Why is Streetwise not killswitched?

Why even implement a killswitch function into the game if you guys don't use it? I would understand it if it was a small bug that maybe happens once every 20 matches. But it literally makes items with unlimited charges and people abuse it almost every round.

Tagged: Co-ordinatorMod

Comments

  • @Coordi said:

    Merciless Storm wasn't kill switched to my knowledge, as it wasn't game breaking. Nemesis abuse of PWYF was critical enough that the team moved forward with the kill switch. The criteria isn't my call or expertise; I'm communicating with what information I have rather than ignoring the thread altogether. I can and have takem the feedback to the team, however, that more player facing information on the Kill Switch and criteria is wanted.

    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.

  • 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

    Readout.png
  • @Coordi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976884#Comment_3976884

    Respectfully, considering how long it takes to even exploit the bug, it isn't affecting games enough to meet the criteria. I am not discounting the frustration or feedback about how it is being used. However, until it is gamebreaking, it will not receive a Kill Switch. It is a nuclear option.

    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.

  • @ScottJund said:

    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

    https://us.v-cdn.net/6030815/uploads/KNLJ091RAFMU/readout.png

    Linking the tweet pictured as well to show that it is still up.

  • @Coordi said:

    Streetwise does not meet the criteria for a Kill Switch. It sucks to have to say that that plainlyt, as the last thing I want to do is minimize player concerns or frustrations. The team is aware, it's being monitored, but it is not breaking the game.

    kinda hard to interpret this in any way besides as an endorsement.

    Hear that, kids? Try to break the perk!

  • @ScottJund said:

    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

    https://us.v-cdn.net/6030815/uploads/KNLJ091RAFMU/readout.png

    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.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976977#Comment_3976977

    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.

    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

  • The pitchforks are out. Poor Jocelyn trying to offer some communication. 🥺

  • @VisibleXela said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976983#Comment_3976983

    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

    It got killswitched, then was immediately broken at soon as the killswitch ended and was not killswitched again.

  • @LiterallyNobody said:

    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.

    Good god, now we will have Streetwise exploiting every game and make all the killers quit the game entirely.

    No killers = no games.

  • @Coordi said:

    Merciless Storm wasn't kill switched to my knowledge, as it wasn't game breaking. Nemesis abuse of PWYF was critical enough that the team moved forward with the kill switch. The criteria isn't my call or expertise; I'm communicating with what information I have rather than ignoring the thread altogether. I can and have takem the feedback to the team, however, that more player facing information on the Kill Switch and criteria is wanted.

    How was nemesis pwyf bug game breaking then? It did not disallow games to end normally, it was only a permanent 15% haste?

  • This content has been removed.
  • 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.

  • @Columbus1492 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976916#Comment_3976916

    How was nemesis pwyf bug game breaking then? It did not disallow games to end normally, it was only a permanent 15% haste?

    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.

  • 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.

  • @Coordi said:

    Streetwise does not meet the criteria for a Kill Switch. It sucks to have to say that that plainlyt, as the last thing I want to do is minimize player concerns or frustrations. The team is aware, it's being monitored, but it is not breaking the game.

    What the f…………………………….. Its not breaking the game but having no killers is also not game breaking?

  • @ScottJund said:

    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

    https://us.v-cdn.net/6030815/uploads/KNLJ091RAFMU/readout.png

    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.

  • @Lixadonna said:

    The pitchforks are out. Poor Jocelyn trying yo offer some communication. 🥺

    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.

  • @ScottIsJund101 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976975#Comment_3976975

    Good god, now we will have Streetwise exploiting every game and make all the killers quit the game entirely.

    No killers = no games.

    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.

  • 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.

  • @Brimp said:

    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.

    Pharmacy also provides a medkit, and Residual Manifest provides a flashlight, so players can permablind killers or heal at max speed all match.

  • @ChucksterMainin said:

    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. you guys are just bad if losing.

    Stop going up and down your streamers D

    Good for you buddy… Enjoy your games :)

  • @4thdslip said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976992#Comment_3976992

    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.

    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

  • @ChucksterMainin said:

    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. you guys are just bad if losing.

    Stop going up and down your streamers D

    what an L Take, just close your mouth, instead of talking trash. you would be the perfect dev at bhvr

  • @Coordi said:

    Merciless Storm wasn't kill switched to my knowledge, as it wasn't game breaking. Nemesis abuse of PWYF was critical enough that the team moved forward with the kill switch. The criteria isn't my call or expertise; I'm communicating with what information I have rather than ignoring the thread altogether. I can and have takem the feedback to the team, however, that more player facing information on the Kill Switch and criteria is wanted.

