Other than a couple minor issues like frame gen not actually being implemented even though it's there in settings, there aren't really many bugs to fix. Chinese Room is competent enough on that front at least. And considering they don't make anything but glorified walking simulators it shouldn't be that hard anyway.
I still can't believe people are actually comparing this shit to Dishonored (a game I don't even particularly like either). The "stealth" in this is complete shit. I don't know, maybe they compare the two because the only real way to play it here is by using Blink--which is identical to Dishonored's version--to teleport around behind enemies one by one, feeding on them to restore the blood point you need to do it over and over. That's where the similarities end though. Actually sneaking around is just godawful, even playing as Banu Haqim. Which brings me to the most retarded thing about that game--it doesn't even matter what clan you play as because you can learn every single ability in the game no matter what you start as. The only thing that's actually locked off is the passive ability that each clan starts with, and since Ventrue's is far and away better than all the rest there's pretty much no reason to play anything else. It changes practically nothing else in the game since there's no actual role playing. There are clan-specific responses in dialogue but they have no real effects.
As for the combat, it's the most barebones system and is somehow actually more janky than VtMB1's was on release day 2004. Light and heavy attacks are on the same button, you just hold it down for the heavy. Which you pretty much have to do because light attacks do fuck all damage and the enemies all switch to blocking instantly, so heavy attacks are the only option because they guard break. The game doesn't always recognize that you're trying to charge the heavy, and you can easily be interrupted if you take any damage too. Jankfest, again. Strangely enough, you actually have no ability to block at all even though enemies do that constantly. All you can do is dodge and if you time it just right there's a small chance you might pull off the jankiest parry mechanic ever devised. The telekinesis ability is similarly nonsensical. You TK dropped melee weapons and throw them at enemies, and you do the same thing with guns; they just hover in the air, fire a few shots, and then you chuck it at someone. I suspect the reason for this was really because TCR was so far out of their depth making an action/RPG that they don't even have anyone capable of animating weapons beyond what the enemies do with them. I don't think I've ever even seen an enemy reload their gun, they just shoot forever like some absurd 80's action movie.
At no point playing this did I ever feel like the main character was some super powerful centuries-old elder vampire. A couple ghouls with baseball bats can easily take you out if you try to fight head-on without making judicious use of powers. I'm pretty sure the only way the game would make you feel like "Phyre" is actually powerful is by setting it to game journo difficulty. Anyway, the first couple nights was more than enough time wasted on this dumpster fire, which is kind of sad because the main story is kind of interesting and could've made for a decent game if made by competent devs. I might have slogged through the shitty gameplay just to see how the mystery plays out except that I also read that the ending(s) land like a wet fart. Bottom line, it's not even worth your time or download to pirate. People thinking it'll somehow be fixed in a year are delusional too. They're going to work on the season pass DLCs that aren't out until Q2/Q3 of next year and that's it. To actually fix the core mechanics would require handing the game over to a third studio that actually has some experience in making something besides walking sims, and that obviously is never going to happen. With it being UE5 you can forget about some miracle fan patch too.
If you're really jonesing for something new that's good, go check out Dispatch instead.