The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

Reassurance fix suggestion

Predated
Predated Member Posts: 2,976
edited August 2022 in Feedback and Suggestions

The most obvious one first:

One time use per game, kinship is one time use, this should be one time use.

Second one: the later it is in the game, the less negative camping gets, so let's change the timer to:

5 seconds+(5 seconds per generator remaining). This keeps the 30 seconds per perk early game(and no one has an excuse to disagree, if you hard camp at 5 gens you would deserve the full power of reassurance), but only 5 seconds per perk in the endgame, so a max of 15 seconds pause from reassurance (on top of maybe kinship) in the EGC.

For the sake of perk tiers: 5 seconds + (3/4/5 seconds per gen remaining)

Comments

  • Zamiwami
    Zamiwami Member Posts: 24

    Making it a one-time use, to me at least, kinda ruins the whole point of the perk.

    The whole thing seems to try and stop face camping, if it's only usable once they will just camp through that one use, making it pointless.

    Maybe disable it for when gens are powered, sounds more reasonable to me.

  • ByeByeQ
    ByeByeQ Member Posts: 1,104

    Just make the perk have a 60 second cooldown. It would still be really strong, but the potential for griefing is greatly reduced.

  • Predated
    Predated Member Posts: 2,976

    Kinship is already at the strength of competitive DBD that it's the first perk killers try to avoid. Reassurance is literally the strongest perk survivors have had access to. It needs to be kept in check.

    Besides, not a nerf, it's not on live servers

  • Predated
    Predated Member Posts: 2,976

    The problem of being multiple use, is that you can have 4xreassurance used multiple times, and kinship on everyone.

    That's 4 minutes of camping on 1 surv. You can fix all gens in that time if the killer camps, multiple use is just overkill at that point.

  • Zamiwami
    Zamiwami Member Posts: 24

    That's the point though? If you are camping a survivor, one to activate reassurance, and the rest can do the gens making the camping pointless.

    Easy fix = stop camping

  • MikaelaWantsYourBoon
    MikaelaWantsYourBoon Member Posts: 6,564

    They will need to adept, simple. Survivors stopped dc & suicide and they adepted new meta.


    Campers will learn too or they can leave, i will not miss them.

  • Crowman
    Crowman Member Posts: 9,520

    I disagree that the perk needs to be a one time use. I think it's possible for it to be fair while not being so heavily restricted.

    I do believe that reassurance whether it's alone or being stacked should never create a situation where a hooked survivor cannot die. While reassurance being an anti-camping perk is fine, a hooked survivor should die if survivors don't take advantage of the extra time to finish gens and leave or get the save. Reassurance should not in any situation completely removed the pressure a hooked survivor provides to the killer.

  • Crowman
    Crowman Member Posts: 9,520

    With 2 or 3 survivors with assurance, you can keep a hooked survivor hooked practically indefinitely. I've seen people already talk about being held hostage on the ptb for 20+ minutes. That is not healthy.

  • Predated
    Predated Member Posts: 2,976

    But it also works when there are 0 gens left. And when 3-4 gens are gone, camping might be necessary just to gain back some ground. Having no risk of losing reassurance would punish killers for playing fair and reward survivors for playing unfair.

    Camping at 5 gens is playing unfair and should be punishable accordingly. Camping at 1 gen might be necessary or survivors 3-genning themselves with a hook in the center(aka putting themselves in an avoidable situation) isnt really camping either, but the killer would lose because survivors misplayed.

    That doesn't make sense.

    The other fix I had in mind is to entity block the hooked survivor during the same time, so they can't be unhooked and give killers a reason to leave the hook without it being a free unhook.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,288

    "The other fix I had in mind is to entity block the hooked survivor during the same time, so they can't be unhooked and give killers a reason to leave the hook without it being a free unhook."

    The other Nerf (still no "fix") you mentioned would turn it into a Killer Perk. Killer would have one Survivor out without the possibility to be back in the game for some time while still being able to go for other Survivors.