    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)

  • @Lixadonna said:

    The pitchforks are out. Poor Jocelyn trying yo offer some communication. 🥺

    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

  • @Columbus1492 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976997#Comment_3976997

    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

    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.

    @ChucksterMainin said:

    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. you guys are just bad if losing.

    Stop going up and down your streamers D

    I would like to reveal to the court that I posted the link to this thread on Reddit multiple times.

  • @Coordi said:

    Streetwise does not meet the criteria for a Kill Switch. It sucks to have to say that that plainlyt, as the last thing I want to do is minimize player concerns or frustrations. The team is aware, it's being monitored, but it is not breaking the game.

    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

  • @Coordi said:

    Streetwise does not meet the criteria for a Kill Switch. It sucks to have to say that that plainlyt, as the last thing I want to do is minimize player concerns or frustrations. The team is aware, it's being monitored, but it is not breaking the game.

    Wow. I guess I won't be playing this game for a while.

  • I feel sorry for JocelynAwakens. She gets all the hate while only being the person who delivers the information from someone else.

  • @xCakeStick said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976875#Comment_3976875

    That’s genuinely shocking to hear, because this bug enables infinite item usage in a game where resource management is core to balance. Healing, repairing, and sabotage without limits absolutely breaks the core gameplay loop. If this doesn’t meet the criteria, what does? We’ve seen perks and characters kill-switched for minor or purely visual bugs in the past, but a perk that:

    • Removes the need to bring charges or efficiency perks
    • Turns every item into a permanent power tool
    • Has been abused for over a week
      ...is somehow not game-breaking?

    If this same exploit were on the killer side, would the decision be the same?

    We’re not asking for bans. We’re asking for temporary action that matches how you’ve handled other broken mechanics in the past. Just be consistent. That’s all the community wants.

    These standards are inconsistent and absolutely pathetic for a game studio this large, you go ahead and kill switch Nemesis for because of his Zombies, kill switch The Twins when they had issues, kill switched Dramaturgy when it was causing causing game crashes or unfair movement, but a bug causing infinite items? Nope, that's okay, continue on using it. "The team is aware, it's being monitored, but it is not breaking the game.", sounds like laziness, oh we'll act on it eventually, if we feel like it, meanwhile you have players actively abusing this, for over a week, without any consequence, remove the Kill Switch at this point, it's a pointless feature which you can't even use.

    if it was the killer side it would've been kill switched hours into the game when people found out

  • 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!

  • 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.

  • holy sweet summer zest this thread is

  • 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.

  • @TheD0uche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976875#Comment_3976875

    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

    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?

  • @Teroo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977012#Comment_3977012

    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?

    kids named plunderers and scavenger

  • Its unfortunately becoming more and more obvious employees of BHVR aren't playing their game as much as they used to.

  • @Teroo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977012#Comment_3977012

    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?

    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?

  • @Teroo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977012#Comment_3977012

    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?

    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.

  • @GeneralV said:

    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.

    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.

  • @TheD0uche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977028#Comment_3977028

    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?

    Keys and maps cannot perform the exploit, according to my testing. Only the three traditional charge items can.

  • 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.

  • @Coordi said:

    Streetwise does not meet the criteria for a Kill Switch. It sucks to have to say that that plainlyt, as the last thing I want to do is minimize player concerns or frustrations. The team is aware, it's being monitored, but it is not breaking the game.

    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.

  • @Coordi said:

    Streetwise does not meet the criteria for a Kill Switch. It sucks to have to say that that plainlyt, as the last thing I want to do is minimize player concerns or frustrations. The team is aware, it's being monitored, but it is not breaking the game.

    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.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977021#Comment_3977021

    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.

    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.

  • @Sliver said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976875#Comment_3976875

    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.

    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

  • This right here is why I took it upon myself to just killswitch all of DBD until these bugs are fixed. How tone deaf can a developer be?

  • https://x.com/GOREJ1RA/status/1952452512046338136?t=QrU19pR5FKoDeoVEX4k7-g&s=19

    https://x.com/GOREJ1RA/status/1952453750552932790?t=B1wcFiLpq25m0CRHdYBLOA&s=19

    Btw. Truly incredible how stubborn BHVR is being over something that so obviously should be killswitched. Can the devs just pack it up and admit they are in the wrong here? So much negativity could have been so easily avoided if they would just use the feature they made for exact cases like this!!!

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977021#Comment_3977021

    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.

    StreetWise + Botany + Resilience + CoH

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