follow DBD media and doesn't know much about it. I still see many beamers (infinite beamers are annoying but ultimately less impactful than a medkit or toolbox and often lead to people trying to always go for saves and throwing as a result) and Fog vials as before content creators truly made this bug widespread, so it stands to reason that, in terms of sheer numbers that the playerbase doesn't have access to, it's not changing the outcome of enough trials to justify a killswitch, at least not yet. I do believe that it could get killswitched if it starts to truly affect basically every trials.
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