    Yikes³

  • Predated
    Predated Member Posts: 2,976

    Kinship is by far the strongest survivor perk to run in a setting where the fastest way to get any single kill is to camp. It's either slug for a 4k asap or camp someone out asap. Everyone would run kinship and unbreakable if there was no limit to it.

  • Predated
    Predated Member Posts: 2,976

    Yeah, but it also works when there is only 1 gen left, or when there are 0 gens left. Both situations where camping isn't really an issue.

    Camping is an issue due to early game camping. You shouldn't punish a player for trying to get a kill at 1 gen by staying near the hook. Reassurance punishes that.


    This is like saying genrushing is an issue, and instead of giving killers a single perk that resets all non-finished gen to 0 on their first hook, you give them a perk that resets all non-finished gens on any hook.

    The first one is a nice way to slow down the game, the second one is pure torture. Same issue with this perk.

  • Predated
    Predated Member Posts: 2,976

    That's why I am suggesting the one time use. Giving a survivor full 30 extra seconds early on against a facecamper also means survivors have a full 90 seconds total extra. In addition to the regular 2 hookstates, thats 2.5 minutes of pure pumping out gens. Which should translate to pretty much all gens being done.

    Adding more than 1 instance of reassurance guarantees all gens against facecampers. 3 instances also equals getting rid of all totems.


    There is a reason why kinship only works once on second hookstate only. Having a perk that's equally powerful and multiple use is simply too strong for DBD.

  • Zamiwami
    Zamiwami Member Posts: 24

    "Maybe disable it for when gens are powered, sounds more reasonable to me."

    I literally wrote about the whole "its active after 5 gens" in my first response, did you not read it?

    Also how do survivors play "unfair" im not familiar with it?

    Also talking about killers playing fair and camping in the same message is funny. And how is Reassurance punishing fair killers?

  • amazing_grace
    amazing_grace Member Posts: 734

    I feel like this perk doesn't need these restrictions on it because the survivors have to get extremely close to the hook to activate it. Meaning that you can get a free hit on the survivor which would initiate a chase with them. You are basically getting a free hit because it brings the survivor to the hook.

    Also, in end game situations, it's not like the survivors can do anything else but just keep activating the perk and waiting for hook trades. It gives them time to reset I guess, but again, they must get super close to the hook. It would play out the same way, only thing they get is extra time to reset.

  • Firellius
    Firellius Member Posts: 4,433

    Yes, but that doesn't take away the killer's pressure, which was your post's closing point.

  • Crowman
    Crowman Member Posts: 9,520

    Hooked survivors provide pressure, because they will die if not saved.

    Reassurance being able to completely prevent a survivor from dying does remove the pressure a hooked survivor provides. At that point the survivors no longer have to risk going for a save to prevent a survivor from going onto the next hook state.

    I'm all for reassurance being an anti-camping perk. But like all other survivor anti-x perk, it should only provide limited ability at dealing with camping. There should never be a situation where a hooked survivor has no threat of being killed if not saved.

  • Predated
    Predated Member Posts: 2,976

    Dude, there's like 20 replies in a few minutes time, I'm gonna be able to keep track of every single one of them.

    And here's an example of unfair survivor gameplay:

    Unbreakable, no mither, soul guard, breakout, 2 hook distance offerings, 1 basement offering in the killershack, 1 Springfield offering. Lure the killer to the school's basement and keep him there while 1 survivor works on gens.

    That's a borderline exploitive one, but it's just an example of what is possible.

  • Predated
    Predated Member Posts: 2,976

    Doesn't need any changes? You sure about that? Because that same argument could go for old Pain Res. Didn't need any changes. Still oppressive as heck. Reassurance is at least 4x more oppressive and you can have 4 instances of that perk.


    Yes, it does need changes. No killer should deal with potentially 30 minutes of hook time.

  • Firellius
    Firellius Member Posts: 4,433

    No, it doesn't. Reassurance just extends the timer. By itself, it can't extend the timer indefinitely. Two survivors together could do it, but they'd need to constantly make trips to the hook to get that extra time in, which is extra pressure for the killer.

