BHVR should Patch all Consumables and Perks to be able to be disabled when needed
I went through my profile and found a thread where I asked exactly why BHVR prefer to fix even gamebreaking bugs in bigger chapters instead of hotfixes. This thread was made during the original Legion Blades bug and multiple-killers exploit. You can read it here;
In the approximate year that I have been playing Dead by Daylight, there has always been one question on my mind - why don't BHVR hotfix more often?
In the thread, Peanits responded to a question regarding making it possible for consumables and perks to be disabled when needed, much like Event Offerings. To which Peanits responded with;
"Not quite. Event offerings are designed with the ability to disable them in mind. After the event ends, they need to be locked out. Since that functionality is already there, we can easily disable those. Bouquets are a little different since those were disabled in an actual update. Individual perks and add-ons, on the other hand, don't have this built in at the moment."
This quote is the ninth comment on the thread (tenth post if you count the original topic post as one).
Knowing that Bouquets had been updated to be disabled, and knowing how consumables and perks can be broken on a whim in any patch, it might be best for the game's health for the developers to make it possible to disable anything on a moment's notice.
For example, we currently have the Sprint Burst holding exploit which allows Survivors to hold onto Sprint Burst while sprinting until they need it. I'm not gonna go into detail about it as it may be taken as 'advertising/encouraging exploits' if I do, but this exploit basically makes Sprint Burst into a 'Super Dead Hard', and it would just be easier and healthier for the game for this perk to be disabled entirely. This could be made possible by building in the ability for perks to be disabled by the developers until a patch is rolled out that fixes the broken perk, and then they can be re-enabled again.
The same can be said for consumables. What if in future, Memento Moris become bugged and allow Killers to instantly kill Survivors without hooking them first; what if bloodpoint offerings give an absurd amount of bloodpoint increase that can earn players a massive amount in a single game; what if add-ons become bugged or broken to make an absurd synergy or break the game entirely (ie, Infinite Mending Legion, or a combination of medkit add-ons allowing for infinite healing)? All of these could be fixed or mitigated on a whim if BHVR make it possible for them to easily disable add-ons, the same way that Event Offerings do when the event ends.
TL;DR - BHVR should make all consumables and perks able to be disabled by them on a moment's notice, to mitigate the damages done by broken/bugged consumables and perks until they can figure out a fix for them.
Comments
I agree. League of Legends disables champions, summoner spells, and pretty much anything that becomes game breaking pretty much after finding out it's bugged. Other games need that kind of feature, and this one certainly does with as much stuff that breaks.
I realised a while later, but the same should be said for cosmetics as well. For all we know, some cosmetics might end up bugging in future turning characters invisible or something. Can’t be too careful, right?
If we cant get them to put resources into fixing glitches and bugs, how are we going to get them to put resources into developing a system to more easily deal with glitches and bugs?
Probably something that should have been implemented a long time ago considering the consistency of mechanics breaking.
I mean, the system already exists for those event items, as Peanits mention. They just need to implement that system across everything else.