    There's still plenty of threat of the hooked survivor dying, since he's reliant on the other two survivors to keep his timer from ticking down. So if the killer incapacitates his teammates, he still dies. All these theoretical situations of people aggressively using Reassurance really just hinder the survivors, since a ton of extra manpower is used to accomplish LESS than a simple rescue.

    The only concern is keeping a hooked survivor hostage, which can be fixed by giving the hooked survivor some way to opt out of the perk.

  • Hawk81584
    Hawk81584 Member Posts: 405

    Killers asking for ez mode again I see. Never ends

  • Crowman
    Crowman Member Posts: 9,520
    edited August 2022

    Reassurance's values do allow the survivor team to keep a survivor on hook alive indefinitely. That is a problem. It doesn't matter that it requires 2+ survivors, because survivors are a team of 4. Reassurance would be fine if only 1 survivor could bring it, but we can't consider only 1 survivor bringing the perk when balancing survivor perks.

    Reassurance with the ptb values is overtuned. Whether or not you want to see it is your problem. But at the end of day there should never be a situation where survivors are immune to dying.

  • Zamiwami
    Zamiwami Member Posts: 24

    From what I know a pretty rare occurrence, camping is not.

    There will always be ######### people on both sides, but from the general discussions, you can see camping being discussed far more than survivors exploding maps.

    How does it punish fair killer, you didn't explain.

  • EvilSerje
    EvilSerje Member Posts: 1,070

    I HAVE A GREAT FIX FOR REASSURANCE: leave it as it is and make it a basekit.

  • Firellius
    Firellius Member Posts: 4,433

    Okay, then you've got one on the hook, one in chase, and two juggling Reassurance. Who's doing gens?

    And then the one in chase goes down, now there's two people on hook and two juggling. Soon to be one juggling, since the killer is roaming free without any kind of pressure on them, since no one is doing gens, too invested in this loopy stalling strat.

    Yes, you can keep stalling it, but only if the killer goes AFK or camps.

  • Hawk81584
    Hawk81584 Member Posts: 405

    Imagine if the killer actually breaks off the hooked person and chases another survivor that is trying to keep the hooked person alive, it’s almost like it’s a killer perk since he litterally knows he can just patrol the hook to find people to chase, the reality is killers seem to be mad they can’t just pull one person out of the game at their leisure without the other side being able to fight back. I guess you should consider leaving hooked survivors and actually play the game and chase people, I mean where’s the fun in just sitting by a survivor on a hook

  • RakimSockem
    RakimSockem Member Posts: 2,002

    A perk that hard counters face campers doesn't need a fix

  • BubbleBuster
    BubbleBuster Member Posts: 387

    perk is fine, perk is healthy for the game

    it does not punish playing optimally so no.


    literally dont touch it, it is fine as is. gotta get gud and stop facecamping with bubba :)

  • Aurelle
    Aurelle Member Posts: 3,611

    Old Pain Resonance was fine and wasn't even oppressive.

    And that "what if" 30 minute wait scenario for Reassurance would rarely occur, if ever. Just don't camp, it's that simple.

  • kingcarl2012
    kingcarl2012 Member Posts: 1,710

    The only way you would have to deal with that much hook time would be if you just camp and never chase/down someone else.

  • TimRandyDbD
    TimRandyDbD Member Posts: 2
    edited August 2022

    Killer can not camp and still be held hostage to the game. In the video the survivors hold the game hostage by running around near hook. That would mean that the killer would have to leave these two survivors to hunt the guy doing the gens.

    P.s. I'm new, if the link isn't allowed I'll remove it

  • Gandor
    Gandor Member Posts: 4,262

    This is actually not a fair comparison. These guys could "bully" killer in any way they wanted as they have much more experience. They didn't NEED the perk to do that. The perk just prolonged the match (and quite frankly - actually CREATED chance for killer to eventually down them all (which would not be possible if they just went on gens and out of game) - see 1st part where sweh died - do you really think that if he went for gens and only saved at last second instead of chasing next to hook, that he would have died that game?).